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The Mystic Knight

A human female meditates in an empty room, sitting cross- legged on the floor. Reaching out
with her mind she visualizes the face and voice of her sister. When the image and sound returns
to her, her heart races. Her sister is in peril. The padawan opens her eyes and, despite the
warning of her master, runs toward the exit. A Zabrak general twirls his yellow lightsaber,
deflecting multiple blaster bolts as he ducks around the corner. Both ends of the hallway are
swarming with enemy mercenaries and he takes a moment to focus. Finally he turns back out
and extends a hand, knocking the thugs to the ground with a blast of Force energy. Carrying her
wounded and heavily-armored companion through a cave, a Togruta Mystic Knight takes a
moment to lower the soldier to the ground. She places a hand to his bleeding ribs, healing him
with almost divine power. The battle outside sound like distant thunder which shakes a stalactite
loose. The Mystic Knight quickly raises her hands, levitating the falling stones with her mind.
With one last push, she hurls them away. The Mystic Knight are defenders of peace and
guardians against darkness. Few are strong enough in the Force to walk the Mystic Knight’s
path, but those few are rewarded with a powerful ally indeed.

STRONG IN THE FORCE


While the Force can be sensed and even used by an uncommon minority in the cosmos, fewer
still have the strength and control to become Mystic Knight. The Mystic Knight Order is an
ancient institution of rigid tenants and near endless training. A Mystic Knight is taught to wield a
lightsaber and use the Force, but above all practice peace and diplomacy. They are the first and
last line of defense for much of the civilized galaxy.

ENEMY OF ONE
It is said that the greatest threat a Mystic Knight will face is himself. The Mystic Knight, who
possess an innate power far greater than most, must constantly focus to prevent that power
from becoming an obsession. This inner struggle is often lost, with Mystic Knight from the
newest Padawan to the strongest Master falling to the Dark Side. As such the Mystic Knight’s
greatest asset is self-control, and forgiveness their greatest weapon.

CREATING A Mystic Knight


While creating your Mystic Knight character, consider how you first took your steps toward
mastering the Force. Perhaps you were indoctrinated into the Mystic Knight Order at a young
age. Maybe you’re a Force-sensitive adept who was only recently learned the ways of the
Mystic Knight from one of the order’s knights or masters. How do your skills with the lightsaber
(or other primary weapon) compare to that of the Force? What has propelled you from leaving
your cloistered life to adventure throughout the galaxy? Who or what keeps you focused, or
deters you from the Dark Side?

QUICK BUILD
You can make a Jedi quickly by following these suggestions. First, make Wisdom your highest
ability score, followed by Dexterity. (Some Jedi who prefer brute force to finesse may opt for
Strength instead.) Second, choose the Acolyte background.

CLASS FEATURES
As a Mystic Knight you gain the following class features.
HIT POINTS
Hit Dice:​ 1d8 per Mystic Knight level
Hit Points at 1st Level:​ 8 + your Constitution modifier
Hit Points at Higher Levels:​ 1d8 (or 5) + your Constitution modifier per Mystic Knight level
after 1st

PROFICIENCIES
Armor:​ None
Weapons:​ Simple weapons, unarmed, lightsabers
Tools:​ Choose any one
Saving Throws: Dexterity, Wisdom
Skills: Choose Force and any two others from Acrobatics, Athletics, Galactic Lore, History,
Insight, Investigation, Perception and Persuasion.
Languages: Choose any two

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your
background.

• (a) a lightsaber weapon or (b) any simple weapon


• (a) a tool kit or (b) a utility belt
• (a) a diplomat’s pack or (b) a traveler’s pack

  Proficiency    Rage  Tricks  Powers  Psi  Psi Point 


Level  Bonus  Features  Points  Known  Known  Points  Limit 
Psychic Sensitivity, Celerity, Unarmored 
1st  +2  --  2  2  4  2 
Defense 
2nd  +2  Mystic Disciplines, Fighting Style  2  2  3  4  2 
3rd  +2  Deflect, Training Guidance  2  2  4  6  3 
4th  +2  Ability Score Improvement  2  3  5  6  3 
5th  +3  Extra Attack  3  3  6  14  4 
6th  +3  Psionic Trance, Attune Weapon (+1)  3  3  7  14  4 
7th  +3  Training Feature  3  3  8  17  4 
8th  +3  Ability Score Improvement  4  3  9  17  5 
9th  +4  --  4  3  10  27  5 
10th  +4  Redirect, Attune Weapon (+2)  5  4  10  27  6 
11th  +4  Training Feature  5  4  11  32  6 
12th  +4  Ability Score Improvement  6  4  11  32  7 
13th  +5  Tranquility  6  4  12  38  7 
14th  +5  Mystic Soul  7  4  12  38  7 
15th  +5  Training Feature  7  4  13  44  7 
16th  +5  Ability Score Improvement  8  4  13  44  7 
17th  +6  Attune Weapon (+3)  8  5  14  57  7 
18th  +6  --  9  5  14  57  7 
19th  +6  Ability Score Improvement  9  5  15  64  7 
20th  +6  Enlightened Master  10  5  15  64  7 

Psionic Sensitivity 
Your body and soul have been keenly attuned to the flow of the mysterious energy field generated by all
living things, this psychic field is what powers the psychic powers of the Shadow Knight. The shadow
knights practices shadowy, psychic magic brought forth from their negative emotions, such as rage, pain,
fear, and jealousy. They channel the natural chi and psychic essencesses of the body to perform
supernatural feats.

Dwell On Your Feelings 


As an action you can make a DC 15 charisma roll to foresee if an action would have, in short terms, a
favorable or disfavorable outcome. Considering how much you know about your actions, the DC could
vary.

Psychic Tricks: ​You know two Force tricks of your choice from the Sith Force power list. You
learn additional tricks of your choice at higher levels, as shown in the Tricks Known column of
the Sith table.

Psi Points:​ The Mystic Knight table shows how many Psi points you have. To cast one of these
mystic knight spells, you must expend a number of psi points based on the spell's level as
outlined in the Psi Point Cost table below. You cannot exceed the maximum psi points as
outlined in the Psi Point Limit column of the Shadow Knight Table. Even though you might have
enough points to cast above this maximum, you can't do so.

Psi Point Cost


Power Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Powers known of 1st-level and higher​: At 1st level, you know two 1st-level powers of your
choice from the Mystic Knight power list. The Powers Known column of the Mystic Knight table
shows when you learn more Mystic Knight powers of your choice of 1st level and higher. A
power you choose must be of a level no higher than what’s shown in the table’s Slot Level
column for your level. When you reach 6th level, for example, you learn a new Mystic Knight
power, which can be 1st, 2nd or 3rd level. Additionally, when you gain a level in this class, you
can choose one of the Mystic Knight powers you know and replace it with another power from
the Mystic Knight power list, which also must be of a level for which you have power slots.

Psychic Casting Ability: ​Wisdom is your psychic casting ability for your Mystic Knight powers,
so you can use your Wisdom whenever a power refers to your Force casting ability. In addition,
you use your Wisdom modifier when setting the saving throw DC for a Mystic Knight power you
cast and making an attack roll with one.

Power save DC​ = 8 + your proficiency bonus + your Wisdom modifier


Power attack modifier​ = your proficiency bonus + your Wisdom modifier

Embrace the Light​ Beginning at 1st level, if you ever begin to fall down the Path of the Dark
side consult with your DM, as your character might lose all its levels in the Mystic Knight Class
and immediately gain an equal amount of levels in the Sith class instead.

Unarmored Defense: ​Beginning at 1st level, while you are wearing no armor and not wielding a
shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Celerity:​ Starting at 1st level, your speed increases by 10 feet while you are not wearing armor
or wielding a shield. This bonus increases to +15 ft at 6th level, +20 ft and 10th level, +25ft and
14th level, and +30ft and 18th level. At 9th level, you gain the ability to move along vertical
surfaces and across liquids on your turn without falling during the move.

Fighting Style: ​At 2nd level, you adopt a style of fighting as your specialty. Choose one of the
following options. You can’t take a Fighting Style option more than once, even if you later get to
choose again.

Agile Defense
While you are not wearing armor, you gain a +1 bonus to AC.

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2
bonus to damage rolls with that weapon.

Great Weapon Fighting


When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you
are wielding with two hands, you can reroll the die and must use the new roll. The weapon must
have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of
the second attack.

Unarmed Fighting
When you take this fighting style you gain proficiency in your unarmed weapons (if you did not
already) and increase their damage die by 1 step. At 11th level, you increase your unarmed
damage die by 2 steps.

Mystic Disciplines: ​Starting at 2nd level, your training allows you to call upon rigorously taught
psychic techniques, which heighten your reflexes to perform these amazing feats. Your Mystic
Knight level determines the number of “Grace Points” you have, as show in the Grace Points
column of the Mystic Knight table. You can spend these points to fuel various Psionic features.
You start knowing three such features: Rapid Strike, Recovery and Surge. You learn more
Psychic features as you gain levels in this class. When you spend a Grace point, it is
unavailable until you finish a short or long rest, at the end of which you draw all of your meditate
to regain the points back into yourself. You must spend at least 30 minutes of the rest
meditating to regain your points. Some of your Force features require your target to make a
saving throw to resist the feature’s effects. The saving throw DC is this case is equal to your
Force power DC as listed above.
● Rapid Strike: ​Immediately after you take the Attack action on your turn, you can spend
1 Grace Point to make an additional unarmed attack or with a melee weapon or
lightsaber. (this is a free action, and can be used alongside two-weapon fighting)

● Recovery: ​Immediately after falling prone by some effect, you can spend 1 Grace point
as a reaction to regain your standing and upright position. Alternatively, you can spend
1 Grace point as a bonus action to spend one of your healing hit die, regaining hit
points.

● Surge: ​You can spend 1 Grace point to take the Dash, Disengage or Dodge action as
a bonus action on your turn, and your jump distance is doubled for the turn.

Mystic Path: ​When you reach 3rd level, you begin your trials that guide you into one of the
three primary Mystic Paths; The Consular, The Guardian, The Sage, or, The Sentinel All are
detailed at the end of the class description. Your tradition grants you features at 3rd level and
again at 6th, 14th and 20th level.

Deflect: ​Starting at 3rd level, you can use your reaction to deflect a melee or ranged attack
targeting you with your lightsaber. When you do so, the damage you take from the attack is
reduced by 1d10 + your Dexterity modifier + your Mystic Knight level. You must be wielding a
lightsaber in order to use this feature. Alternatively you can also spend 1 Grace Point as part of
your reaction to help resist Force powers used against you. When you do this, you have
advantage on any ability save you must make to resist the Force power.
Ability Score Improvement:​ When you reach 4th level, and again at 8th, 12th, 16th, and 19th
level, you can increase one ability score of your choice by 2, or you can increase 2 ability scores
of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Attune Weapon 
Starting at 7th, as an action, you can expend one use of a Grace point to transfer some of your power to
your weapon, making it glow brightly in an angry, red color. From this moment on, that weapon is
considered magical whenever you wield it, you add +1 to your attack rolls and you deal +1 more damage.
These values increase to +2 to attack rolls and damage when you reach 11th level and to +3 when you
reach 17th level.

Extra Attack:​ Beginning at 5th level, you can attack twice, instead of once, whenever you take
the Attack action on your turn

Psionic Trance:​ Starting at 6th level, you no longer need to sleep. Instead, you can meditate
deeply, remaining semiconscious, for 4 hours a day. While meditating, you can use the Force
skill to sense the emotions and general status of any target with whom you are familiar,
regardless of distance as long as they are conscious. After resting in this way, you gain the
same benefit that you normally would from 8 hours of sleep. Alternatively, you can also spend 1
Grace point on your turn in combat to enter a Force Trance. In doing so, you regain a number of
hit points equal to 1d8 + your Mystic Knight level. You can maintain this Trance in subsequent
rounds by spending further Grace points. Once you break out of your Trance in this fashion, you
cannot enter another Trance until you take a long rest.

Redirect:​ Beginning at 10th level, your Deflect feature improves. If you successfully reduce a
melee or ranged attack against you to zero hit point damage, you can then make a
counterattack against the attacking target. If it was a melee attack, you make a melee attack
with your lightsaber or unarmed strike. If it was a ranged attack, you make a ranged attack using
your Force power attack bonus and the damage on a successful hit equals the original damage
caused by the ranged attack. If you had spent a Grace point to rebuke a power and succeed in
the ability save, you suffer no partial effects from the power. Furthermore the attacking target
must immediately make the same ability save or suffer the effects of the spell as normal.

Tranquility​: Starting at 13th level, you can enter a special meditation that surrounds you with an
aura of peace and serenity granted by the calming influence of the force. At the end of a long
rest, you gain the effect of a ​sanctuary​ spell that lasts until the start of your next long rest (the
spell can end early as normal). The saving throw DC for the spell equals 8 + Your Wisdom
Modifier + Your Proficiency Bonus.
Mystic Soul: ​Starting at 15th level, your mastery of the force grants you proficiency in one
additional Saving Throw of your choice; once you choose this Saving Throw you cannot switch it
again, so choose wisely.. Additionally, whenever you make a saving throw and fail, you can
spend 1 Grace point to reroll it. but you must take the second result.

Enlightened Master:​ When you reach 20th level, you reach the pinnacle of training as a Mystic
Knight. You have obtained enlightenment, you take it upon yourself to turn your attention toward
younger or newer Knights.
You receive a number of Grace points equal to your Wisdom modifier, in addition to your normal
allotment. When you enter a Psionic Trance, you can also make Perception checks at any
range, regardless of line of sight. To do so, you must sense a familiar target in the area or be
familiar with the area.

PATHS

Consular Guidance
The Jedi Consular seek diplomatic measures in spreading peace and harmony across the world. Refraining from
drawing their sabres except as a measure of last resort, Consulars spent a great deal of time studying the mysteries
of the Force.

Diplomat Training
When you become a consular at 2nd level, you become proficient in Deception, History and Persuasion. If you were
already proficient, you add twice your proficiency bonus.

Prescience
Also at 2nd level, the Force grants you a flash of insight in dealing with your enemies. As a bonus action on your turn,
you can use a Force point to select an enemy you can see within 60 ft. from you. For 1 minute you add the number
rolled in Wisdom (Insight) and Persuasion checks against that creature. Also, the number rolled is added to your
Armor Class against attacks made by that creature.

Bolster Ally
Beginning at 5th level you may channel the Force through your words, talking to allies to increase his combat
prowess. As a bonus action, you can inspire an ally 5 ft. from you; then, that creature can use its reaction to make a
single weapon attack against an enemy he or she can see.

Force of Will
Starting at 7th level, you and all allies within 6 ft. from you gain advantage on saving throws against being charmed,
frightened and paralyzed.

Force Warning
By 11th level you can sense danger and treason through the force, so you're always ready to make your way to a
safe haven. You can add your Charisma modifier to your Initiative. Furthermore, if any allies within 60 ft. from you are
surprised at the start of an encounter, but you are not, you can designate a number of those allies equal to your
Charisma modifier (minimum 1) who are no longer considered surprised and can act normally.

Improved Prescience
When you reach 15th level, your ​Prescience​ also increases the effectiveness of the attacks against the creature.
Whenever you or an ally within 12 ft. from you successfully damages an enemy, roll a Force die and add that number
to the damage done.

Sentinel Guidance
Jedi sentinels dwell in the shadows and move the strings without being noticed. They are mostly lone people,
unwilling to show themselves.

Quiet as the Night


When you become a sentinel, you become proficient in Stealth, Sleight of Hand and Investigation. If you were already
proficient, you may add twice your proficiency bonus to that skill.

Sentinel Strike
Also at 2rd level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra
1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a
finesse weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that
enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage
increases as you gain levels in this class, as shown in the following table.

Mystic Knight level Sentinel Strike Damage


2nd 1d6
4th 2d6
8th 3d6
12th 4d6
16th 5d6
20th 6d6

Dampen Presence
From 5th level and so on, you can try to reduce the impression you have on a creature when you interact with it.
When finished interacting with the creature make a charisma check opposed to target's insight check. If you succeed,
it forgets interacting with you once you are gone. This is an enchantment effect. Additionally, you can use the Hide
action as a bonus action on your turn.

Empty the Mind


Starting at 7th level, you become proficient in Deception. If you already were, you add twice your proficiency bonus.
You also have advantage on checks to hide your true intentions.

Force Mist
When you reach 11th level you gain the ability to hide you and your allies from danger. As an action, you can expend
one use of a Grace point to create a cloud of thick mist that covers you and your allies. You can hide an amount of
medium creatures equal to your Jedi level (larger creatures count double with each size). Roll your Force die and add
that amount to the stealth check of each of your hidden allies.

Force Reflexes
When you reach 15th level, you have become adept at laying ambushes and quickly escaping danger. You can take
two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn
at your initiative minus 10. You can’t use this feature when you are surprised.

Mystic Knight Psychic Powers List


The Spellcasting system has been changed, see Additional Rule tab for details.
​Psychic spells require Emotional, Thought and Somatic Components. They never require
verbal, or material components. If a spell requires Verbal components, then it will require an
Emotional component when cast by a psychic caster. If a spell requires Material components,
then it will require a Thought component.

[L ] = Light Side Power


[D] = Dark Side Power

Spells in parenthesis are the Thematic renaming suggestion for that power.

MYSTIC KNIGHT POWERS
TRICKS (0 LEVEL)
Blade Ward
Eldritch Blast (Force Blast)
Friends
Guidance
Light [L]
Mage Hand (Move Object) *has been changed, see rules
Mending
Message
Resistance
Spare the Dying
True Strike

1st LEVEL
Bane [D] (Use the Force to hinder a foes’ reflexes)
Bless [L] (Use the Force to improve an ally’s reflexes)
Charm Person (Mind Trick)
Catapult
Command [D]
Comprehend Languages
Cure Wounds (Force Heal)
Expeditious Retreat (Surge)
Feather Fall
Identify
Jump
Mage Armor (Force Armor)
Magic Missile (Force Missiles)
Sanctuary (Force Serenity) [L]
Shield
Sleep
Thunderwave
Witch Bolt [D] (Force Lightning) * has been drastically changed, see Additional Rules tab

2nd Level
Aid [L]
Augury
Calm Emotions
Darkvision
Detect Thoughts
Gust of Wind (Force Push)
Hold Person (Force Stun)
Invisibility
Lesser Restoration
Levitate
Locate Object
Protection from Poison
See Invisibility
Shatter
Suggestion (Mind Trick 2)
Zone of Truth [L]

3rd LEVEL
Aura of Vitality
Beacon of Hope
Clairvoyance
Counterspell (Rebuke)
Daylight [L]
Dispel Magic
Force Grip [D]
Fear [D]
Fireball (Force Explosion)
Haste
Lightning Bolt [D]
Protection from Energy
Remove Curse
Sending
Slow
Tongues

4th LEVEL
Aura of Life
Aura of Purity
Death Ward [D]
Divination (refluff as instead communing with “The Force”, and receiving prophetic visions in
response)
Freedom of Movement
Otiluke's Resilient Sphere (Force Prison)
Greater Invisibility
Locate Creature

5th LEVEL
Commune (refluff as instead communing with “The Force”, and receiving prophetic visions in
response)
Dominate Person [D]
Geas [D]
Greater Restoration
Hallow {L] or [D] depending
Hold Monster
Legend Lore
Mass Cure Wounds
Modify Memory
Rary’s Telepathic Bond
Scrying (Farseeing)
Telekinesis
Wall of Force

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