Mystic Wielding
Astonishing Disciplines beastly-powers Innate Magic Mystic Wielding Super-Powers Tech-Wonders

You have magical devices which can compete with super-powers. This might be a single relic capable of a wide variety of effects or numerous objects each with its own function.

See the list of powers in the Powers section for the general rules of using powers.

Mystic Wielding by Level

Level Knacks Known Powers Known 1st* 2nd* 3rd* 4th* 5th* 6th* 7th* 8th* 9th*
1st 2 4 2
2nd 2 5 3
3rd 2 6 4 2
4th 3 7 4 3
5th 3 8 4 3 2
6th 3 9 4 3 3
7th 3 10 4 3 3 1
8th 3 11 4 3 3 2
9th 3 12 4 3 3 3 1
10th 4 14 4 3 3 3 2

*Power Slots per Power Level


Using Mystic Wielding


You own one or more magical items. This could be a single enchanted blade or mythical mask, or an array of objects kept in a backpack. You can select a Mystic Wielding power-suite at 1st level. Every character level that you gain expands these powers.

These powers are magic and are treated as magical attacks. You do not add your ability modifier to your damage rolls unless specifically stated in the power's description., however, your powers do bypass resistance to mundane damage and have other effects due to their magical nature.

When using an attack power you add your power ability or Strength or Dexterity modifier to the attack roll. These powers can be treated as weapon attacks, allowing you to apply the benefits such as the Rogue's Sneak Attack or the Fighter's Archery fighting style feature. However, unless stated in its description, you cannot make multiple attacks with a power.

Your ranged attack powers do not have a short and long range. You treat the long range in a power's description as short range and do not take disadvantage due to range penalties.

Each of your powers is associated with an enchanted item. Select one of the following: magic armor, enchanted weapon, bag of tricks, or mystic quiver. When you are without that item, you cannot use the associated power.

Power-Item


Bag of Tricks. You have a pouch with far more space than it appears filled with useful items representing your prepared powers. A bag of tricks weighs 15 lbs. when filled. It contains a number of items, each associated with a power from your power suite. Alternately this could be a utility belt, backpack, or similar container.

Enchanted Weapon. You have a magical melee weapon representing your prepared powers. Once you reach 6th level, your weapon offers a +1 bonus to attack and damage. At 11th level, your weapon grants a +2 bonus to attack and damage. At 16th level, it gives a +3 bonus to attack and damage. This might be a legendary sword, a mythical hammer, or any such weapon.

Light Magic Armor. You have a suit of magic armor that weighs 10 lbs. and grants you an AC 12 + your Dexterity modifier. In addition, once you reach 6th level, your armor offers a +1 bonus to AC. At 11th level, your armor offers a +2 bonus to AC. At 16th level, your armor offers a +3 bonus to AC. The powers of your power suite are drawn from this armor.

Medium Magic Armor. You have a suit of magic armor that weighs 20 lbs. and grants you an AC 14 + your Dexterity modifier (maximum +2) and imposes Disadvantage on your Dexterity (Stealth) checks. In addition, once you reach 6th level, your armor offers a +1 bonus to AC. At 11th level, your armor offers a +2 bonus to AC. At 16th level, your armor offers a +3 bonus to AC. The powers of your power suite are drawn from this armor.

Heavy Magic Armor. You have a suit of magic armor that weighs 30 lbs. and grants you an AC 16 and imposes Disadvantage on your Dexterity (Stealth) checks. In addition, once you reach 6th level, your armor offers a +1 bonus to AC. At 11th level, your armor offers a +2 bonus to AC. At 16th level, your armor offers a +3 bonus to AC. The powers of your power suite are drawn from this armor.

Mystic Quiver. You have a magical bow and arrow quiver that represent your prepared powers. Once you reach 6th level, your bow offers a +1 bonus to attack and damage. At 11th level, your bow offers a +2 bonus to attack and damage. At 16th level, your bow offers a +3 bonus to attack and damage. In addition, you have a number of arrows. The powers of your power suite are drawn from these arrows.

Power Ability


Select Wisdom or Charisma as your power ability. You use your power ability whenever a power refers to one and when setting the saving throw DC for a power you activate. When making an attack roll with a power you may also use this ability modifier, or your Strength or Dexterity.

Power Save DC = 8 + your proficiency bonus + your power ability modifier
Power Attack Modifier = your proficiency bonus + your power ability modifier
Power Check = d20 roll + your proficiency bonus + your power ability modifier

Knacks


You know two knacks of your choice from the powers list. You learn additional knacks of your choice at higher levels, as shown in the Knacks Known column of the Mystic Wielding by Level table.

Preparing and Activating Powers


The Mystic Wielding by Level table shows how many power slots you have to activate your powers of 1st level and higher. To activate one of these powers, you must expend a slot of the power's level or higher. You regain all expended slots when you finish a short or long rest.

For example, if you know the 1st-level power iron hide and have a 1st-level and a 2nd-level power slot available, you can activate iron hide using either slot.

You don't need to prepare a select number of powers from your Power Suite. Your entire Power Suite is prepared.

Powers Known of 1st Level and Higher


You know two 1st-level powers of your choice from the power list.

The Powers Known column of the Mystic Wielding by Level table shows when you learn more powers of your choice. Each of these powers must be of a level for which you have power slots. For instance, when you reach 3rd level in this class, you can learn one new power of 1st or 2nd level.

When you gain a level, you can choose one of the powers you know and replace it with another power, which also must be of a level for which you have power slots.

Utility Activation


You can activate any power you know as a utility power if that power has the utility tag and you have the power in your Power Suite. You don't need to have the power prepared.

Magical Powers


Your powers are magic by nature, overcoming resistance and immunity to nonmagical attacks.

At 5th level you gain a +1 attack bonus to the melee or ranges attack power of your choice. At 10th level you can either gain a +1 attack bonus to a second melee or ranges attack power or you can increase the initial bonus to +2.

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