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A mystic is a hybrid spell caster of Essence and Mentalism that concentrates on magic and manipulation. Ze uses the higher of Intelligence and Charisma to cast spells from hir base lists, and the target uses the lower of hir Intelligence and Charisma saves to resist.
Hit Points
Hit Dice: 1d6 per level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per level after 1st
Power Points
Power Point Dice: 1d8 per level
Power Points at 1st Level: 8 + your Charisma or Intelligence modifier
Power Points at Higher Levels: 1d8 (or 5) + your Charisma or Intelligence modifier per level after 1st
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Charisma, Intelligence
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Mystics choose 2 base lists and 6 open or closed spell lists from either realm at Level 1. For Essence Spell Lists, they gain access to Levels 1-10. For Mentalism and Mystic spell lists, they can cast any spell up to their levels. They learn 1 extra Mentalism spell list or Essence spell list fragment every even level thereafter. They also gain 2 cantrips from the 5E rules at Level 1 and one additional cantrip every 5 levels thereafter.
They can cast any spell up to their level in the chosen lists.
Table: Class Level Progression
Anastria Level 1 Half-Elf Mystic
Last edited by ionathas, October 29 2023 22:10:14. Secured game article. You most log in to contribute.