Mystic Warrior (3.5e Class)
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Mystic warrior are a deadly compromise between arcane magic & martial prowess, calling upon innate magical powers in battle to either help them or harm their opponents. Although not as martially powerful as a full warrior, nor as adept at magic as a full mage, the fact that the mystic warrior has both martial aptitude & supernatural might makes him a powerful opponent.
Adventures: Mystic warriors that go on adventures are, more often than not, mercenaries, viewing each war/battle/conflict/etc as just another job. Other mystic warriors are enlisted men, who go on adventures as part of a military mission. A few mystic warriors go out into the world in search of armies to command & lands to conquer.
Characteristics: Mystic warriors are typically knowledgeable about several different weapons, types armor, & multitude of martial & magical tricks. They also tend to be very hardy & are often quite noticeable & charismatic.
Alignment: There are mystic warriors of all alignments, though mystic warriors enlisted in an army are often of lawful alignment.
Religion: Mystic warriors tend to revere gods of war, vengeance, magic or glory, if any; many mystic warriors have turned impious from witnessing the horrors of war.
Background: Most mystic warriors tend to come from a military background, with some magical training of some sort.
Races: Humans, half-elves, & nekomusume become mystic warriors are the races most likely to become mystic warriors. Elves & Drow sometimes become mystic warriors, though they usually prefer the road of the duskblade or multi-class as fighter/wizards. Hobgoblins have occasionally turned to the route of the mystic warrior. Gnomes, halfings, goblins, bugbears, dwarves, half-orcs, orcs & half-orges rarely become mystic warriors.
Other Classes: Mystic warriors tend to get along best with red mages, bards, sorcerers & warmages. Clerics, druids, & paladins usually have mixed reactions to mystic warriors. Wizards, fighters, & duskblades often scoff at mystic warriors, considering their own route to power superior. Spellthieves see mystic warriors as just another spellcaster to "borrow" spells from.
Role: Mystic warriors are best used as a secondary front line combatant & a backup spellcaster.
Game Rule Information
Mystic Warriors have the following game statistics.
Abilities: Charisma determines the power of the spells a mystic warrior can cast, how many spells he can cast per day, & how hard those spells are to resist. Strength & Dexterity are also important for combat plus various class skills. Like all other arcane spellcasters, mystic warriors also benefit from high Dexterity & Constitution scores.
Health (Hit Die): 1d8
Starting Age: Moderate
Starting Gold: 4d4 x10
|Saving Throws||Special||Spells per Day|
Class Skills (4 + Int Modifier per level (First Level: (4 + Int Modifier) X 4))
All of the following are class features of the Mystic Warrior.
Weapon and Armor Proficiency: Mystic warriors are proficient with all simple & martial weapons. Mystic warriors are proficient with all armor plus shields (except tower).
Combat Casting: At 1st level, the mystic warrior gains combat casting as a bonus feat, even if she does not meet the prerequisites for it. If she already has the feat, she may select another feat instead, but must still meet the prerequisites for it.
Luminous Shield (Su): At 4th level, the Mystic Warrior learns to how to simultaneously channel their power both inwardly and outwardly, bolstering their defenses and punishing those that seek to harm them. While Luminous Shield is active, a shimmering, translucent shroud of pure energy envelops the Mystic Warrior, granting them Spell Resistance equal to 9 + character level (if the character already has Spell Resistance, use the better of the two values) and a +3 Miscellaneous Bonus to AC that stacks with any and all others they possess. If an enemy succeeds in striking them, they are blasted with luminous, untyped energy, dealing 1d4 points of damage for each level attained(maximum 9d64). This damage is also inflicted on any foe that makes a successful touch attack or grapples the Mystic Warrior, and continues to deal damage each round for three rounds, until the grapple is broken, or the Mystic Warrior is voluntarily released.
This ability may be used a total of 2 times per day, each use lasting for 3 rounds.
Smite (Su): Starting at 5rd level, once per day, you can channel raw arcane energy into a single attack. On your next melee attack, you may apply your Charisma bonus (if any) on the attack roll, plus a bonus to damage rolls equal to your mystic warrior level. A mystic warrior can smite one additional time per day at 10th level and at every 5 levels afterwards, to a maximum of 4 times a day at 20th level.
Mettle (Ex): At 14th level, the mystic warrior can resist magical and unusual attacks with great willpower of fortitude. If she makes a successful will or fortitude save against an attack that normally would have a lesser effect on a successful save (such as a spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect. An unconscious or sleeping mystic warrior does not gain the benefit of mettle.
Spells: A mystic warrior casts arcane spells, which are drawn from the Mystic Warrior spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a Mystic Warrior must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a mystic warrior’s spell is 10 + the spell level + the Mystic Warrior’s Charisma modifier.
Like other spellcasters, a mystic warrior can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Mystic Warrior. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Mystic Warrior Spells Known indicates that the mystic warrior gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The mystic warrior’s selection of spells is extremely limited. A mystic warrior begins play knowing four 0-level spells of your choice. At most new Mystic Warrior levels, he gains one or more new spells, as indicated on Table: Mystic Warrior Spells Known. (Unlike spells per day, the number of spells a mystic warrior knows is not affected by his Charisma score; the numbers on Table: Mystic Warrior Spells Known are fixed.)
Upon reaching 5th level, and at every third mystic warrior level after that (8th, 11th, and so on), a mystic warrior can choose to learn a new spell in place of one he already knows. In effect, the Mystic Warrior “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Mystic Warrior spell the Mystic Warrior can cast. A Mystic Warrior may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Title: Your hero is rewarded for his actions (whether good or bad) with a Title. The New Title is such as Lord or Baron, or simply "The ____" The new titles are also not always as powerful as they could be and a player may choose not to take the title. A DM may choose whether to ignore this feat and may choose wheter your title is practical to the game.
EX. Duest "The Slayer of the stone Colossus", Raggard "The Red", Truman "The Brave", Barboth "The Rambling Idiot".
As noted above, a Mystic Warrior need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
- 0-level Spells (Cantrips)
- 1st-level Spells
accuracy, alarm, arcane bolt, blade of blood, blades of fire, burning hands, cause fear, color spray, enlarge person, expeditious retreat, identify, jump, Kelgore's fire bolt, lesser orb of acid/cold/electricity/fire/force/sound, mage armor, magic missile, magic weapon, mount, protection from chaos/evil/good/law, ray of enfeeblement, ray of flame, reduce person, shield, shocking grasp, sleep, true strike
- 2nd-level Spells
acid arrow, bear’s endurance, blast of force, bull’s strength, burning sword, critical strike, darkness, darkvision, daze monster, eagle’s splendor, electric loop, electric vengeance, false life, flame dagger, flaming sphere, ice knife, protection from arrows, rage, resist energy, scare, scorching ray, seeking ray, shatter, sure strike, whirling blade
- 3rd-level Spells
arcane eye, chain missile, deep slumber, explosive runes, fireball, flame arrow, greater mage armor, greater magic weapon, haste, heroism, keen edge, lightning bolt, magic circle against chaos/evil/good/law, phantom steed, protection from energy, ray of exhaustion, resonating bolt, reverse arrows, ring of blades, slow, vampiric touch, wind wall
- 4th-level Spells
bestow curse, black tentacles, blast of flame, confusion, duelward, fear, fire shield, fire trap, force missiles, ice storm, mass enlarge person, mass reduce person, orb of acid/cold/electricity/fire/force/sound, polymorph, shout, stoneskin, wall of fire, wall of ice
- 5th-level Spells
arc of lightning, ball lightning, cloudkill, cone of cold, greater fire burst, hold monster, mass fire shield, mass greater mage armor, mind fog, mage's faithful hound, permanency, prismatic ray, telekinesis, wall of force, wall of stone
- 6th-level Spells
acid fog, mass bear’s endurance, blade barrier, mass bull’s strength, chain lightning, delayed blast fireball, disintegrate, mass eagle’s splendor, freezing sphere, greater heroism, mage's sword, polar ray, prismatic spray, ray of light, repulsion, transformation, wall of iron