MYSTIC
Mystics follow the Forest Sangha, and are highly disciplined ascetics who pursue mastery of body and mind through rigorous training, meditation, and restraint. Their abilities arise from perfected discipline and ritual practice rather than spellcasting. Mystics follow over 200 vinaya rules of conduct.
Mystics rely on awareness, posture, and control rather than armor. Trained in cloisters, ordination halls, and isolated sanctuaries, they travel to test their discipline against hardship, disorder, and failing systems. Mystics endure where others falter.
CLASS DETAILS
Prime Requisite: Wisdom
Experience Bonus: +5% for Wisdom 13–15, +10% for Wisdom 16–18
Hit Dice: 1d6 per level
Maximum Level: 12
Armor: None
Shields: Not permitted
Weapons: Any
Alignment: Any
Race: Human
COMBAT
Armor Class
When wearing no armor and using no shield, a Mystic gains an Armor Class bonus due to disciplined movement and awareness. This bonus is always in effect.
Attacks
Mystics make one attack per round.
When attacking with any weapon or unarmed, a Mystic deals damage equal to their Mystic Damage (see the class table). This reflects disciplined application of force rather than reliance on weapon size.
Magical weapons may grant attack bonuses to hit.
MYSTIC ADVANCEMENT TABLE
| Level | XP | Hit Dice | Mystic Damage | AC Bonus | Minor Rituals | Major Rituals | Master Rituals | Class Features |
|---|---|---|---|---|---|---|---|---|
| 1 | 0 | 1d6 | 1d6 | +1 | — | — | — | Unarmored Defense |
| 2 | 2,500 | 2d6 | 1d6 | +2 | 1 | — | — | Ritual Discipline |
| 3 | 5,000 | 3d6 | 1d6 | +2 | 1 | — | — | Defensive Awareness |
| 4 | 10,000 | 4d6 | 1d8 | +3 | 2 | — | — | Minor Rituals |
| 5 | 20,000 | 5d6 | 1d8 | +3 | 2 | — | — | Resistance to Fear |
| 6 | 40,000 | 6d6 | 1d10 | +4 | 3 | — | — | Minor Rituals |
| 7 | 80,000 | 7d6 | 1d10 | +4 | 3 | — | — | Resistance to Charm and Hold |
| 8 | 160,000 | 8d6 | 1d10 | +5 | 3 | 1 | — | Major Rituals |
| 9 | 320,000 | 9d6 | 1d12 | +5 | 4 | 1 | — | Establish Cloister |
| 10 | 520,000 | 9d6+2 | 1d12 | +6 | 4 | 1 | — | Resistance to Mind Effects |
| 11 | 720,000 | 9d6+4 | 1d12 | +6 | 4 | 2 | 1 | Ritual Mastery |
| 12 | 960,000 | 9d6+6 | 1d12 | +7 | 5 | 2 | 1 | Perfect Discipline |
CLASS FEATURES
Unarmored Defense
When wearing no armor and using no shield, the Mystic gains the AC bonus shown on the class table.
Ritual Discipline (2nd Level)
The Mystic is trained in formal ritual practice.
Rituals are deliberate acts of posture, breath, and attention. They are not spells and are unaffected by anti-magic effects.
Defensive Awareness (3rd Level)
When surprised, the Mystic may act normally on a successful Wisdom check.
Resistance to Fear (5th Level)
The Mystic has advantage on saving throws against magical fear effects.
Resistance to Charm and Hold (7th Level)
The Mystic has advantage on saving throws against charm and hold effects.
Resistance to Mind Effects (10th Level)
The Mystic has advantage on saving throws against ESP, clairvoyance, mind reading, and similar effects.
RITUALS
Ritual Preparation
After rest and meditation, a Mystic prepares a number of rituals for the day, chosen from those they have learned, according to the class table.
Only prepared rituals may be performed that day. Each prepared ritual may be performed once.
Performing Rituals
-
Performing a ritual requires one full turn.
-
The Mystic must be calm, unrestrained, and not in combat.
-
If interrupted, the ritual fails and is expended.
Architectural Rituals
Some rituals interact directly with stupas, prangs, boundary markers, ordination halls, or similar sacred infrastructure. These rituals are marked with an asterisk (*).
Architectural rituals are primarily additive. They stabilize, delay, interpret, or localize failure rather than producing immediate mechanical advantage.
MINOR RITUALS
Listening Mind
For one turn, the Mystic cannot be surprised and has advantage on Wisdom-based checks to notice danger or irregularities.
Iron Stomach
For the next 24 hours, the Mystic may consume spoiled food or questionable water without harm and has advantage on saving throws against ingested poisons.
Still the Breath
The Mystic recovers 1d6 + 1 hit points. This ritual affects only the Mystic.
Center the Heart
For one turn, the Mystic may re-roll one failed saving throw against fear, charm, or morale-affecting effects.
Wakeful Posture
For the next 6 turns, the Mystic remains alert while resting and may act normally if danger arises.
Mask the Mind
For one turn, attempts to read the Mystic’s thoughts or emotions reveal only calm or surface impressions.
Listen to the Small Voices
For one turn, the Mystic may interpret the intent and emotional state of nearby natural animals.
Minor Architectural Rituals
Square the Axis*
For one turn, vertical dissipation within a stupa or sealed relic chamber resumes normally.
Hold the Boundary*
For one turn, ritual thresholds behave as intended and ambiguous effects are suppressed.
MAJOR RITUALS
Feign Death
The Mystic appears dead for up to one hour per Mystic level. Breath and heartbeat are imperceptible.
Thread the Needle
For one turn, the Mystic may move through tight spaces, crowds, or threatened areas without provoking free attacks.
Body Beyond Pain
During the next combat, the first successful attack that would deal damage to the Mystic is ignored.
Still the Pulse
The Mystic recovers 2d4 hit points. This ritual affects only the Mystic.
Silence the Current
For one turn, charm, suggestion, and hypnotic effects are treated as ambient noise.
Speak with Root and Leaf
For one turn, the Mystic may interpret recent impressions of plants in the immediate area.
Wake the Blood
For the next 24 hours, the Mystic has advantage on saving throws against disease, environmental sickness, and extreme cold.
Major Architectural Rituals
Dampen the Harmonic*
For one turn, prangs and projection structures maintain output without escalation.
Sit the Hall*
For one turn, chanting and ritual labor produce stable effects rather than visions.
Refuse the Command*
For one turn, the Mystic may remain within a mandala without being compelled by its directives.
Quiet the Tier*
For one turn, emotional amplification within a projection structure ceases.
MASTER RITUALS
Empty Vessel
Once within the next hour, the Mystic may automatically succeed on one saving throw against a mind-affecting effect or act normally during the first round of an ambush or surprise.
Take the Load*
When a ritual system would cause cascading failure, the Mystic may localize and delay the collapse, suffering lasting consequences determined by the Referee.
Name the Collapse*
The Mystic understands what would cause a site or system to fail catastrophically and how long it has before that occurs if left untouched.
ESTABLISH CLOISTER (9th Level)
A 9th-level Mystic may establish a cloister. The cloister attracts novices and lay followers and generates obligations, pressures, and requests for aid.
PERFECT DISCIPLINE (12th Level)
If the Mystic withdraws from worldly ambition, their body enters perfect equilibrium.
While withdrawn, the Mystic no longer ages and remains subject to disease, poison, and mortal injury. Aging resumes normally if the Mystic returns to active involvement.