Mystic
About this class
Where Sorcerers strive to control their own wild power, and Wizards study the mysteries of the arcane, Mystics turn their gaze inwards, awakening the unfettered potential of their minds and wills. Some walk this path willingly, seeking through introspection and ascetic training to ascend their mind to a higher plane of thought and being. Others have it thrust upon them, whether through dangerous experiments or contact with some strange being of the Realms Beyond. However they come by this power, they must learn to master it – lest it master them, instead.
Domains
Grace
Arcana
Starting stats
Hope feature
Class features
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Open Mind
You can sense psychic phenomena or the presence of strong emotions within Very Close range. The GM may allow you to make a Spellcast roll to discern additional details, if you have time to concentrate. Each time your Tier increases, the range of this ability increases by one band.
Additionally, you may occasionally sense the ripples of great psychic events or great outpourings of emotion over very long distances, at the GM's discretion.
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Beyond Limit
Once per Long Rest, you may become Unbound. While Unbound, you are subject to the following effects:
- You hover slightly above the ground, and radiate a palpable aura of power.
- Reduce all Recall costs by 1.
- Add your Tier to your Spellcast rolls.
- When you roll for magic damage, you may take 1 Stress to re-roll dice up to your Tier, but must take the new result(s).
- Gain 1 Stress whenever you roll with Fear, unless you spend 1 Hope.Lose Unbound when the scene ends, or when you lose HP due to gaining Stress.
At Level 5, your Instability Die increases to a d6.
Class items
- A crystal, shimmering with strange refractions
- A memento, from a friend not so lucky
Character questions
Background prompts
- When you were young, what set you apart from the others, and hinted at your potential?
- Who or what brought your mystical potential into full fruition - and how did it change you, irrevocably?
- What do you believe would allow you to take the next steps on your path?
Connection prompts
- Who refuses to believe you're anything more than a wizard, sorcerer or other magic-user?
- Who is concealing an inner turmoil they don't know you can feel?
- Who have you told your fears to, about what you might become?
Subclass cards
Printable via header menu
Mindweaver
Foundation
SPELLCAST TRAIT: Knowledge
Mind to Mind: You can form a mental link with a creature you can see within Far range. letting you transmit words or mental images to one another. Gain an Advantage to overcome the lack of a shared language.
Any linked creature can break the link at will, if they are aware of it. Otherwise, the link breaks at the end of the scene, or if a linked creature moves more than Very Far range from you.
Seeing Soul: You may make a Spellcast roll to search your Open Mind range for the minds of others. You become aware of the rough locations of all Adversaries whose Difficulty you beat. Player characters instead make an Instinct Reaction roll vs your result to remain hidden.
Mindweaver
Specialization
Mindweb: Spend 1 Hope to create mental links between a number of creatures you can see within Far range equal to your Tier plus the number of player characters. These links behave as per Mindspeech, save that they only break when willingly broken, or when you next rest.
Additionally, while you have a mental link to a creature, you have a rough sense of their intent, though not its specifics.
Psychic Thrust: When you inflict 1+ HP loss with a spell or weapon attack, you may spend 1 Hope to additionally inflict 1d3 Stress to the same target.
Mindweaver
Mastery
Empathic Shockwave: When you defeat a foe other than a Minion, you may make a Spellcast roll and spend 2 Hope. Inflict 1d3 Stress to each ally of the downed creature whose Difficulty you beat.
Whispers From Afar: You may spend 3 Hope to form a mental link, per Mindspeech, with any one creature you can clearly picture, so long as they are on the same plane of existence as yourself.
Additionally, links created via Mindweb no longer lapse at a rest.
Kineticist
Foundation
SPELLCAST TRAIT: Presence
Force Burst: When you hit a target with an attack, you may make a Spellcast reaction against their Difficulty. On a success, you may spend 1 Hope to shove them Close Range away from you, or make them temporarily Prone.
Prone characters have -2 Difficulty vs attacks from within Very Close range, and reduce their movement by one range band.
Mind in Motion: You may manipulate physical objects out to Close range as if holding them with your hands. This is not precise enough to effectively wield weapons via telekinetic force. When a Strength, Agility or Finesse roll would normally be relevant, use your Spellcast roll instead.
Kineticist
Specialization
Mighty Burst: The effects of Force Burst may now be applied to all chosen targets within Very Close range of the original target.
Force Barrier: Once per Rest, you or an ally within Very Close range may gain Resistance to damage from one attack.
Kineticist
Mastery
Focused Burst: If you inflict at least 1 HP damage with an attack, you may spend 2 Hope to inflict an additional HP. If you do this, you cannot activate Force Burst on this same attack.
Layered Barrier: Force Barrier may be used up to three times per Rest.
Mystic
Where Sorcerers strive to control their own wild power, and Wizards study the mysteries of the arcane, Mystics turn their gaze inwards, awakening the unfettered potential of their minds and wills. Some walk this path willingly, seeking through introspection and ascetic training to ascend their mind to a higher plane of thought and being. Others have it thrust upon them, whether through dangerous experiments or contact with some strange being of the Realms Beyond. However they come by this power, they must learn to master it – lest it master them, instead.
Domains
Grace + Arcana
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A crystal, shimmering with strange refractions
- • A memento, from a friend not so lucky
Mystic’s Hope Feature
Gathering Concentration : Spend 3 Hope to add +1 to your Spellcast rolls until you next rest, or lose 2+ HP at once, whichever comes sooner..
Class Features
Open Mind
You can sense psychic phenomena or the presence of strong emotions within Very Close range. The GM may allow you to make a Spellcast roll to discern additional details, if you have time to concentrate. Each time your Tier increases, the range of this ability increases by one band. Additionally, you may occasionally sense the ripples of great psychic events or great outpourings of emotion over very long distances, at the GM's discretion.
Beyond Limit
Once per Long Rest, you may become Unbound. While Unbound, you are subject to the following effects: - You hover slightly above the ground, and radiate a palpable aura of power. - Reduce all Recall costs by 1. - Add your Tier to your Spellcast rolls. - When you roll for magic damage, you may take 1 Stress to re-roll dice up to your Tier, but must take the new result(s). - Gain 1 Stress whenever you roll with Fear, unless you spend 1 Hope. Lose Unbound when the scene ends, or when you lose HP due to gaining Stress. At Level 5, your Instability Die increases to a d6.
Mystic Subclasses
Choose either the Mindweaver or Kineticist subclass.
Mindweaver
Play a Mindweaver if you want to assail the minds of your foes, and link and coordinate those of your allies.
Spellcast Trait
Knowledge
Foundation Features
Mind to Mind: You can form a mental link with a creature you can see within Far range. letting you transmit words or mental images to one another. Gain an Advantage to overcome the lack of a shared language.
Any linked creature can break the link at will, if they are aware of it. Otherwise, the link breaks at the end of the scene, or if a linked creature moves more than Very Far range from you.
Seeing Soul: You may make a Spellcast roll to search your Open Mind range for the minds of others. You become aware of the rough locations of all Adversaries whose Difficulty you beat. Player characters instead make an Instinct Reaction roll vs your result to remain hidden.
Specialization Feature
Mindweb: Spend 1 Hope to create mental links between a number of creatures you can see within Far range equal to your Tier plus the number of player characters. These links behave as per Mindspeech, save that they only break when willingly broken, or when you next rest.
Additionally, while you have a mental link to a creature, you have a rough sense of their intent, though not its specifics.
Psychic Thrust: When you inflict 1+ HP loss with a spell or weapon attack, you may spend 1 Hope to additionally inflict 1d3 Stress to the same target.
Mastery Feature
Empathic Shockwave: When you defeat a foe other than a Minion, you may make a Spellcast roll and spend 2 Hope. Inflict 1d3 Stress to each ally of the downed creature whose Difficulty you beat.
Whispers From Afar: You may spend 3 Hope to form a mental link, per Mindspeech, with any one creature you can clearly picture, so long as they are on the same plane of existence as yourself.
Additionally, links created via Mindweb no longer lapse at a rest.
Kineticist
Play a Kineticist if you want to unleash powerful telekinetic forces from the thick of the fighting.
Spellcast Trait
Presence
Foundation Features
Force Burst: When you hit a target with an attack, you may make a Spellcast reaction against their Difficulty. On a success, you may spend 1 Hope to shove them Close Range away from you, or make them temporarily Prone.
Prone characters have -2 Difficulty vs attacks from within Very Close range, and reduce their movement by one range band.
Mind in Motion: You may manipulate physical objects out to Close range as if holding them with your hands. This is not precise enough to effectively wield weapons via telekinetic force. When a Strength, Agility or Finesse roll would normally be relevant, use your Spellcast roll instead.
Specialization Feature
Mighty Burst: The effects of Force Burst may now be applied to all chosen targets within Very Close range of the original target.
Force Barrier: Once per Rest, you or an ally within Very Close range may gain Resistance to damage from one attack.
Mastery Feature
Focused Burst: If you inflict at least 1 HP damage with an attack, you may spend 2 Hope to inflict an additional HP. If you do this, you cannot activate Force Burst on this same attack.
Layered Barrier: Force Barrier may be used up to three times per Rest.
Background Questions
Answer any of the following, or create your own.
- • When you were young, what set you apart from the others, and hinted at your potential?
- • Who or what brought your mystical potential into full fruition - and how did it change you, irrevocably?
- • What do you believe would allow you to take the next steps on your path?
Connections
Ask one of the following, or improvise.
- • Who refuses to believe you're anything more than a wizard, sorcerer or other magic-user?
- • Who is concealing an inner turmoil they don't know you can feel?
- • Who have you told your fears to, about what you might become?
Discussion
Be thoughtful and kind.
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