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Call of the Mystic

About these subclasses

The Call of the Mystic Warrior allows you to use some magic while still being a Warrior. You instead have Mystic Charges, which allow you to tap into some magical ability to enhance yourself, both on, and off, the battlefield.

Designed for class

Warrior image
Core class
Warrior

Call of the Mystic

Enhance your battle prowess with Mystic Charges

Foundation

Mystic Charges: At the beginning of a session, place a number of tokens on this card equal to your Proficiency. You may spend a token to activate one of your Mystic Charge abilities. Your Mystic Charge Abilities are listed below:

  • Extend-Before you make an attack, you may spend a Mystic Charge to extend the range of your weapon by one range up to Very Far. You may spend any number of Hope to extend the range further, with 1 Hope equaling one range further.

  • Defend-After taking damage, you may spend a Mystic Charge to reduce the damage by one Threshold.

  • Enhance-Spend a Mystic Charge to grant you advantage on all rolls of one trait of your choice until the end of the scene.

At the end of the session, clear all unspent tokens.

Mystic Recharge: You regain one Mystic Charge whenever you roll a Critical Success, and all Mystic Charges after completing a rest. Additionally, you may regain Mystic Charges by Marking a Stress, and Making a Spellcast Roll (15). Your Spellcast Trait for this roll is the trait of your Primary weapon.

Specialization

Additional Charges: Your Mystic Charges now include:

  • Splinter-Before you make an attack, you may spend a Mystic Charge to target an additional creature within range of your weapon. You may spend any number of Hope to target additional creatures, with 1 Hope equating to one additional creature.

  • Brand-After you make a successful attack, you may spend a Mystic Charge to force the target to make a reaction roll (15). On a failure, the target becomes temporarily vulnerable.

  • Invisibility-Spend a Mystic Charge to turn Invisible, and gain the Hidden condition. You have the Hidden condition until you make a number of action rolls equal to your Proficiency.

Steady Recharge: You may regain Mystic Charges by only marking a Stress a number of times per session equal to your Proficiency.

Mastery

Extra Charges: Your Mystic Charges now include:

  • Drain-After you make a successful attack, you may spend a Mystic Charge to clear an equal amount of Hit Points you cause the creature to mark.

  • Crush-After you make a successful attack, spend a Mystic Charge to force the target to make a reaction roll (17). On a failure, they take additional magic damage equal to d6 using your Proficiency.

  • Relax-Spend a Mystic Charge to give yourself, or another creature within Very Close range, the ability to perform one Long Rest Downtime ability, or two Short Rest Downtime abilities.

Mystic Reverb: Whenever you use a Mystic Charge token, you may roll 1d6. If the result is a 6, you do not expend the token.

Printable cards

Foundation / Specialization / Mastery
Blade domain icon Bone domain icon
Warrior

Call of the Mystic

Foundation

Mystic Charges: At the beginning of a session, place a number of tokens on this card equal to your Proficiency. You may spend a token to activate one of your Mystic Charge abilities. Your Mystic Charge Abilities are listed below:

  • Extend-Before you make an attack, you may spend a Mystic Charge to extend the range of your weapon by one range up to Very Far. You may spend any number of Hope to extend the range further, with 1 Hope equaling one range further.

  • Defend-After taking damage, you may spend a Mystic Charge to reduce the damage by one Threshold.

  • Enhance-Spend a Mystic Charge to grant you advantage on all rolls of one trait of your choice until the end of the scene.

At the end of the session, clear all unspent tokens.

Mystic Recharge: You regain one Mystic Charge whenever you roll a Critical Success, and all Mystic Charges after completing a rest. Additionally, you may regain Mystic Charges by Marking a Stress, and Making a Spellcast Roll (15). Your Spellcast Trait for this roll is the trait of your Primary weapon.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Blade domain icon Bone domain icon
Warrior

Call of the Mystic

Specialization

Additional Charges: Your Mystic Charges now include:

  • Splinter-Before you make an attack, you may spend a Mystic Charge to target an additional creature within range of your weapon. You may spend any number of Hope to target additional creatures, with 1 Hope equating to one additional creature.

  • Brand-After you make a successful attack, you may spend a Mystic Charge to force the target to make a reaction roll (15). On a failure, the target becomes temporarily vulnerable.

  • Invisibility-Spend a Mystic Charge to turn Invisible, and gain the Hidden condition. You have the Hidden condition until you make a number of action rolls equal to your Proficiency.

Steady Recharge: You may regain Mystic Charges by only marking a Stress a number of times per session equal to your Proficiency.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
Blade domain icon Bone domain icon
Warrior

Call of the Mystic

Mastery

Extra Charges: Your Mystic Charges now include:

  • Drain-After you make a successful attack, you may spend a Mystic Charge to clear an equal amount of Hit Points you cause the creature to mark.

  • Crush-After you make a successful attack, spend a Mystic Charge to force the target to make a reaction roll (17). On a failure, they take additional magic damage equal to d6 using your Proficiency.

  • Relax-Spend a Mystic Charge to give yourself, or another creature within Very Close range, the ability to perform one Long Rest Downtime ability, or two Short Rest Downtime abilities.

Mystic Reverb: Whenever you use a Mystic Charge token, you may roll 1d6. If the result is a 6, you do not expend the token.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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