SFS Standard Mystic

You're a conduit, channeling the fundamental forces that connect and bind everything in the cosmos. You can draw upon this supernatural wellspring to form deep spiritual bonds with your allies, empower them in combat, and restore their health should they become injured. Your powers take unique shape based on the connection you choose, granting new and more powerful spells as you explore your connection on a deeper level.

Key Attribute: Wisdom
At 1st level, your class gives you an attribute boost to Wisdom.

Hit Points: 6 plus your Constitution modifier
You increase your maximum number of HP by this number at 1st level and every level thereafter.

Roleplaying the Mystic

During Combat Encounters…

You cast powerful spells that blast enemies and empower allies. You heal allies you share a bond with by drawing on your vitality network.

During Social Encounters…

Your connection shapes your perspective on the world and the way you approach problems. When a disagreement erupts between bonded members, you're often the one to help them talk through their problems.

While Exploring…

You search for traces of magic and notice details relevant to your connection.

In Downtime…

You reflect on your connection to deepen your understanding. You spend time with your bonded allies, perhaps working on the same side hustle, going on a hike together, or forming a guild in your favorite vidgame.

You Might…

  • Know more about the other members of your party than anyone else.
  • Have insights into the nature of your connection that others find unorthodox.
  • Have strange visions about fundamental forces.

Others Probably…

  • Think of you as the heart of your party.
  • View your bond as a closed clique or think you're trying to recruit them.
  • Assume you view the universe through the lens of your connection.

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 connection
Trained in a number of additional skills equal to 3 plus your Intelligence modifier

Attacks

Trained in simple weapons
Trained in unarmed attacks

Defenses

Trained in light armor
Trained in unarmored defense

Class DC

Trained in mystic class DC

Spells

Trained in spell attack modifier
Trained in spell DC

Class Features

You gain these abilities as a Mystic. Abilities gained at higher levels list the levels at which you gain them next to the features' names.
Your Level Class Features
1 Ancestry and background, attribute boosts, initial proficiencies, connection, initial epiphany, mystic bond, vitality network, mystic spellcasting, spell repertoire
2 Mystic feat, skill feat
3 2nd-rank spells, general feat, group chat, reflex expertise, signature spells, skill increase
4 Mystic feat, skill feat
5 3rd-rank spells, ancestry feat, attribute boosts, fortitude expertise, skill increase
6 Mystic feat, skill feat
7 4th-rank spells, expert spellcaster, general feat, skill increase
8 Mystic feat, skill feat
9 5th-rank spells, ancestry feat, resilient soul, skill increase
10 Attribute boosts, mystic feat, skill feat
11 6th-rank spells, general feat, perception expertise, skill increase, weapon expertise
12 Mystic feat, skill feat
13 7th-rank spells, ancestry feat, armor expertise, skill increase, weapon specialization
14 Mystic feat, skill feat
15 8th-rank spells, attribute boosts, general feat, master spellcaster, skill increase
16 Mystic feat, skill feat
17 9th-rank spells, ancestry feat, skill increase
18 Mystic feat, skill feat
19 General feat, legendary spellcaster, perfect harmony, skill increase, transcendence
20 Attribute boosts, mystic feat, skill feat
Your Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
1 5 3
2 5 4
3 5 4 3
4 5 4 4
5 5 4 4 3
6 5 4 4 4
7 5 4 4 4 3
8 5 4 4 4 4
9 5 4 4 4 4 3
10 5 4 4 4 4 4
11 5 4 4 4 4 4 3
12 5 4 4 4 4 4 4
13 5 4 4 4 4 4 4 3
14 5 4 4 4 4 4 4 4
15 5 4 4 4 4 4 4 4 3
16 5 4 4 4 4 4 4 4 4
17 5 4 4 4 4 4 4 4 4 3
18 5 4 4 4 4 4 4 4 4 4
19 5 4 4 4 4 4 4 4 4 4 1*
20 5 4 4 4 4 4 4 4 4 4 1*
* The transcendence class feature gives you a 10th-rank spell slot that works a bit differently from other spell slots.

Ancestry and Background

In addition to what you get from your class at 1st level, you have the benefits of your selected ancestry and background.

Attribute Boosts

In addition to what you get from your class at 1st level, you have four free boosts to different attribute modifiers.

At 5th level and every 5 levels thereafter, you get four free boosts to different attribute modifiers. If an attribute modifier is already +4 or higher, it takes two boosts to increase it; you get a partial boost and must boost that attribute again at a later level to increase it by 1.

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.

Connection

All mystics have a supernatural connection with a cosmic force that grants magical powers. The exact nature of your connection can vary widely—you might worship a god or pantheon, embody a metaphysical concept, become a conduit for nature's wrath, or something else. Even mystics who share the same connection might interpret the source of their powers differently. At 1st level, choose your connection. Your chosen connection determines the type of spells you cast and the spell tradition you choose spells from, your additional trained skill, the epiphanies you learn, and a harmony that usually grants creatures a special benefit when you heal them with your vitality network.

Initial Epiphany

You discover the basic truth of your connection. You learn your chosen connection's initial epiphany spell. Epiphany spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to spend time with your bonded allies or otherwise ponder the nature of your connection.

Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points

Mystic Bond

You form a bond between yourself and others, most typically your closest companions. Forming bonds is different for every mystic but always involves using a 10-minute activity related to the mystic's connection that requires you to be adjacent to the creature with whom you wish to bond. You can maintain a bond with up to 10 other willing creatures, and the bond lasts until you or the bonded creature are no longer willing to be part of the bond. You are always considered part of your own bond and don't count toward the 10-creature limit.

You always know the general distance and direction toward other bonded creatures, their Hit Point totals, and if they're conscious, unconscious, dying, or dead. This ability doesn't work across planes (including when in transit in the Drift), and some special magical or technological effects might interfere with your ability to detect your allies.

Vitality Network

Your soul supports a network of energy that connects and heals those in your bond. Your vitality network has a maximum capacity equal to 6 + 4 Hit Points per level. You gain the Transfer Vitality action that you can use to take Hit Points out of your network and into yourself or your allies as healing.

Life-and-death situations help strengthen your bonds with your allies. At the start of each turn in combat, when you regain actions, your vitality network regains 4 Hit Points; if you're master in spell DC, it regains 6 Hit Points instead; if you're legendary, it regains 8 Hit Points. When you Refocus, your vitality network regains all its Hit Points.

Mystic Spellcasting

You are a spellcaster and can cast spells using the Cast a Spell activity. As a mystic, when you cast spells, you might intone a prayer or hum a song inspired by your epiphanies, you might gesture or dance in patterns that follow the flow of your connection's network, and you might accompany your spellcasting with wisps of energy flowing between you and your bonded allies.

Each day, you can cast up to three 1st-rank 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 rank of spells you can cast, as shown on the Mystic Spells per Day table.

Some of your spells require you to attempt a spell attack to see how effective they are or have your enemies roll against your spell DC (typically by attempting a saving throw). Since your key attribute is Wisdom, your spell attack modifiers and spell DCs use your Wisdom modifier.

Heightening Spells

When you get spell slots of 2nd rank and higher, you can fill those slots with stronger versions of lower-rank spells. This increases the spell's rank to match the spell slot. You must have a spell in your spell repertoire at the rank you want to cast in order to heighten it to that rank. Many spells have specific improvements when they're heightened to certain ranks. The signature spells class feature lets you heighten certain spells freely.

Cantrips

Some of your spells are 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 automatically heightened to half your level rounded up—this is usually equal to the highest rank of mystic spell slot you have. For example, as a 1st-level mystic, your cantrips are 1st-rank spells, and as a 5th-level mystic, your cantrips are 3rd-rank spells.

Spell Repertoire

The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-rank spells of your choice and four cantrips of your choice as well as an additional spell and cantrip from your chosen connection. You choose these from the common spells from the tradition corresponding to your chosen connection 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 rank.

You add to this spell repertoire as you increase in level. Each time you get a spell slot (see Mystic Spells per Day on page 119), you add a spell of the same rank to your spell repertoire. When you gain access to a new rank of spells, your first new spell is always the spell granted by your chosen connection, but you can choose the other spells. At 2nd level, you select another 1st-rank spell; at 3rd level, you gain a new spell from your chosen connection and two other 2nd-rank spells, and so on. When you add spells, you might select a higher-rank version of a spell you already know 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 rank. This spell can be a cantrip, but you can't swap out epiphany spells or connection spells. You can also swap out spells by retraining during downtime.

Mystic FeatsLevel 2

At 2nd level and every even-numbered level, you gain a mystic class feat.

Skill FeatsLevel 2

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

General FeatsLevel 3

At 3rd level and every 4 levels thereafter, you gain a general feat. General feats are listed in Chapter 5.

Group ChatLevel 3

Creatures in your bond can communicate telepathically while within 120 feet of one another. As long as two bonded creatures are on the same plane of existence and both are alive, they remain aware of one another's present state, general direction and distance from one another, and if they're conscious, unconscious, dying, or dead. You gain the Network Spell action.

Reflex ExpertiseLevel 3

Your connection blesses you with insight that helps you dodge danger. Your proficiency rank for Reflex saves increases to expert.

Signature SpellsLevel 3

You've learned to cast some of your spells more flexibly, granting you extra control over your spellcasting. For each spell rank you have access to, choose one spell of that rank to be a signature spell. You don't need to learn heightened versions of signature spells separately; instead, you can heighten these spells freely. If you've learned a signature spell at a higher level than its minimum, you can also cast all its lower-rank versions without learning those separately. If you swap out a signature spell, you can choose a replacement signature spell of the same spell rank at which you learned the previous spell. You can also retrain specifically to change a signature spell to a different spell of that rank without swapping any spells; this takes as much time as retraining a spell normally does.

Skill IncreasesLevel 3

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 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.

Ancestry FeatsLevel 5

In addition to the initial 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.

Fortitude ExpertiseLevel 5

Your physique has grown hardier from your adventures. Your proficiency rank for Fortitude saves increases to expert.

Expert SpellcasterLevel 7

You've formed a more powerful bond with your connection. Your proficiency ranks for spell attack modifiers and spell DCs increase to expert.

Resilient SoulLevel 9

The links to your connection and your bonded companions bolster your soul against doubt. Your proficiency rank for Will saves increases to master. When you roll a success on a Will save, you get a critical success instead.

Perception ExpertiseLevel 11

You remain alert to threats around you. Your proficiency rank for Perception increases to expert.

Weapon ExpertiseLevel 11

You win battles with basic weapons. Your proficiency rank for simple weapons and unarmed attacks increases to expert.

Armor ExpertiseLevel 13

The bonds you've forged protect you like supernatural armor. Your proficiency rank in light armor and unarmored defense increases to expert.

Weapon SpecializationLevel 13

You've learned to protect yourself and your allies with your weapons. You deal 2 additional damage with weapons and unarmed attacks in which you're an expert. This damage increases to 3 if you're a master and 4 if you're legendary.

Master SpellcasterLevel 15

You channel magic through your connection. Your proficiency ranks for spell attack modifiers and spell DCs increase to master.

Legendary SpellcasterLevel 19

Magic flows through your every pore. Your proficiency ranks for spell attack modifiers and spell DCs increase to legendary.

Perfect HarmonyLevel 19

You discover the ultimate truth of your connection and its role as a foundation of the cosmos. You learn your chosen connection's perfect harmony.

TranscendenceLevel 19

You're an embodiment of your connection and manifest your transcendence with miraculous spells. You gain a single 10th-rank spell slot and can prepare a spell in that slot using mystic spellcasting. Unlike with other spell slots, you can't use 10th-rank slots with abilities that give you more spell slots or that let you cast spells without expending spell slots. You don't gain more 10th-rank spells as you level up, but you can take the Transcended Existence feat to gain a second slot.