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com
last updated on August 26, 2017 at 11:08:27 AM

Mystic (Krynn)
Calling upon the inherent divine spark in all living beings,
the mystic carries the power to both heal and harm.
What sets the mystic apart from the cleric is the

within, not without. Unli


functions regardless of the presence or absence of
deities.

Creating a Mystic
Choosing an appropriate mystic domain is one of your
most important choices when creating your mystic.
Most good or neutral mystics choose life or nature,
while those with a more evil bent choose trickery or
death.

Quick Build
You can make a mystic quickly by following these
suggestions. First, make Wisdom your highest ability
score. Second, choose the acolyte background. Third,
choose the light, mending, sacred flame, and spare the
dying cantrips, along with the 1st-level spells cure
wounds and shield of faith.

Mystic by ?
by Ray Cordova, iltharanos@yahoo.com
last updated on August 26, 2017 at 11:08:27 AM

The Mystic (Krynn)


-Spell Slots per Spell Level-
Proficiency Mysticism Cantrips Spells
Level Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Bonus Points Known Known
Spellcasting, Mystic
1st +2 - 4 2 2 - - - - - - - -
Domain
Faith of the Heart,
2nd +2 2 4 3 3 - - - - - - - -
Mystic Domain feature,
3rd +2 3 Metamagic 4 4 4 2 - - - - - - -
Ability Score
4th +2 4 5 5 4 3 - - - - - - -
Improvement
5th +3 5 - 5 6 4 3 2 - - - - - -
6th +3 6 Mystic Domain Feature 5 7 4 3 3 - - - - - -
7th +3 7 - 5 8 4 3 3 1 - - - - -
Ability Score
8th +3 8 Improvement, Mystic 5 9 4 3 3 2 - - - - -
Domain Feature
9th +4 9 - 5 10 4 3 3 3 1 - - - -
10th +4 10 Metamagic 6 11 4 3 3 3 2 - - - -
11th +4 11 - 6 12 4 3 3 3 2 1 - - -
Ability Score
12th +4 12 6 12 4 3 3 3 2 1 - - -
Improvement
13th +5 13 - 6 13 4 3 3 3 2 1 1 - -
14th +5 14 Inner Faith 6 13 4 3 3 3 2 1 1 - -
15th +5 15 - 6 14 4 3 3 3 2 1 1 1 -
Ability Score
16th +5 16 6 14 4 3 3 3 2 1 1 1 -
Improvement
Metamagic, Mystic
17th +6 17 6 15 4 3 3 3 2 1 1 1 1
Domain Feature
18th +6 18 Mystic Fortitude 6 15 4 3 3 3 3 1 1 1 1
Ability Score
19th +6 19 6 15 4 3 3 3 3 2 1 1 1
Improvement
20th +6 20 Mystic Tenacity 6 15 4 3 3 3 3 2 2 1 1
by Ray Cordova, iltharanos@yahoo.com
last updated on August 26, 2017 at 11:08:27 AM

Class Features Spells Known of 1st Level and Higher


You know two 1st-level spells of your choice from the
As a mystic, you gain the following class features.
mystic spell list.

Hit Points The Spells Known column of the Mystic table shows
when you learn more mystic spells of your choice. Each
Hit Dice: 1d6 per mystic level
of these spells must be of a level for which you have
Hit Points at 1st Level: 6 + your Constitution modifier
spell slots. For instance, when you reach 3rd level in this
Hit Points at Higher Levels: 1d6 (or 4) + your
class, you can learn one new spell of 1st or 2nd level.
Constitution modifier per mystic level after 1st
Additionally, when you gain a level in this class, you
Proficiencies can choose one of the mystic spells you know and
Armor: Light armor replace it with another spell from the mystic spell list,
Weapons: All simple weapons which also must be of a level for which you have spell
Tools: None slots.

Saving Throws: Constitution, Wisdom Spellcasting Ability


Skills: Choose two from History, Insight, Medicine, Charisma is your spellcasting ability for your mystic
Persuasion, and Religion spells, since the power of your magic relies on your
ability to manifest your divine spark into the world. You
Equipment use your Charisma whenever a spell refers to your
You start with the following equipment, in addition to spellcasting ability. In addition, you use your Charisma
the equipment granted by your background: modifier when setting the saving throw DC for a mystic
(a) a light crossbow and 20 bolts or (b) any spell you cast and when making an attack roll with one.
simple weapon Spell save DC = 8 + your proficiency bonus +
(a) padded armor, (b) leather armor, or (c)
studded leather armor your Charisma modifier
Spell attack modifier = your proficiency bonus +
Two daggers and a holy symbol
your Charisma modifier

Spellcasting Spellcasting Focus


You can use a holy symbol (found in chapter 5 of the
An event in your past awakened the divine spark within PHB) as a spellcasting focus for your mystic spells.
you. This faith of the heart fuels your spells. See chapter
10 of the PHB for the general rules of spellcasting and Mystic Spells
below for the mystic spell list. The following spell list may be used in place of the
Cantrips standard cleric spell list.
At 1st level, you know four cantrips of your choice from Cantrips (0 Level)
the mystic spell list. You learn additional mystic cantrips Chill Touch
of your choice at higher levels, as shown in the Cantrips Friends
Known column of the Mystic table. Guidance
Light
Spell Slots Mending
The Mystic table shows how many spell slots you have Resistance
to cast your spells of 1st level and higher. To cast one of Sacred Flame
these mystic spells, you must expend a slot of Spare the Dying
Vicious Mockery
level or higher. You regain all expended spell slots when
you finish a long rest. 1st Level
For example, if you know the 1st-level spell inflict Animal Friendship
wounds and have a 1st-level and a 2nd-level spell slot Bane
Bless
available, you can cast inflict wounds using either slot.
Charm Person
Command
Create or Destroy Water
Cure Wounds
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last updated on August 26, 2017 at 11:08:27 AM

Detect Evil and Good Control Water


Detect Magic Death Ward
Detect Posion or Disease Divination
Guiding Bolt Dominate Beast
Healing Word Freedom of Movement
Heroism Guardian of Faith
Inflict Wounds
5th Level
Protection from Evil and Good
Awaken
Purify Food and Drink
Commune
Sanctuary
Contagion
Shield of Faith
Dispel Evil and Good
2nd Level Dominate Person
Aid Flame Strike
Augury Greater Restoration
Blindness/Deafness Hallow
Calm Emotions Hold Monster
Continual Flame Mass Cure Wounds
Detect Thoughts Mislead
Enhance Ability Modify Memory
Enthrall Raise Dead
Gentle Repose
6th Level
Hold Person
Blade Barrier
Lesser Restoration
Create Undead
Locate Object
Eyebite
Prayer of Healing
Forbiddance
Protection from Poison
Harm
See Invisibility
Heal
Shatter
Silence
Mass Suggestion
Spiritual Weapon
Wind Walk
Suggestion
Warding Bond 7th Level
Zone of Truth Conjure Celestial
Conjure Fey
3rd Level
Divine Ward
Animate Dead
Etherealness
Beacon of Hope
Fire Storm
Bestow Curse
Plane Shift
Create Food and Water
Regenerate
Daylight
Resurrection
Dispel Magic
Symbol
Fear
Feign Death 8th Level
Glyph of Warding Antimagic Field
Magic Circle Antipathy/Sympathy
Mass Healing Word Feeblemind
Meld into Stone Glibness
Protection from Energy Holy Aura
Remove Curse Mind Blank
Revivify
9th Level
Sending
Astral Projection
Speak with Dead
Gate
Spirit Guardians
Mass Heal
Water Breathing
Storm of Vengeance
Water Walk
True Resurrection
4th Level
Banishment
Confusion
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last updated on August 26, 2017 at 11:08:27 AM

Mystics and Channel Divinity Metamagic


Since the mystic class does not have the channel divinity At 3rd level, you gain the ability to twist your spells to
feature, it would seem to preclude making use of several suit your needs. You gain two of the following
domain features. This need not be the case. Metamagic options of your choice. You gain another one
To make use of a channel divinity feature, the mystic can at 10th and 17th level.
instead expend a number of mysticism points equal to the You can use only one Metamagic option on a spell
level at which the channel divinity feature is acquired. when you cast it, unless otherwise noted.
For example, a knowledge mystic may make use of the
knowledge of the ages feature by expending two mysticism
Careful Spell
points.
When you cast a spell that forces other creatures to
make a saving throw, you can protect some of those
creatures
Faith of the Heart 1 mysticism point and choose a number of those
creatures up to your Wisdom modifier (minimum of one
At 2nd level, you tap into a deep wellspring of magic
creature). A chosen creature automatically succeeds on
within yourself. This wellspring is represented by
its saving throw against the spell.
mysticism points, which allow you to create a variety of
magical effects. Distant Spell
Mysticism Points When you cast a spell that has a range of 5 feet or
greater, you can spend 1 mysticism point to double the
You have 2 mysticism points, and you gain more as you
range of the spell. When you cast a spell that has a
reach higher levels, as shown in the Mysticism Points
range of touch, you can spend 1 mysticism point to
column of the Mystic table. You can never have more
make the range of the spell 30 feet.
mysticism points than shown on the table for your level.
You regain all spent mysticism points when you finish a Empowered Spell
long rest. When you roll damage for a spell, you can spend 1
Flexible Casting mysticism point to reroll a number of the damage dice
up to your Wisdom modifier (minimum of one). You
You can use your mysticism points to gain additional
must use the new rolls.
spell slots, or sacrifice spell slots to gain additional
You can use Empowered Spell even if you have already
mysticism points. You learn other ways to use your
used a different Metamagic option during the casting of
mysticism points as you reach higher levels.
the spell.
Creating Spell Slots. You can transform unexpended
mysticism points into one spell slot as a bonus action on Extended Spell
your turn. The Creating Spell Slots table shows the cost When you cast a spell that has a duration of 1 minute or
of creating a spell slot of a given level. You can create longer, you can spend 1 mysticism point to double its
spell slots no higher in level than 5th. duration, to a maximum duration of 24 hours.
Creating Spell Slots Heightened Spell
Spell Slot Level Mysticism When you cast a spell that forces a creature to make a
Point Cost
saving throw to resist its effects, you can spend 3
1st 1
mysticism points to give one target of the spell
2nd 2
3rd 4 disadvantage on its first saving throw made against the
4th 5 spell.
5th 6
Quickened Spell
When you cast a spell that has a casting time of 1 action,
Converting a Spell Slot to Mysticism Points. As a
you can spend 2 mysticism points to change the casting
bonus action on your turn, you can expend one spell slot
time to 1 bonus action for this casting.
and gain a number of mysticism points equal to the
Subtle Spell
When you cast a spell, you can spend 1 mysticism point
to cast it without any somatic or verbal components.
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last updated on August 26, 2017 at 11:08:27 AM

Twinned Spell not know or are not normally capable of casting the
When you cast a spell that targets only one creature and spell) with a duration of up to 24 hours.
You also heal a number of hit points equal to your
mysticism Wisdom modifier x mystic level.
second creature in range with the same spell (1
Earth Strike
mysticism point if the spell is a cantrip).
At 8th level, once on each of your turns, you can cause a
Ability Score Improvement creature touching stone or earth you have just
damaged, to take an extra 1d8 damage. Increase this
When you reach 4th level, and again at 8th, 12th, 16th, extra damage to 2d8 at 14th level.
and 19th level, you can increase one ability score of your
Master of Earth
choice by 2, or you can increase two ability scores of
Starting at 17th level, you gain a burrow speed equal to
an ability
your current walking speed (and can burrow through
score above 20 using this feature.
stone) whenever you are underground or indoors.
Mystic Domain Mystic Appellations
Mystic domains represent the inner focus that guides
Depending on the domain they choose, mystics have the
access
following common appellations.
to the following domains and are free to choose the one
domain that best suits their inner focus: Arcana (see Domain Appellation
SCAG), Death (see DMG), Earth, Knowledge, Life, Arcana Mystic-Sorcerer
Meditation, Nature, Trickery Death Necromancer/Spiritualist

Earth Domain Earth


Knowledge
Earth Mystic
Mentalist
Earth mystics combine some of the eponymous wild Life Healer
magic of Krynn with the inner divine spark all mystics Meditation Channeler
Nature Animist
possess.
Trickery Alterer
Earth Domain Spells
Mystic Level Spells
1st catapult, earth tremor Inner Faith
3rd
5th erupting earth, slow At 14th level, your faith in your own divine power is so
7th banishment, stoneskin complete that you are no longer limited in your faith of
9th animate objects, wall of stone
the heart. You use the table that follows for flexible
casting.
Bonus Proficiencies Creating Spell Slots
At 1st level, you gain proficiency with medium and
Spell Slot Level Mysticism
heavy armor. Point Cost
1st 1
Ear 2nd 2
At 1st level, you have advantage on rolls against forced 3rd 4
movement. 4th 5
5th 6
Channel Divinity: 6th 8
Starting at 2nd level, as an action, you can use your 7th 10
Channel Divinity to cast meld into stone (even if you do 8th 12
not know or are not normally capable of casting the 9th 14
spell) with a duration of up to 24 hours.

Channel Divinity: Stone Womb Dwarf Earth Mystic by ?


Starting at 6th level, as an action, you can use your
Channel Divinity to cast meld into stone (even if you do
by Ray Cordova, iltharanos@yahoo.com
last updated on August 26, 2017 at 11:08:27 AM

Mystic Fortitude Mystic Tenacity


At 18th level, your mystical power allows you to At 20th level, your mystic fortitude feature is useable
weather punishing attacks. Whenever you are subject to three times (but no more than once per round) before
a critical hit, as a reaction you may either expend 2 requiring a short rest.
mysticism points to convert that critical hit into a normal Additionally, when reduced to 0 hit points, you may
hit, or gain 2 mysticism points (up to your normal expend 10 mysticism points to instantly regain half your
maximum). This feature is useable again after a short normal maximum hit points. This feature is useable
rest. again after a short rest.

Mystic by Jason Engle

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