Starfinder 2e Mystic Playtest v1
Starfinder 2e Mystic Playtest v1
PERCEPTION:
Trained in Perception
SAVING THROWS:
Trained in Fortitude
Trained in Reflex
Expert in Will
SKILLS:
Trained in one or more skills determined by your
connection
Trained in a number of additional skills equal to
2 plus your Intelligence modifier
ATTACKS:
Trained in simple weapons
Trained in unarmed attacks
DEFENSES:
Trained in light armor
Trained in unarmored defense
SPELLS:
Trained in spell attack rolls of your spellcasting
tradition, as indicated by your connection
Trained in spell DCs of your spellcasting
tradition, as indicated by your connection
TABLE 1: MYSTIC ADVANCEMENT You gain these abilities as a mystic. Abilities
gained at higher levels list the levels next to their
Your Class Features
Level names.
MINDBREAKER XENODRUID
You use your raw will and understanding of the You channel the energy inherent in the
mind’s structure to crush and demoralize your ecosystems around you, taking inspiration from
enemies. You might be a special ops assassin, the endless cycles of the natural world. You
a psychic interrogator, or a righteous military might be a corporate biotech researcher, a
crusader breaking the enemy’s spirit on the hermitic shaman of the Green Faith, or one of
battlefield. the legendary Xenowardens.
Spell List Occult Spell List Primal
Connection Skills Intimidation, Occultism Connection Skills Nature, Survival
Granted Spells cantrip: daze; 1st: befuddle; Granted Spells cantrip: know direction; 1st:
2nd: paranoia; 3rd: enthrall; 4th: confusion; 5th: magic fang; 2nd: tree shape; 3rd: wall of thorns;
hallucination; 6th: feeblemind; 7th: visions of 4th: speak with plants; 5th: tree stride; 6th: fire
danger; 8th: power word stun; 9th: weird seeds; 7th: regenerate; 8th: earthquake; 9th:
Connection Powers initial: backlash; major: nature’s enmity
sow doubt; grand: explode head Connection Powers initial: grasping vines;
major: animal adaptation; grand: xenomorphic
OVERLORD form
You realize that not all connections are
symmetrical, and seek to be the dominant force MYSTIC FEATS
in any situation. You aren’t necessarily evil; At every level at which you gain a mystic feat,
perhaps you consider yourself a benevolent you can select one of the following feats. You
philosopher-monarch who takes control for the must satisfy any prerequisites before taking the
good of your charges. You might also be a cult feat.
leader, a criminal mastermind, or a hypnotist.
Spell List Occult
Connection Skills Deception, Occultism 1ST LEVEL
Granted Spells cantrip: guidance; 1st:
command; 2nd: calm emotions; 3rd: enthrall; HEALING TOUCH FEAT 1
4th: suggestion; 5th: subconscious suggestion;
6th: dominate; 7th: possession; 8th: dream
council; 9th: overwhelming presence MYSTIC
Connection Powers initial: forced amity; major: You can pull on the powers of your connection
overbearing presence; grand: forceful command to restore your allies' health. You gain the
Healing Touch connection spell.
STAR SHAMAN
You have been exposed to the infinite darkness COUNTERSPELL (R) FEAT 1
within the Plane of Shadows and one of its
inhabitants has infused you with that power.
Spell List Arcane ABJURATION MYSTIC
CONCENTRATE MANIPULATE
When a foe Casts a Spell and you can see its
manifestations, you can use your own magic to METAMAGIC MYSTIC
disrupt it. You expend a prepared spell to
Hiding your gestures and incantations within
counter the triggering creature’s casting of that
other speech and movement, you attempt to
same spell. You lose your spell slot as if you had
conceal the fact that you are Casting a Spell. If
cast the triggering spell. You then attempt to
the next action you use is to Cast a Spell,
counteract the triggering spell (page 458).
attempt a Stealth check against one or more
observers’ Perception DCs; if the spell has
REACH SPELL (>) FEAT 1 verbal components, you must also attempt a
Deception check against the observers’
CONCENTRATE METAMAGIC MYSTIC Perception DC. If you succeed at your check (or
checks) against an observer’s DC, that observer
You can extend the range of your spells. If the
doesn’t notice you’re casting a spell, even
next action you use is to Cast a Spell that has a
though material, somatic, and verbal
range, increase that spell’s range by 30 feet. As
components are usually noticeable and spells
is standard for increasing spell ranges, if the
normally have sensory manifestations that would
spell normally has a range of touch, you extend
make spellcasting obvious to those nearby.
its range to 30 feet.
This ability hides only the spell’s spellcasting
actions and manifestations, not its effects, so an
WIDEN SPELL (>) FEAT 1 observer might still see a ray streak out from you
or see you vanish into thin air.
MANIPULATE METAMAGIC MYSTIC
TELEPATHIC BOND FEAT 2
You manipulate the energy of your spell,
causing it to affect a wider area. If the next
action you use is to Cast a Spell that has an MYSTIC
area of a burst, cone, or line and does not have
You can share your psychic abilities with others.
a duration, increase the area of that spell. Add 5
Each day during your daily preparations you can
feet to the radius of a burst that normally has a
choose another creature to form a telepathic
radius of at least 10 feet (a burst with a smaller
bond with. They can communicate with you
radius is not affected). Add 5 feet to the length of
mentally as long as it’s within 1 mile of you. This
a cone or line that is normally 15 feet long or
bond lasts until you prepare again.
smaller, and add 10 feet to the length of a larger
cone or line.
4TH LEVEL
2ND LEVEL
BESPELL WEAPON (F) FEAT 4
CANTRIP EXPANSION FEAT 2
MYSTIC
MYSTIC
MYSTIC
You are confident in your spellcasting technique,
You can form a mental link with creatures you and you are more easily able to retain your
touch, communicating information rapidly concentration when you Cast a Spell. If a
through it. You can cast mindlink as an innate reaction would disrupt your spellcasting action,
spell of your tradition one per day. attempt a DC 15 flat check. If you succeed, your
action isn’t disrupted.
SILENT SPELL (>) FEAT 4
8TH LEVEL
CONCENTRATE MANIPULATE
16TH LEVEL
Your connection’s source is more complex than
originally believed. You can have up to three
EFFORTLESS CON. (FREE) FEAT 16 spells from other traditions in your spell
repertoire, rather than just one. These spells
must each be of a different spell level, but they
MYSTIC
don’t need to be from the same tradition.
Trigger Your turn begins.
PSYCHIC RECOLLECTION FEAT 18
You maintain a spell with hardly a thought. You
immediately gain the effects of the Sustain a
Spell action, allowing you to extend the duration MYSTIC
of one of your active mystic spells. Your mind is a vast library of psychic potential.
Add one spell to your repertoire of each level
PSYCHIC AWAKENING FEAT 16 you can cast.
MYSTIC
MYSTIC
You share the mental stresses of your ally, Critical Success The target is unaffected.
easing their burden. The target gains a +1 status Success The target takes a –1 circumstance
bonus to Will saving throws. This bonus penalty to attack rolls and damage rolls against
increases to +2 against emotion effects. you.
In addition, when you Cast this Spell, you can Failure The target can't use hostile actions
attempt to counteract one emotion effect on the against you.
target. Critical Failure The target is stunned 1 and
can't use hostile actions against you.
Heightened (5th) You can target up to 5
creatures. FORCEFUL COMMAND FOCUS 5
You psychically assault the brain of the target, You force your will on the target, potentially
dealing 8d6 mental damage. If the target is allowing you to control it for a brief instant. The
reduced to 0 HP, the target’s head explodes, target must attempt a Will save.
instantly killing the target and spreading debris
in a 10-foot radius. Each creature in the area Critical Success The target is unaffected.
must succeed at a Reflex saving throw or take Success The target is stunned 1.
2d6 slashing damage from the flying debris. Failure On the target’s next turn, it’s stunned 1
and you partially control it, causing it to take a
single action of your choice. If it has actions left,
Heightened (+1) The mental damage increases
it can act normally.
by 2d6, and the slashing damage increases by
Critical Failure The target is controlled for 1
1d6.
round.
FORCED AMITY FOCUS 1
Heightened (7th) On a failure, the target is
controlled for 1 round. On a critical failure, the
UNCOMMON AUDITORY ENCHANTMENT target is controlled for up to 1 minute; it receives
a new Will save at the end of each of its turns,
INCAPACITATION LINGUISTIC MENTAL
and on a success, the spell ends.
GRASPING VINES FOCUS 1
You become infused with positive energy,
healing a living creature or damaging an undead
UNCOMMON CONJURATION MYSTIC PLANT
creature with a touch. If you use healing touch
Cast (>) somatic, verbal on a willing living target, you restore 8 Hit Points.
Range 30 feet; Area 10-foot burst Against an undead target, you deal 1d8
Duration 1 minute damage.
You sprout writhing vines that impede creatures’ Heightened (+1) The amount of healing
movement each time they try to move through it. increases by 8, and the damage to an undead
Squares filled with the vines are difficult terrain. target increases by 1d8.
Each square can be cleared of the web by a
single attack or effect that deals at least 5 LIFELINK FOCUS 1
slashing damage or 1 fire damage. A square has
AC 5, and it automatically fails its saving throws.
UNCOMMON MYSTIC NECROMANCY
Each time a creature enters the vines or starts Cast (>) somatic
their turn in the vines, it must attempt an Range 30 feet; Targets 1 willing creature
Athletics check or Reflex save against your spell Duration 1 minute
DC to avoid taking a circumstance penalty to its
speed from the web. You form a link with one of your allies. When
you Cast this Spell and at the start of each of
Critical Success The creature is unaffected. If it your turns you can choose an ally who has
used an Athletics check, it clears the web from taken damage and transfer their wounds to
every square it leaves after leaving the square. yourself, healing the target up to 2 Hit Points.
Success The creature is unaffected during its You lose as many Hit Points as the target
action. regained.
Failure The creature takes a –5-foot
circumstance penalty to its Speeds until the start Heightened (+1) The number of Hit Points
of its next turn. transferred each time increases by 2.
Critical Failure The creature is immobilized until
the start of its next turn, after which it takes a –5- OVERBEARING PRESENCE FOCUS 3
foot circumstance penalty to its Speeds for 1
round. It can attempt to Escape to remove its
immobilized condition. UNCOMMON EMOTION ENCHANTMENT
Cast (>) somatic When a creature enters the area for the first
Range touch; Targets 1 willing living creature or time, it must attempt a Will saving throw. If a
1 undead creature
creature leaves and reenters, it uses the results cast, as well as any active peer into the future
of its original save. on the target.
MYSTICMYSTIC
Critical Success The creature is unaffected and
temporarily immune for 1 hour. PSYCHIC SURGERY FOCUS 5
Success The creature is fascinated with you for
its next action, then is temporarily immune for 1 UNCOMMON ENCHANTMENT MENTAL MYSTIC
hour.
Failure The creature is fascinated with you. Cast (>>) verbal, somatic
Critical Failure The creature is fascinated with Range touch; Targets 1 ally
you, and its attitude toward you improves by one
step. You cleanse the mental burdens of your ally. If
the target is confused, frightened, or stupefied
Heightened (+1) Increase the size of the you remove the effect. If they are under the
emanation by 10 feet. effects of an emotion spell, they can attempt
another saving throw at a +2 bonus against it.
OVERWHELMING TRUTH FOCUS 5
SOW DOUBT FOCUS 3
You meditate on potential futures, granting the You rain down a shower of stars, dealing 4d6
target brief foresight. On the target’s next saving bludgeoning damage and 4d6 fire damage.
throw, skill check, or initiative roll they must roll
twice and use the better result. Casting it again
ends any active peer into the future you have
Heightened (+1) The bludgeoning damage instead. The temporary Hit Points last for 1
increases by 1d6, and the fire damage increases minute.
by 1d6.
Heightened (+1) The damage increases by 1d4.
STARFLIGHT FOCUS 3
XENOMORPHIC FORM FOCUS 1
UNCOMMON MYSTIC TRANSMUTATION
UNCOMMON MYSTIC POLYMORPH
Cast (>>) somatic, verbal
Duration 1 minute TRANSMUTATION
You transform into blazing starlight. Your body ● AC = 19 + your level. Ignore your
sheds light as a torch, and you become armor’s check penalty and Speed
concealed. reduction.
Heightened (4th) Adjacent creatures must ● 10 temporary Hit Points.
succeed at a Fortitude save or be blinded for 1 ● Darkvision.
round. ● One or more unarmed melee attacks
specific to the battle form you choose,
STEAL LIFE FOCUS 3 which are the only attacks you can use.
You’re trained with them. Your attack
UNCOMMON MYSTIC NECROMANCY modifier is +18, and your damage bonus
is +9. These are Dexterity based (aerial
Cast (>) somatic or stellar) or Strength based (aquatic or
Range 30 feet; Targets 1 creature terran). If your corresponding unarmed
Saving Throw basic Fortitude attack modifier is higher, you can use it
instead.
You draw the life energy from another creature ● Acrobatics (aerial or stellar) or Athletics
into yourself. This deals 3d4 negative damage; (aquatic or terran) modifier of +20;
the target must attempt a basic Fortitude save. ignore this change if your own modifier
You gain temporary Hit Points equal to the is higher.
damage the target takes, after resolving its save.
If the target’s Hit Points were lower than the You also gain specific abilities based on the type
damage you dealt, you gain temporary Hit of alien you choose.
Points equal to their remaining Hit Points
● Aerial fly Speed 80 feet, movement
doesn’t trigger reactions; Melee (>)
wing, Damage 1d4 bludgeoning.
● Aquatic Speed 20 feet, swim Speed 60
feet; Melee (>) slam, Damage 1d12
bludgeoning, and you can spend an
action immediately after a hit to push the
target 5 feet with the effects of a
successful Shove.
● Stellar Speed 20 feet, fly Speed 60 feet
(in space); Melee (>) claws, Damage
1d8 piercing plus 1d4 persistent bleed.
● Terran Speed 30 feet, burrow Speed 20
feet; Melee (>) fist, Damage 2d10
bludgeoning.