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    Oct 2007

    Default New Class: Mystic Warrior (Fighting/Arcane Hybrid)[PEACH]

    The Mystic Warrior:(v 0.2.0) Last Change: 5/19/2015
    This class is intended to be a full Fighting/Arcane hybrid, with a focus on defensive abilities and a secondary anti-magic theme.

    Areas that need attention or input:
    • 3rd-Level Active Abilities granted by Archetypes. Especially "Cloak of the Stars"
    • All custom spells.
    • New wording on "Fast Magic" should lack loopholes that allow for multi-casts or using spells from other classes.



    If you could provide feedback on these items especially, it would be helpful. Thanks!

    Recent Chages:
    • Class now has cantrips.
    • Two-Hand style dropped, Archery added.
    • Fast magic reworked.



    Mystic Warrior


    Surrounded by a half dozen Orcs, an old halfing with a sun-baked face looks for an opening. Overeager, one of his assailants charges alone and is cut down down by one his swords. Reacting quickly springs the position now on his left and catches another with his second blade. He spins to face his remaining attacks and with single sword and a sweep of his hand evokes a burst of flame that incinerates the remaining attackers.

    Silently, a young human in simple peasant's garb studies a wall. He walks with a measured pace as he runs his hand along the its surface. Stepping back he concentrates and the lines of magic that brought the barrier into being slowly taking on a faint glow. He pulls an ornately carved dagger from his belt and begins to sweep it in complex patterns with dizzying speed. With a final shout he cuts the air in front of the wall, and it crumbles to dust.

    Mystics are powerful warriors and refined students of how magic interacts with the natural world. They look to the heavens not for the aid of gods or patrons but for insight into the workings of the universe. They apply this insight to their movements and the use of their weapons and with practice this allows them a fundamental understanding of where the magical meets the physical, how the arcane interacts with the mundane. This allows them to produce their own magical effects or sever those of others.

    Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
    1st +2 Unarmored Defense, Light Touch, Aura Sense, Ζther Shock — — — — —
    2nd +2 Fighting Style, Spellcasting, Arcane Ward 2 — — — —
    3rd +2 Magic Resistance, Study of Magic 3 — — — —
    4th +2 Ability Score Improvement 3 — — — —
    5th +3 Extra Attack 4 2 — — —
    6th +3 Fast Magic 4 2 — — —
    7th +3 Study Feature 4 3 — — —
    8th +3 Ability Score Improvement 4 3 — — —
    9th +4 — 4 3 2 — —
    10th +4 Spell Disruption 4 3 2 — —
    11th +4 Study Feature 4 3 3 — —
    12th +4 Ability Score Improvement 4 3 3 — —
    13th +5 — 4 3 3 1 —
    14th +5 Null Magic 4 3 3 1 —
    15th +5 Study Feature 4 3 3 2 —
    16th +5 Ability Score Improvement 4 3 3 2 —
    17th +6 — 4 3 3 2 1
    18th +6 Improved Spell Disruption 4 3 3 2 1
    19th +6 Ability Score Improvement 4 3 3 2 2
    20th +6 Study Feature 4 3 3 2 2




    Class Features
    As a mystic you gain the following class features.New Class:

    Hit Points
    Hit Dice: 1d10
    Hit Points at 1st Level 10 + your Constitution modifier.
    Hit Points at Higher Levels 1d10 (or 6) + your Constitution modifier per mystic level after 1st.

    Profiencies
    Armor: Shields
    Weapons: Simple weapons, martial weapons
    Tools: Carpenter's tools or Smith's Tools
    Saving Throws: Dexterity, Intelligence
    Skills: Choose two from Acrobatics, Animal Handling, Athletics, Arcana, Perception, Religion and Stealth.

    Equipment
    You start with the following equipment, in addition to the equipment gained by your background.
    • (a) two martial weapons or (b) one martial weapon and a shield
    • (a) an adventurer's pack or (b) a scholar's packNew Class: Mystic
    • (a) a set of Carpenter's tools or (b) a set of Smith's tools
    • Any simple ranged weapon.


    Unarmored Defense
    Beginning at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit.

    Light Touch
    Beginning at 1st level, you may use your dexterity modifier in place of strength on attack and damage rolls with any weapon that does not have the heavy property.

    Aura Sense
    Beginning at 1st level, you have become attuned to the latent magical energy that permeates the wolrd. You are always aware if there are one or more ongoing spell effects within 5ft you. You don't know the location, number or source of these spell effects. If you touch a creature or object you always know if they are subject to one or more ongoing spell effects or if the item is magic.

    This ability can't penetrate any barriers and only works if you have line of sight to the object or creature in question. Any spell, ablity or effect that interferes with Detect Magic or similar divination spells also affects this ability.

    Ζther Shock
    Beginning at 1st level, you know the Ζther Shock cantrip. Intelligence is your casting ability for this cantrip. When you gain 2nd level you engrave this cantrip on your Spell Weapon and from then on treat it as one of your mystic warrior cantrips.

    Fighting Style
    Beginning at 2nd level you adopt a style of fighting as your specialty. You can't take a Fighting Style option more than once, even if you later get to choose again.

    Dueling
    This functions just as the fighter fighting style of the same name. Please see page 72 of "D&D Player's Handbook" for details, replace any text referring to "fighter" with "mystic".

    Archery
    This functions just as the fighter fighting style of the same name. Please see page 72 of "D&D Player's Handbook" for details, replace any text referring to "fighter" with "mystic".

    Protection
    This functions just as the fighter fighting style of the same name. Please see page 72 of "D&D Player's Handbook" for details, replace any text referring to "fighter" with "mystic".

    Two-Weapon Fighting
    This functions just as the fighter fighting style of the same name. Please see page 72 of "D&D Player's Handbook" for details, replace any text referring to "fighter" with "mystic".

    Spellcasting
    By 2nd level, you have learned how to channel arcane power through your weapons to cast spells as a wizard does. The mystic spell list is found at the end of this post. Please note this spellcasting ability does not include the wizards ritual casting ability or any other features not explicitly called out in this section.

    Spell Weapon
    At 2nd level, you may engrave a single weapon with two cantrips and three 1st-level mystic spells of your choice. A spell weapon functions just as a wizard's spell book does. You also prepare in cast spells in the same manner as a wizard. See page 114 of "D&D Player's Handbook" for details. Replace any text referring to "spell book" with "spell weapon" and any text referring to "wizard" with "mystic", this includes the sidebar "Your Spellbook". You may only cast spells while touching the spell weapon on which they are engraved.

    You must have the appropriate artisan's tools and skill proficiency to engrave the surface of the weapon: Carpenter's tools for wood and Smith's tools for metal.

    Spellcasting Ability
    Intelligence is your spellcasting ability for your mystic spells, since your learn your spells through practice and memorization. This functions identically to the wizard's spellcasting ability. See page 114 of "D&D Player's Handbook" for details. Replace any text referring to "spell book" with "spell weapon" and any text referring to "wizard" with "mystic".

    Spellcasting Focus
    You may use your spell weapon as a spellcasting focus for your mystic spells.

    Weapon Gestures
    You may use your spell weapon to perform the somatic components of your mystic spells.

    Learning Spells of 1st Level and Higher
    Each time you gain a mystic level, you may engrave one mystic spell of your choice on your spell weapon. This otherwise functions exactly as wizards learning spells. See page 114 of "D&D Player's Handbook" for details. Replace any text referring to "spell book" with "spell weapon" and any text referring to "wizard" with "mystic".

    Arcane Ward
    Beginning at 2nd level, when you would suffer 1 or more points of damage for any reason, you may expend one mystic spell slot to gain temporary hit points. You gain 12 hit points, plus 6 hit points for each spell level higher than 1st. If the source of damage is an attack, you do not suffer any additional effects of the attack (such as poison, or other conditions) if you have any temporary hit points remaining after the damage is dealt.

    These temporary hit points are lost at the end of your next turn.

    Magic Resistance
    Beginning at 3rd level, you have resistance to damage from spells.

    Study of Magic
    When you reach 3rd level, you choose a refined methodology that defines how your understand the complexity of the world's magic. You choose a specific aspect of the world and use it as a lens through which to view the intricacies of arcane power.

    Study Spells
    Each study has a list of associated spells. You add those spells to your mystic class spell list, the list indicates which spells are added for each spell level.

    Study of the Stars
    Spoiler
    Show

    The study of the stars is the study of subtlety and stability. The light of the stars is gentle, their movement is slow, deliberate and coordinated. Their meaning being as much about the space between the stars as it is the stars themselves.

    The study of the stars grants access to spells an abilities that enhance misdirection and avoiding conflict.

    When you take up the study of the stars you gain proficiency in stealth. If you are already proficient in stealth you may choose another proficiency from amongt those mystics may choose at 1st level.


    Study Spells:
    • 1st Level Disguise Self, Sleep
    • 2nd Level: Invisibility, Pass Without Trace
    • 3rd Level: Meld into Stone, Non Detection
    • 4th Level: Greater Invisibility, Hallucinatory Terrain
    • 5th Level: Mislead, Passwall

    Cloak of the Stars
    Beginning at 3rd level when a hostile creature makes an attack roll against an ally (not including yourself), within 30ft of yourself, you may grant that ally a +2 bonus to AC against that attack roll as a reaction. This bonus to AC increases by 1 for every 3 mystic levels you posses beyond the 3rd.

    If you have the protection fighting style, you may also use it as a part of the same reaction so long as the attack roll you are reacting to would meet all the normal conditions for using the protection fighting style.

    Once you use this feature you may use it again any number of times for the next minute. Afterwards you can't use it again until you finish a long rest.

    Whisper Casting
    Beginning at 7th level you may perform the verbal components of your spells in an inaudible whisper. Since you mouth the words in silence it is impossible for other creatures to detect your spell casting via hearing. This doesn't allow you to cast spells while gagged, in the area of a silence spell or otherwise unable to speak.

    Hidden Strike
    Beginning at 11th level, if you start your turn unseen by an opponent the first weapon attack you make against them that turn deals an additional 1d8 damage.

    Spell Constellation
    Beginning at 15th level, if you cast a spell on your self you may also cast that spell on a single willing creature within 60ft of you, sharing the effects with them so long as they remain within 60ft of you. When you cast a spell in this fashion the duration is halved.


    Into Nothing
    Beginning at 20th level, when you hit a hostile creature with a weapon attack they must make a charisma save against your spell DC or be banished to the void.

    If they fail their save they are shunted to a micro-plane containing nothing but them that is the exact same size and shape of their body. Their existence there is magically sustained but no senses function and no movement or action is possible. Though they remain conscious even purely mental actions are impossible. For all external purposes (such as divination or teleportation spells), neither they nor the plane exist.

    After 5 hours they may repeat their save and return to the world in some place safe and familiar to them if they succeed. If they fail that save, they may repeat it again in 1 day. If they fail that save they may repeat it again in 5 days. If the fail that save they may repeat it again in 25 days, and so on being able to repeat the save at each point 5 times as much time has passed as had passed in total at the point of the last attempt. The subject experiences the full time between saves, but only ages 1 day between save attempts.

    If they succeed on their initial save they are stunned for 1 round.

    Once you have used this feature you can't use it again until you finish a long rest.



    Study of the Planets
    Spoiler
    Show

    The study of the planets is the study of movement and adaptability. The light of the planets varies in color and intensity, their movement is fast and independent. Their meaning is derived from their own qualities looking only to others for context or comparison.

    The study of the planets grants access to spells and ability that enhance mobility and lets your adjust to changing circumstances.

    When you take up the study of the stars you gain proficiency in athletics. If you already proficient in athletics you may choose another skill proficiency from among those mystics may choose at 1st level.


    Study Spells:
    • 1st Level: Expeditious Retreat, Jump
    • 2nd Level: Spider Climb, Misty Step
    • 3rd Level: Fly, Haste
    • 4th Level: Dimenson Door, Freedom of Movement
    • 5th Level: Teleportation Circle, Tree Stride

    Gravitational Push
    Beginning at 3rd level when a hostile creature makes an attack roll against an ally (not including yourself), within 30ft of yourself, you may move that ally up to 10ft as a reaction. The ally moved does not provoke opportunity attacks during this movement, ignores difficult terrain and may move through enemies without penalty. This movement must otherwise obey all normal constraints for a movement type that ally already has. The distance you may move the ally increases by 5ft for every 3 mystic levels you posses beyond the 3rd.

    If you have the protection fighting style, you may also use it as a part of the same reaction so long as the attack roll you are reacting to would meet all the normal conditions for using the protection fighting style.
    Once you use this feature you may use it again any number of times for the next minute. Afterwards you can't use it again until you finish a long rest.

    Far Casting
    Starting at 7th level, the range of your mystic spells is increased by 50%.


    Orbital Charge
    Beginning at 11th level, if you move at least 15ft from your starting position the next weapon attack you make deals an additional 1d8 damage. If you move at least 15ft again, you may repeat this for your next attack.

    This ability only triggers if you are at least 15ft away from your previous position, backtracking has no effect.

    Secondary Transposition
    Beginning at 15th level, when you hit a creature with a spell or they fail a saving throw against one of your spells you may teleport anywhere adjacent to that creature.

    Quickened Revolution
    Beginning at 20th level, as a bonus action or in place of an attack you can greatly enhance the speed of you and your allies. You and any number of willing creatures within 100ft you double your movement and gain an additional bonus action each round. This effect lasts for a number of rounds equal to your intelligence bonus.

    Once you us this feature you can't use it again until you finish a long rest.



    Study of the Sun
    Spoiler
    Show

    The study of the sun is the study of boldness and intensity. The light of the sun is overwhelming and direct, its movement is unwavering and constant. Its meaning is derived from the clear and robust presence it has, illuminating the whole world.

    The study of the sun grants access to spells and ability that enhance your ability to affect opponents directly, pierce illusion and notice the unseen.

    When you take up the study of the stars you gain proficiency in perception. If you already proficient in perception you may choose another skill proficiency from among those mystics may choose at 1st level.


    Study Spells:
    • 1st Level:Burning Hands, Identify
    • 2nd Level:Flaming Sphere, See Invisibility
    • 3rd Level:Fireball, Protection from Energy
    • 4th Level: Locate Creature, Wall of Fire
    • 5th Level: Legend Lore, Wall of Force

    Solar Flare
    Beginning at 3rd level when a hostile creature makes an attack roll against an ally (not including yourself), within 30ft of yourself, you may cause an arc of solar energy to strike at the attacker as a reaction. The arc deals 1d10 radiant damage and you must succeed on a spell attack roll to hit the attacker. For every 3 mystic levels you have beyond the third, you cause an additional arc to strike at the target.

    If you have the protection fighting style, you may also use it as a part of the same reaction so long as the attack roll you are reacting to would meet all the normal conditions for using the protection fighting style.

    Once you use this feature you may use it again any number of times for the next minute. Afterwards you can't use it again until you finish a long rest.

    Direct Casting
    Starting at 7th level, your spells ignore cover less than total cover.


    Flash Attack
    Starting at 11th level, when you hit with a weapon attack that attack deals an extra 1d8 damage if you have already affected that creature with one of your spells this round.

    Forceful magic
    Beginning at 15th level, when you cast a spell from a higher level slot than it normally uses the spell slot counts as 1 level higher. This has no affect on spells being cast with spell slots of their minimum level.

    Radiating Burst
    Beginning at 20th level, you may bolster a spell to radiate out affect everything it comes into contact with. When you cast a spell with a single target, it instead targets a number of creatures equal to your intelligence modifier. If it has range less than 100ft, it gains a range of 100ft. Resolve the spell against each target normally. The spell is always treated from having been cast by a 5th level spell slot, regardless of what kind of slot was actually used.

    Once you use this ability you can't use it again until you finish a long rest.



    Ability Score Improvement
    As the standard gain for all other classes. Please see the "D&D Players Handbook" for details.


    Extra Attack
    As the paladin ability of the same name. Please see the "D&D Player's Handbook" for details.

    Fast Magic
    Beginning at 6th level, in place of a single attack when you make the attack action you may cast mystic spell with a casting time of 1 action. This spell must be at least one level lower than highest level mystic spell you can cast.

    You may only use Fast Magic once per round. You cannot use Fast Magic in the same turn as you cast any other spell.

    You may only use Fast Magic to mystic spells you have engraved on your spell weapon, and cantrips that appear on the mystic class spell list.

    If you use Fast Magic to cast a non-cantrip spell, you can't use it to cast a non-cantrip spell again until you either sacrifice a spell slot of equal or higher level to the one used to cast that spell, or you finish a long or short rest.

    Spell Disruption
    Beginning at 10th level as a reaction, when a hostile creature makes one or more attack rolls against you as a part of a single spell you may choose to impose disadvantage on those attack rolls. When you must make one or more saving throws against a single spell, you may choose to gain advantage on those saving throws.

    Once you use this feature you can't use it again until you take a long or short rest.

    Null Magic
    Beginning at 14th level as a reaction, when you successfully make a saving throw against a spell or an attack roll from a spell misses you, you may choose to make the entire spell have no effect. If the spell has effects that would happen in the case you a successful save or missed attack roll, those do not take place. If the spell has an area of affect or multiple targets any other creatures that would be affected by the spell are unaffected.

    Once you use this feature you can't use it again until you take a long or short rest.

    Improved Spell Disruption
    Beginning at 18th level, when you use your Spell Protection feature you may choose to automatically pass the saving throws and have the attack rolls automatically miss you.



    A spell with * indicates a new spell.
    Mystic Spell List


    Cantripsl
    • Ζther Shock*
    • Acid Splash
    • Blade Ward
    • Fire Bolt
    • Light
    • Minor Illusion
    • Ray of Frost
    • Shocking Grasp
    • True Strike




    1st Level
    • Chromatic Orb
    • Color Spray
    • Detect Magic
    • Feather Fall
    • Identify
    • Illusory Script
    • Magic Missile
    • Shield
    • Shocking Grasp
    • Silent Image
    • Disruption*
    • Sword of the Elements*
    • Ζther Ray*

    2nd Level
    • Blur
    • Detect Thoughts
    • Magic Weapon
    • Mirror Image
    • Scorching Ray
    • Shatter
    • Silence
    • Warding Bond
    • Spell Magnet*

    3rd Level
    • Blink
    • Counterspell
    • Dispel Magic
    • Hypnotic Pattern
    • Magic Circle
    • Major Image
    • Wind Wall
    • Sword of Body & Mind

    4th Level
    • Banishment
    • Stoneskin

    5th Level
    • Bigby's Hand
    • Telekinses
    • Sword of Light & Dark*


    New Spells
    Spoiler
    Show

    Ζther Shock[
    Evocation Cantrip
    Casting Time 1 action
    Range: 30ft
    Components: None
    Duration: Instantaneous

    You concentrate on the latent magical energy permeating the target and cause it to erupt from them violently. Make a spell attack roll to hit the target. On a hit the target takes 1d4+1 untyped damage and can't be affected by friendly spells for a 1 round (this has no effect on spells already in place).
    The spells damage increases by 1d4+1 when you reach 5th level (2d4+2), 11th level (3d4+3) and 17th level (4d4+4).

    Any effect that would block a magic missile spell or block your aura sense on the target causes this spell to fail without effect.

    Ζther Ray
    1st-level evocation
    Casting Time 1 action
    Range: 60ft
    Components: None
    Duration: Instantaneous

    You draw in the latent energy permeating the immediate area and form into beam composed intertwining threads of pure magic and direct it to strike a single target. You must make an attack roll to hit the target with the beam, which deals 3d4+3 untyped damage.

    If the attack misses the beam returns to you restoring the energy used to cast it. You regain the spell slot spent to cast the spell.

    Any effect that would block a magic missile spell or block your aura sense on the target causes this spell to fail without effect and the spell slot spend to cast it does not return.

    At higher levels. When you cast this spell it causes 1d4+1 more damage for each spell level beyond the first.

    Disruption
    1st-level abjuration
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: Instantaneous
    Each creature within 30ft of you concentrating on a spell or other effect must make a constitution saving throw against your spell dc or lose their concentration.


    Sword of the Elements
    1st-level evocation
    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: See Text

    Choose a damage type (Fire, Cold, Acid, Electricity) all damage dealt by your spell weapon is of the chosen type until the end of this turn. Then, make a single attack with your spell blade as a part of casting this spell, if the attack hits, that attack deals an additional 1d6 damage.

    At higher levels. When you cast this spell with a slot of 3rd level or higher the extra damage dealt by the attack increases by 1d6 for every 2 levels beyond 1st. To a maximum of 3d6 with a 5th levels slot.


    Spell Magnet
    2rd-level abjuration
    Casting Time: 1 action
    Range: Self
    Components: V,S
    Duration: Concentration, up to 1 minute

    You projection an aura in a 15ft-radius bubble around that distorts magic. Whenever a hostile creature casts a spell that targets one of your allies within 15ft of you, target(s) of that attack are changed to you.

    At higher levels. When you cast this spell with a slot of 3rd level the radius of the bubble increases by 10ft for each spell level above 2nd.



    Sword of Body & Mind
    3rd-level evocation
    Casting Time: 1 action
    Range: Self
    Components: V,S
    Duration: See text

    Choose a damage type (Poison, Psychic) all damage dealt by your spell weapon is of the chosen type until the end of this turn. Then, make a single attack with your spell weapon as a part of casting this spell, if the attack hits that attack deals an additional 2d6 damage. Then, choose one:

    • The target hit by the attack made as a part of casting this spell must make a constitution saving throw with advantage or be poisoned for 1d4 rounds. They may make another saving throw (without advantage) at the end of each of their turns to end the effect.
    • The target hit by the attack made as a part of casting this spell must make a wisdom saving throw with advantage or be stunned for 1 round.



    At higher levels. When you cast this spell with a slot of 5th level or higher the target no longer gets advantage on their saving throws and the extra damage dealt by the attack increases by 1d6 for every 2 levels beyond 3rd. To a maximum of 3d6 with a 5th level slot.


    Sword of Light & Shadow
    5th-level evocation
    Casting Time: 1 action
    Range: Self
    Components: V,S
    Duration: See text

    Choose a damage type (Radiant, Necrotic) all damage dealt by your spell weapon is of the chosen type until the end of this turn. Then, make a single attack with your spell blade as a part of casting this spell, if the attack hits it deals an additional 3d6 damage. Then, choose one:

    • The target hit by the attack made as a part of casting this spell must make a charisma saving throw with advantage or be blinded for 1d4 rounds. They may make another saving throw (without advantage) at the end of each of their turns to end the effect.
    • The target hit by the attack made as a part of casting this spell must make a charisma saving throw with advantage saving throw or be paralyzed for 1 round

    .




    Clarifications
    Spoiler
    Show
    How does Fast Magic interact with multi-classing?

    You may only use Fast Magic with your mystic spells. That is spells from the mystic spell list that are engraved on your spell weapon. You can't use Fast Magic with spells higher than 4th level, as 5th level is the highest level of mystic spells. As such the spell level "1 lower" than the highest level mystic spells you can cast will be at most 4th level.
    Last edited by Mr.Moron; 2015-05-21 at 08:36 AM. Reason: updates