Drawing power from their Ki, the Mystic unleashes powers unlike any other spell caster. These powers, known as Kinesis, allow its user to unleash its potential.
Unlike other spellcasters, Mystics use mostly Focus Spells called Ki Spells with a selection of cantrip spells at their disposal, with more potent powers available using their focus points.
Key ability Wisdom
HP 6+con
INITIAL PROFICIENCIES
At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.
PERCEPTION
Trained in Perception
SAVING THROWS
Trained in Fortitude
Trained in Reflex
Expert in Will
SKILLS
Trained in one skill determined by your order
Trained in a number of additional skills equal to 3 plus your Intelligence modifier
ATTACKS
Trained in simple weapons
Trained in unarmed attacks
DEFENSES
Untrained in all armor
Trained in unarmored defense
SPELLS
Trained in spell attack rolls of your spellcasting tradition, determined by your order
Trained in spell DCs of your spellcasting tradition, determined by your order
Class Features
You gain these abilities as a mystic. Abilities gained at higher levels list the levels next to their names.
Ancestry and Background
In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background, as described in the Core Rulebook.
Initial Proficiencies
At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.
Mystic Order
You’ve trained with masters to learn the basics of Ki, and you serve in the order that has trained you. Choose a Mystic Discipline, you gain the associated skill and associated Power Cantrip and which States of Mind you have access too. Additionally, your Discipline determines what tradition your powers are from. You also gain access to your discipline’s State, which allows you to perform a number of powers while in this state. For more information on States, see the Mystic focus spells.
Mystic Spellcasting
Using the flow of energy within called Ki opens you to the power to cast spells. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells (see Casting Spells). Because you’re a Mystic you can usually replace material components with somatic components, so you don’t need to use a spell component pouch.
Each day, you can cast up to three 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.
As you increase in level as a mystic, your number of spells per day increases, as does the highest level of spells you can cast, as shown on Table 3–17: Mystic Spells per Day.
Some of your spells require you to attempt a spell attack roll to see how effective they are, or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key ability is Wisdom, your spell attack rolls and spell DCs use your Wisdom modifier. Details on calculating these statistics appear in Spell Attack Rolls.
Heightening Spells
When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level to match the spell slot. You must have a spell in your spell repertoire at the level you want to cast in order to heighten it to that level. Many spells have specific improvements when they are heightened to certain levels.
Cantrips
a cantrip is a special type of spell that doesn’t use spell slots. You can cast a cantrip at will, any number of times per day. A cantrip is always automatically heightened to half your level rounded up—this is usually equal to the highest level of spell you can cast as a mystic. For example, as a 1st-level mystic, your cantrips are 1st-level spells, and as a 5th-level mystic, your cantrips are 3rd-level spells.
Ki Cantrips
Like other Ki spells, these are fueled by the Mystics Ki, however they don’t require the Mystic to expend a strenuous amount of Ki to fuel them, therefore do not cost any focus Points.
Spell Repertoire
The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.
You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Table 3–17), you add a spell of the same level to your spell repertoire. When you gain access to a new level of spells, your first new spell is always your bloodline spell, but you can choose the other spells you gain. At 2nd level, you select another 1st-level spell; at 3rd level, you gain a new bloodline spell and two other 2nd-level spells, and so on. When you add spells, you might choose a higher-level version of a spell you already have so that you can cast a heightened version of that spell.
Though you gain them at the same rate, your spell slots and the spells in your spell repertoire are separate. If a feat or other ability adds a spell to your spell repertoire, it wouldn’t give you another spell slot, and vice versa.
Swapping Spells in your Repertoire
As you gain new spells in your spell repertoire, you might want to replace some of the spells you previously learned. Each time you gain a level and learn new spells, you can swap out one of your old spells for a different spell of the same level. This spell can be a cantrip, but you can’t swap out bloodline spells. You can also swap out spells by retraining during downtime.
Table Mystic Spells per day
| Your Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | 10th |
| 1 | 5 | 2 | – | – | – | – | – | – | – | – | – |
| 2 | 5 | 3 | – | – | – | – | – | – | – | – | – |
| 3 | 5 | 3 | 2 | – | – | – | – | – | – | – | – |
| 4 | 5 | 3 | 3 | – | – | – | – | – | – | – | – |
| 5 | 5 | 3 | 3 | 2 | – | – | – | – | – | – | – |
| 6 | 5 | 3 | 3 | 3 | – | – | – | – | – | – | – |
| 7 | 5 | 3 | 3 | 3 | 2 | – | – | – | – | – | – |
| 8 | 5 | 3 | 3 | 3 | 3 | – | – | – | – | – | – |
| 9 | 5 | 3 | 3 | 3 | 3 | 2 | – | – | – | – | – |
| 10 | 5 | 3 | 3 | 3 | 3 | 3 | – | – | – | – | – |
| 11 | 5 | 3 | 3 | 3 | 3 | 3 | 2 | – | – | – | – |
| 12 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | – | – | – | – |
| 13 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | – | – | – |
| 14 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | – | – | – |
| 15 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | – | – |
| 16 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | – | – |
| 17 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | – |
| 18 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | – |
| 19 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 1* |
| 20 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 1* |
Skill Feats 2nd
At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats appear in the Core Rulebook and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.
Mystic Feats 2nd
At 2nd level and every even-numbered level, you gain a mystic class feat.
General Feats 3rd
At 3rd level and every 4 levels thereafter, you gain a general feat. General Feats are located in the Core Rulebook.
Skill Increases 3rd
At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use an increase to either become trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.
At 7th level, you can use skill increases to become a master in a skill in which you’re already an expert, and at 15th level, you can use them to become legendary in a skill in which you’re already a master.
MYSTIC STRIKES 3RD
Focusing your will into your physical attacks imbues them with mystical energy. Your unarmed attacks become magical, allowing them to get past resistances to non-magical attacks. However, you still need an item such as handwraps of mighty fists to gain an item bonus to attack rolls or increase your attacks’ weapon damage dice.
Ability Boosts 5th
At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.
Ancestry Feats 5th
In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry in the Core Rulebook.
LIGHTNING REFLEXES 5TH
Your reflexes are lightning fast, helping you avoid danger. Your proficiency rank for Reflex saves increases to expert.
EXPERT MYSTIC 7TH
You’ve learned to better control the power you have learned from your Mystic order. Your proficiency ranks for spell attacks and spell DCs for your witch spellcasting increase to expert.
Path to Enlightenment 7th
You’ve learned greater secrets of your order, granting you access to elevated states related to your order.
Hermetic: State of the Adept
Mind: Open Mind
Spirit: Spirit of the Ancients
Chakra: Flow of the Chakra
Elemental: Mastery of Change
Deistic: Conduit of Glory
Faelite: Faery Call
Telepathy 7th
You open your mind to communications with those around you. You gain telepathy as an at will ability.
RESOLVE 9TH
Through intense meditations and practice, you’ve strengthen your mental fortitude. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.
ALERTNESS 11TH
You remain alert to threats around you. Your proficiency rank for Perception increases to expert.
WEAPON EXPERTISE 11TH
Through sheer experience, you’ve improved your technique with your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to expert.
DEFENSIVE ROBES 13TH
The flow of magic through your spellcasting and your defensive training combine to help you get out of the way before an attack. Your proficiency rank in unarmored defense increases to expert.
WEAPON SPECIALIZATION 13TH
You can inflict greater injuries with the weapons you know. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master and 4 if you’re legendary.
PATH TO DEEPER ENLIGHTENMENT 15TH
Diving deeper you’ve learned great secrets of your order, opening your mind and body to greater power.
Hermetic: State of the Traveller
Mind: Bend Reality
Spirit: Call of the Spirits
Chakra: Greater Flow of the Ki
Elemental: Greater Mastery of the Elements
Deistic: Conduit of Power
Faelite: Storm Call
MASTER MYSTIC 15TH
You’ve achieved mastery over your mystic powers. Your proficiency ranks for spell attacks and spell DCs for your focus spellcasting increase to master.
MYSTICAL FORTITUDE 15TH
Your years of practice and personal perfection has enhanced your physical resiliency. Your proficiency rank for Fortitude saves increases to expert.
ENLIGHTENED PERFECTION 17TH
You’ve reached the apex of your order, mastering it’s most hidden secrets. You gain access to the listed states.
Hermetic: State of the Master
Mind: Shape Reality
Spirit: Spirit of the Avatar
Chakra: Perfected Flow
Elemental: Elemental Apex
Deistic: Conduit of Divinity
Faelite: Dream Call
LEGENDARY MYSTIC 17TH
You’ve perfected your command of the mystical powers of the universe. Your proficiency ranks for spell attacks and spell DCs for your witch spellcasting increase to legendary.
Order Grandmaster 19th
You command incredible mystical energies, mastering the art of your magic. You gain a single 10th-level spell slot and can prepare a spell in that slot using witch spellcasting. Unlike with other spell slots, these spell slots can’t be used for abilities that let you cast spells without expending spell slots or abilities that give you more spell slots. You don’t gain more 10th-level spells as you level up, though you can take the Mind of the Universe feat to gain a second slot.