Original D&D Mystic (2nd Edition Version)
Mystic d d

Ability Requirements: Strength 12
Dexterity 13
Wisdom 13
Prime Requisites: Dexterity, Wisdom
Races Allowed: Human
Alignment Allowed: Any
Armor: None; shield not permitted
Weapons: Any
Proficiency Groups: General, Warrior, and Priest.
Special Abilities: Mystic special abilities
Martial art discipline
Mystic unarmed attack
Thief abilities
Mystic abilities

Mystics are monastic humans who follow a strict discipline of meditation, denial, seclusion, and mastery of the human body. Mystics are skilled in unarmed combat. They live in cloisters, or monastic communities.

Mystics adventure to gain spiritual growth and learn the lessons of life outside the cloister. They rarely adventure with other mystics; they prefer to attach themselves to adventuring parties consisting of many different types of adventurers.

Mystics receive experience from treasure only if they donate it to the needy. Also, they must donate (tithe) ten percent of their treasure to their cloister.

A mystic’s oath is his bond. He must be true to his oath and strive to repay all debts. Should he forswear himself (break an oath he has made), he is expelled from the cloister, may not gain any new experience levels, loses one level per year away from the cloister, and may not join any other, similar, cloister. The DM may allow him a grand quest to regain his honor and his standing in the cloister.

Most mystics (75%) are Lawful, though other alignments are represented. All are utterly devoted to the mystic discipline, which is neither good nor evil, similar in that respect to druid philosophy. However, the mystics rely on inner strength, and believe in extraordinary but non magical powers (rather than the powers of nature, as the druids do).

Mystics can often be recognized by their robes or other unusual garb, but another distinctive feature is their salute. Upon meeting another creature presumed to be peaceful, the mystic raises a fist, covers it with the other hand, and bows slightly. This symbolizes greetings (the bow), readiness to fight if necessary (the fist), but peaceful intentions (the covered fist).

Class Details
Armor: Mystics can never wear armor of any type, nor can they ever use protective magical devices (such as rings, cloaks, etc.); they rely on their discipline for protection.
Weapons: Mystics may learn the use of any weapon, but not all mystics carry them; higher level mystics especially travel unarmed, or armed only with a walking-staff which doubles as a quarterstaff.

Special Abilities
Mystics have a lot of special abilities, which help compensate for their inability to wear armor or own personal possessions; we’ll describe them below.

Mystic Special Abilities
As you can see in the Mystic Special Abilities Table, mystics can strike more often than normal humans, elude attacks better (their enhanced AC), and deal more damage when fighting barehanded. They can also fight with weapons, and can use their multiple attacks per round with melee and thrown weapons (but not missile weapons).

Mystic Special Abilities Table

Level Base AC Unarmed Damage Extra Attacks Increased Movement
2 9 1d6 +0 +0
5 7 1d6 +1 +3
8 5 1d8 +1 +5
11 3 1d8 +2 +8
14 0 1d10 +2 +12
16 -2 2d6 +3 +18
20 -4 2d8 +3 +22

Level: This column shows the mystic’s experience level.
AC Bonus: This column shows the mystic’s armor class. Mystics cannot wear armor, but their AC gets lower as they gain in experience due to their skill in maneuvering and conditioning.
Unarmed Damage: When mystics fight bare-handed, they use this column to see how much their base damage is. Small creatures deal one less level category in damage, up to 2d6.
Extra Attacks: Mystics are very effective fighters; as they go up in levels, they are able to attack multiple times per round, and this column shows how many times per round they may attack. Mystics use this column when attacking either bare-handed or when using melee or thrown weapons.
Increased Movement: This column shows the mystic’s bonus to base movement rate. First level mystics move as fast as any other unarmored characters, but higher level mystics learn to move very, very fast indeed.

Martial Art Discipline
Mystics are able to fight very effectively without using weapons or magic. They utilize a form of unarmed combat as part of their mystical training. They call this training “the discipline,” but others often call it “martial arts.” The discipline involves physical training, meditation, philosophy, and comprehension of the forces of the universe, and mystics are taught to resolve difficult situations peacefully whenever possible; for these reasons, mystics do not care to have their lifestyles referred to as “martial arts,” as the term suggests that all they do is fight. The mystics’ discipline is a combination of any TWO selected martial arts from Martial Arts Remastered section. Combine the bonuses from any two styles you choose to create the unique discipline your cloister masters. Also, you gain one bonus maneuver every level after the first. This bonus maneuver can exceed the normal maneuver cap that can be learned per level.

Mystic Unarmed Attack
When fighting unarmed, the mystic can often hurt monsters which can ordinarily only be hit by magical weapons. Though a mystic’s hands are not magical, an experienced mystic can use them effectively against creatures immune to normal weapons, as shown in the Mystic Unarmed Attack Equivalents table below.

Mystic Unarmed Attack Equivalents

Level Equivalent
2 Silver Weapon
5 +1 weapon
8 +2 weapon
11 +3 weapon
14 +4 weapon
16 + 5 weapon

These attacks don’t gain the attack or damage bonuses of their magic-weapon equivalents, but can hit creatures as if the indicated weapon were used. For example, a 2nd level mystic can hit and hurt a werewolf when fighting barehanded.

Acrobatics allows a mystic to perform the following actions:

  • Jumps/Leaps (this replaces the Jumping proficiency)
  • Tumbles/Flips
  • Catches (to prevent you from falling)
  • Swings
  • Balancing (this replaces the Tight-rope Walking proficiency)
  • Reduce the effective height of a fall by 10’

With a successful ability check, the mystic can cross rough, broken terrain at no modification to his movement rate: He flips over obstructions, leaps across trenches, handsprings over low fences, etc. This doesn’t affect his long distance movement rates; it only affects his encounter speed and running speed.

Second, the mystic can cross a line of enemy warriors without having to go around or break through it. With a successful ability check, he can roll between the legs of one opponent, or handspring over the line, or pole-vault using his spear, and thus cross a distance equal to his encounter speed’s movement rate. He suffers no AC penalty when he performs this action.
The mystic’s chance to perform any of these actions successfully is calculated this way: Three times the mystic’s dexterity ability score plus two times the mystic’s experience level equals the mystic’s percentile chance to perform the action.

Acrobatics Check = d% roll vs. ([3 * Dex] + [2 x Lvl])

For example, a 3rd level mystic with Dexterity 15 would have a 51% chance to perform an Acrobatics feat. The DM, if he prefers to make acrobatics an easier and more commonly useful ability, can decide to use some alternate means to check success. For example, he might have the player roll 1d20 against his Dexterity score, with any roll equal to or less than the Dexterity score indicating success.

Whatever type of roll he uses, the DM is free to adjust any individual roll to reflect the difficulty of the action being attempted. Doing a back flip on the street to entertain a flock of children is much easier than doing one while walking on a wire ten stories in the air; the DM might wish to improve the mystic’s chance to perform the former task and make the latter task harder.

Thief Abilities
Any mystic can use the following special abilities of thieves as if he were a thief of the same level: Find/Remove Traps, Move Silently, Detect Noise, Climb Walls, and Hide in Shadows.

Mystic Abilities
Mystics gain the following special abilities as they progress in experience levels:

Awareness (2nd): The mystic is only surprised on a roll of 1.
Heal Self (4th): The mystic may, three times per day, cure himself of 2 points of damage for each experience level he has. He does this simply by concentrating for 1 round. Example: a 10th level mystic can concentrate for one round and will heal (regain) 20 hit points of damage.
Speak with Animals (6th): The mystic may speak with any normal or giant animal as often as desired; animals understand his speech and he understands theirs, though no animal is forced to talk to him.
Resistance (8th): The mystic takes only half damage (round down) from all spells and breath weapons that inflict damage, or one-quarter damage (round down) if the saving throw is successful. Any attack that does him damage will do a minimum of 1 point of damage, even if rounding indicates 0 points of damage.
Speak with Anyone (10th): The mystic may speak with any living creature that has a language of any sort, as often as desired. The creature being spoken to does not have to converse with him.
Mind Block (12th): The mystic is immune to ESP, hold and slow spells, magical charms, quests, and geas spells.
Blankout (14th): By concentrating for 1 round, the mystic causes his presence to “disappear.” No living or undead creature can see him; there is no saving throw. The effect lasts for 1 round per level of the mystic; it is dispelled automatically if he attacks. He may only do this once per day.
Gentle Touch (16th): Once per day, the mystic may use the Gentle Touch on any one living creature (it requires a normal roll to hit; if he fails to hit, he can try the Gentle Touch again). The mystic must declare he is using the Gentle Touch before he rolls to hit, and must declare which result (explained below) he is seeking. The victim receives a saving throw as normal.

The Touch will have one of the following results (the mystic decides and announces which before he rolls to hit): charm, cure, death, quest, or paralysis. These effects mimic the same effects of the following spells in all respects except duration: Charm Person, Heal, Power Word Kill, Quest, and Hold Person. The effect lasts for 24 hours—except for death and heal, which is a permanent effect.

Special Restrictions
Mystics may not use protective magical devices (such as rings, cloaks, etc.). All the material goods (money, magical items, etc.) won, purchased, or acquired as treasure by the mystic are actually owned by his cloister, not by the mystic himself. Should the cloister have need of something “owned” by a mystic, the head of the cloister need only ask for it.

Mystic Experience Table

Level Mystic Hit Dice (d10)
1 0 1
2 3,000 2
3 5,000 3
4 10,000 4
5 20,000 5
6 40,000 6
7 85,000 7
8 175,000 8
9 350,000 9
10 700,000 9+3
11 1,050,000 9+6
12 1,400,000 9+9
13 1,750,000 9+12
14 2,100,000 9+15
15 2,450,000 9+18
16 2,800,000 9+21
17 3,150,000 9+24
18 3,500,000 9+27
19 3,850,000 9+30
20 4,200,000 9+33

The Mystic uses Warrior Thac0, Saving Throws, and Proficiency Slots

Mystics have 80 character points to spend on abilities. Each of the Abilities below cost 5 to 20 character points. Any unspent points can be used to acquire nonweapon proficiencies. A standard mystic spends his character points to acquire the abilities Mystic special abilities (15), Martial art discipline (10), Acrobatics (10), Mystic unarmed attack (10), Thief abilities (15), Mystic abilities (15), and Followers (5).
Mystic special abilities (15/20): Same as the ability above. The 20 point ability allows the mystic to move down the chart as if he were two levels higher.
Martial art discipline (10): Same as the ability above.
Acrobatics (10): Same as the ability above.
Mystic unarmed attack (10/15): Same as the ability above. The 15 point ability allows the mystic to move down the chart as if he were two levels higher.
Thief abilities (15): Same as the ability above.
Mystic abilities (15/20): Same as the abilities above. The 20 point ability allows the mystic to move down the chart as if he were two levels higher.
Detect evil (10): Mystics with this ability can see emanations of evil from creatures or objects within a path 10 feet wide by 60 feet long. It takes one round to scan a direction, and the mystic cannot be attempting other actions.
Detect undead (10): Mystics can detect all undead within a path 10 feet wide by 60 feet long. It takes one round to scan a direction, and the mystic cannot be attempting other actions. Mystics cannot detect undead through stone or other thick materials.
Expert healer (5): This ability allows the character to gain the Healing and Herbalism skill at first level and gain an additional bonus rank in the skill for every three levels afterwards (so an additional rank at 4th level, 7th level, 10th level, and so on).
Followers (5/10): By purchasing this skill, a mystic can gain followers as described in the Player’s Handbook if he establishes a stronghold and is at least 9th level. If this is purchased as a 10-point ability, the mystic can attract followers whenever he establishes a stronghold, regardless of level. Refer to the warrior section of the Player’s Handbook for more details on followers.
Know alignment (10): This ability allows the character to cast an innate ability exactly the same as the know alignment spell once a day.
Resist energy drain (5): Mystics with this ability gain a +1 bonus to saving throws vs. the energy drain spell and the level-draining attacks of undead. If the attack does not normally allow a saving throw, this ability has no effect. This ability’s saving throw bonus does apply to characters protected by the negative plane protection spell.

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