Mystic Description filled with Flowery Text
Note: The Mystic is currently being worked on, but is tertiary to other classes at the moment. This page will be properly reworked when the Set 1 (the Core 12) classes are finished. When all is said and done, the Mystic will be an unarmed martial that uses supernatural powers to supplement their kit, with their battle spirit acting for them and/or supporting them and their allies.
Playing a(n) ClassName
Roleplay
Mechanical Talk
How to play, etc etc.
Key Attribute(s):
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Key Terms
BONUS/PENALTY DICE): Bonus and Penalty die are important to all characters. For the Fighter, your kit will give you bonus die on fear effects...
PROFICIENCY: Proficiency and Proficiency Bonus is an important term for all classes. For the Fighter, your proficiency will your usual kit (Attacks, Save DC, Skills, etc), as well as...
Name them all.
Class Level |
Class Features |
1 |
- Initial Character Additions
- Ancestry (and Heritage), Background (and Skill Talent), 1st Feat(s), etc
- Multiclass Additions
- Class Hit Dice
- Added Proficiencies
- Class Features
Class Features Here
|
2 |
X (Subclass), |
3 |
Class Feature, Subclass Feature |
4 |
+Y: Y, 1st Class Mastery Choices |
5 |
Token Class Feature (PS, AA, etc), Class Features |
6 |
Subclass Feature |
7 |
+Y: Y, 2nd Class Mastery Choices |
8 |
Class Feature |
9 |
Subclass Feature |
10 |
+Y:Y, 3rd Class Mastery Choices |
11 |
Class Feature/td]
|
12 |
Subclass Feature |
13 |
+Y: Y, 4th Class Mastery Choices |
14 |
Build on Class Feature |
15 |
Subclass Feature |
16 |
+Y: Y, 5th ClassMastery Choices |
17 |
Named Class Feature |
18 |
Subclass Feature |
19 |
+Y: Y, Last Class Mastery Choices |
20 |
Class Capstone |
Initial Character Additions
If the CLASSNAME is your starting Class, you gain the following features and proficiencies:
Ancestry, Background, etc |
You gain the benefits of your selected Ancestry, Heritage (be they Ancestral Heritages or Versatile Heritages, your Background and it's Skill Talent, your 1st level Feat Choice, etc.
You gain two Attribute Boosts. One of which must be used on Strength or Dexterity. The other can be whatever you wish.
Starting / Leveled Health: X (or Average/1dX)
Gear Profs
Armor:
No Armor Proficiencies
Weapons: All
Simple Weapons and
Martial Weapons
Saving Throws: Fortitude (Con/Cha) and either Reflex (Str/Dex) or Will (Int/Wis)
Skill Profs
Choice of 3 primary skills from the following list:
Choice of 2 secondary skill from the following list:
Note A: For each additional
Intelligence attribute point above 0, you do not gain additional Skills. Instead, you gain
Skill Talents of your choice that you qualify for.
Note B: For each Skill listed abovet that is also given by your Ancestry or Background, you may pick any skill from the full list of Primary and Secondary skills (depending on which choice is given already), as per the
Origin Customization Rule.
Starting Gear
You gain either
3d6 times 10 sp (or 105 sp / 1 gp 5 sp) as starting gold to spend on gear, OR gear from any one of the following starter packs:
Mystic Class,
Channeler Group,
Warrior Group,
Explorer's Pack.
Minimum Requirements: Z stat +2/+3 or more
If you are multiclassing into the Mystic, you gain the following proficiencies:
Proficiencies
X
Class Hit Die: D12
Class Group(s): Channeler, Warrior
Favorite Class Bonus:WIP.
As a Mystic, you gain Class Features associated with your class at certain class levels.
At levels 1, 2, 3, 5, 8, 11, 14, and 17 you gain Your main Features, or semi-unique features that establish your class and your role in the game with such.
At class levels 4, 7, 10, 13, 16, and 19 you will gain
Class Mstery Features, or features that that improve on your main features; and a mini-feat called
a Mastery Talent (1 out of 3+ preset choices). (Note: You can forgo taking Mastery Features and Talent(s) to gain or advance a
Dedication Template instead).
You gain the following class features:
(1st) Phantasmal Awareness |
Your superntural origin comes from an ethereal space that stands beside you in a pocket dimension, or from an item you draw power from. You can't fully access it yet, but you can draw power from it in a very simple manner. For now.
You gain the Brutal Defense and Determined Defense common features. You also learn the Unseen Servant spell. Furthermore, it's action cost is reduced by 1◈ (to 1 baseline), and can be used by you using other Resource Points.
Whenever you perform an Ability, your can have your Unseen Servant perform it instead. Checks and rolls (including damage, attacks, etc) are done from the position of the Unseen Servant, while still using your stats (proficiency, attributes, etc). This includes Somatic components of spells.
(1st) Fighting Styles, Mystic |
The Mystic is an initiator martial at heart, much like the Sorcerer is an innate caster. The experiences, knowledge, and personality of the Mystic coalesces into their ability to fight with supernatural power, and granting them a tendency to do well in battle.
You gain your choice of either the Dueling, Great Weapon Fighting, or the Multiweapon Fighting fighting styles (your choice), and an additional Fighting Style from the Full List of Fighting Stles. These represent the gravity that fighting has on the Mystic, and how that tends to shape their lives. and auras.
Additionally, you gain the Focus Point Pool, Full common feature to use with all your fighting styles.
At class lvl 2, all Mystics awaken to their Phantasm's true nature. This nature is depicted in both the phantasm and the wielder, both guided by the same Hand that manipulates both souls. For you, this Hand is your subclass.
Your subclass gives you features at class levels 2, 3, 6, 9, 12, 15, and 18. It also gives you a unique capstone choice at class level 20, as well as separate Mastery Talent choices (the C choice) when they come up (at 4, 7, 10, 13, 16, 19).
(2nd) Phantasmal Awakening |
Your phantasm has changed taking on a different form. Your Unseen Servent becomes more than a vessel for unknown magic, and you awaken to another side of yourself imbued by magic item, bloodline, or fate. This side of you will lend you it's strength, for they are you, and you are they.
You gain the unique Ability Manifest Phantasm. This ability summons your Phantasm right next to you, sharing your space harmlessly. While summoned, your Phantasm exists wherever you do, moving with you like a worn object. The Phantasm itself has no stats of it's own, instead sharing yours where applicable (Skills, Attributes, Feat/ures, AC, Weaponry, equipment benefits, etc). You may use your abilities from your Phantasm, also, treating your phantasm as yourself.
More uniquely, different Phantasms have different functions, strengths, and weaknesses. Yours is no different, require a choice for specialization. When you gain this ability, pick a Form from below. Once picked, your Phantasm will take this form whenever it is manifested.
- Aura Form. An Aura Phantasm permeats around the user using the environment to land blows, such as items of negligble bulk or traps you've placed around the arena yourself.
- The Aura's radius equals 10 ft times your proficiency bonus. It cannot be targeted otherwise by anything.
- Mobile Form. A Mobile Phantasm takes the image of a person or creature, who deals blows as you would.
- The Mobile Phantasm can do anything you do, from interactions to attacking with your weapons. It has it's own Movement equal to your own, but cannot go farther than a distance equal to your Movement. It can targeted and damaged on it's own, with you taking half the damage dealt to it. Any condition applied to you is not applied to it (and visa versa). Finally, it has any natural weapons you have (including fists, for the Unarmed Scrapper fighting style).
- Possesion Form. A Possesion Phantasm takes ahold of another, only existing when there is something to take possession of.
- The Possession Phantasm requires another entity to function, like an item no larger than your own. The possesed item's functions are limited to what the item normally could do, and if it has the parts to interact properly (such as hands or appendages to hold things). The possession has no range limit once initiated, and you can switch between moving yourself or the item at will. You do not take damage when the item is damaged, but you take 1d8 Drain⚙️ damage if the item is destroyed.
- Swarm Form. A Swarm Phantasm uses multiple entities to do a single job, often requiring a tactical mind, or one that is tolerant but eccentric.
- A Swarm Phantasm can summon an even number of entities from numbers 2-6. Each one can be directed telepathically to do a single task, though they cannot use your statistics or abilities unless half of them are present in a single location (or a square), as each one has +0 to their attributes and skills, and 1 health. When one dies without being recalled, you take 1d4 Drain⚙️.
- Weapon Form. A Weapon Phantasm takes the form of a weapon instead of weapon, one that you can weild or one that holds a special meaning.
- A Weapon Phantasm appears as any weapon you are proficient in, or a can target a weapon ycan equip (and/or an ability with the Metaphysical⚙️ trait). That weapon can be summoned or dismissed as an Action / ◈, and gains the strongest keywords, enchants, and positive effects from your attuned items where applicable (Melee gets everything from other Melee Weapons, Thrown from Thrown, Ranged from Ranged, etc). If the weapon requires Ammo⚙️, the weapon produces it's own.
Your Phantasm can look like anything you wish it to (A wild haired warrior, a masked angel, a swarm of bees, a metallic arm, etc), but it's appearance must denote it's functions and Type.
Your Spirit, now manifested, further alters based on your personality and choices. The masks you wear, the training you've done. These take the special Class Talents. While many Class Talents are different for every class that has them, Invocations grant you the talent's passive and/or abilities. Said abilities are automatically stored in a Spell Repertoire, if you have one. If you lose the Invocation, you lose access to the ability as well.
You gain an Invocation every even level in this class (2nd, 4th, 6th, 8th, etc). The full list of Invocations will be listed at the end of the Feature Summary.
Uniquely, Mystics share Invocations with Warlock]s(article:f72a95b6-c515-47ed-a601-d658627e9086) and @[Witches.
You are able to harness the radiant flames of your soul to empower your phantasm’s destructive power and enhance your various abilities.
You gain the Power Point Pool or the Spell Point Pool common feature, depending on your subclass.
(3rd) 2nd Secondry Build Feature or other |
Warriors get something small but extra, Experts get their skill talent feature, Mages and Channelers get less
(3rd) Subclass Feature(s) |
At 3rd class level, and every 3rd level after until 18th class level (6th, 9th, 12th, 15th, and 18th), you will get features from your subclass.
(4th) MF: Feature Name, Y |
X feature gerts improved, does one or two ribbons. Like a feat.
You also gain your choice of the following below. These choices are also listed in the ClassName Mastery Array.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
(5th) Token Class Group Ability |
Additional Attack, Potent Spellcasting, Or something else that defines the class.
One that doesn't usually Improve
[(5th) 4th Unique Feature |
One that can be improved if the other one can't. usually a 7th level fearture from 5e in terms of strength.
Your x is improved.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
Slightly Unique, and also some build on to what the class is already doing.
Improves a prior ability that defined the class, and welcomes the class into a new tier of content.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
[ (11th) 6th Unique, 1st High Tier Feature |
Simple, but Effective. Here. We Go.
Builds on something, etc.
- A:.
- B: :.
- C: Player Choice: YYou may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
High level build on feature. Does something good, but sitll just improves the old stuff like 11th level did.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
The Big feature, that's often like a movie quote or a book quote.
(19th) MF: Y, Last Class Enhancements |
Something Big, and usually something that does something cool or pinnacle-like.
- A:.
- B: :.
- C: Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead).
When you reach the 20th class level in this class you may pick a capstone from this class's Class Group(s), it's subclass/dedication(s)/template(s), or from one below.
3-4 choices. 1-2 from the class, 1 from the Class Group, and 1 from the Subclass.
Capstone 1
X
Capstone 2 / Class Group
X
Class Level |
Feature Enhanced |
Choice A |
Choice B |
Choice C |
4th |
+4: 4 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
7th |
+4:4 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
10th |
+10: 10 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
13th |
+13: 13 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
16th |
+16: 16 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
19th |
+19: 19 |
A: |
B: |
Player Choice: You may pick any previously available Mastery Talent from your Class choice(s) (including Subclasses), or one your Subclass grants at this level. (If your class has Talents from another feature, you pick one of those instead). |
Subclasses and Archetypes |
Subclass, manually color |
Short Description |
Good At |
Mechanically Grants |
X (Classic Subclass) |
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Variant Subclass 1 |
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Variant Subclass 2 |
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Weird Subclass (if applicable) |
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Archetypes |
Short Description |
Good At |
Mechanically Grants/Replaces |
TBD |
TBD |
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To come.