Mystic Knight (Campaign Class)

Prime Requisite: WIS and CHA
Requirements: None
Hit Dice: 1d6
Maximum Level: 14

Mystic knights are the chosen champions of the faith of Mystra, defenders trained in secret magical arts to protect the faith and pursue its aims. They are mysterious and heroic figures, even more striking than the typical cleric.

Mystic knights advance in attack throws and saving throws by two points every four levels of experience. At first level, mystic knights hit an unarmored foe (AC 0) with an attack throw of 10+. They are trained to fight using all swords and daggers as well as all polearms and spears, and can fight using a weapon and shield or wielding a weapon two-handed. They can wear armor up to chain mail. Mystic knights can use magic items usable by clerics.

Starting at 2nd level (Mystic Postulant), mystic knights may cast divine spells, as standard clerics. They cannot turn undead. When a mystic knight reaches 5th level (Servant of Mystery), he may begin to research spells, scribe scrolls, and brew potions as a cleric. At 9th level (Lord of Mystery), he is able to create more powerful magic items such as weapons, rings, and staffs. At 11th level, a mystic knight may learn and cast rituals spells of great power (6th and 7th level), and craft magical constructs such as golems and animated statues.

Mystic knights must follow a code of conduct that requires them to act chivalrously, hunt down and bring to justice necromancers and others who violate the rules of the Convocations, and defend innocent mages from persecution. They may not be Chaotic.

The mystic knight can detect magic (as the spell) at will within 60'. Activating this power requires one turn, and its duration is concentration.

Starting at 3rd level (Mystic Errant), the mystic knight can channel mystic fire into his weapon. When the knight successfully strikes a target with a melee attack, he can expend one of his daily spell slots to increase damage by 1d6 per level of the spell slot expended.

Starting at 5th level (Servant of Mystery), the mystic knight can cast dimension door once per week, with a casting time of 1 round.

Starting at 7th level (Initiate of Mystery), the mystic knight can create a minor globe of invulnerability once per week, with a casting time of 1 round.

Upon attaining 9th level (Lord of Mystery), a mystic knight may establish or build a fortified church. So long as the mystic knight is currently in favor with his faith, he may buy or build his fortified church at half the normal price due to the help of fervent worshippers. Once a fortified church is established, the mystic knight's reputation will spread and he will attract 5d6×10 0th level soldiers armed with various weapons, plus another 1d6 mystic knights of 1st – 3rd level of the same religion to serve the order. They are completely loyal (morale +4). While in the mystic knight's service, his followers must be provided food and lodging, but need not be paid wages. The Judge determines which proportions of followers are archers, infantry, etc. Additional rules for fortified churches are detailed in the Campaign chapter.

Mystic Knight Proficiency List: Apostasy, Armor Training, Battle Magic, Combat Trickery (force back, overrun, sunder), Command, Contemplation, Diplomacy, Divine Blessing, Divine Health, Elven Bloodline, Fighting Style, Healing, Knowledge, Laying on Hands, Leadership, Loremastery, Magical Engineering, Martial Training, Mystic Aura, Prestidigitation, Prophecy, Quiet Magic, Sensing Evil, Sensing Power, Theology, Unflappable Casting, Weapon Focus

Mystic Knight Level Progression

Spell Progression
Experience Title Level Hit Dice 1 2 3 4 5
0 Mystic Novitiate 1 1d6
1,500 Mystic Postulant 2 2d6 1
3,000 Mystic Errant 3 3d6 2
6,000 Mystic Knight 4 4d6 2 1
12,000 Servant of Mystery 5 5d6 2 2
24,000 Seeker of Mystery 6 6d6 2 2 1 1
50,000 Initiate of Mystery 7 7d6 2 2 2 1 1
100,000 Adept of Mystery 8 8d6 3 3 2 2 1
200,000 Lord of Mystery 9 9d6 3 3 3 2 2
300,000 Lord of Mystery, 10th level 10 9d6+1* 4 4 3 3 2
400,000 Lord of Mystery, 11th level 11 9d6+2* 4 4 4 3 3
500,000 Lord of Mystery, 12th level 12 9d6+3* 5 5 4 4 3
600,000 Lord of Mystery, 13th level 13 9d6+4* 5 5 5 4 3
700,000 Chosen of Mystra 14 9d6+5* 5 5 5 5 4
* Hit point modifiers from Constitution are ignored

Mystic Knight (Cleric) Attack and Saving Throws

Level Petrification & Paralysis Poison & Death Blast & Breath Staff & Wands Spells Attack Throw
1–2 13+ 10+ 16+ 13+ 15+ 10+
3–4 12+ 9+ 15+ 12+ 14+ 9+
5–6 11+ 8+ 14+ 11+ 13+ 8+
7–8 10+ 7+ 13+ 10+ 12+ 7+
9–10 9+ 6+ 12+ 9+ 11+ 6+
11–12 8+ 5+ 11+ 8+ 10+ 5+
13–14 7+ 4+ 10+ 7+ 9+ 4+

Mystic Knight Divine Spell List

First Level Divine Spells
1Command Word
2Cure Light Wounds *
3Detect Danger PC
4Detect Evil *
5Light *
6Protection from Evil *
7Purify Food and Water
8Remove Fear *
9Resist Cold
10Sanctuary
Second Level Divine Spells
1Augury
2Bless *
3Delay Poison
4Find Traps
5Hold Person
6Resist Fire
7Righteous Wrath PC
8Silence 15' Radius
9Speak With Animals
10Spiritual Weapon
Third Level Divine Spells
1Continual Light *
2Cure Blindness
3Cure Disease *
4Feign Death
5Glyph of Warding
6Growth of Animals
7Locate Object
8Remove Curse *
9Speak with Dead
10Striking
Fourth Level Divine Spells
1Create Water
2Cure Serious Wounds *
3Dispel Magic
4Divination
5Neutralize Poison *
6Protection from Evil, Sustained *
7Smite Undead *
8Speak with Plants
9Sticks to Snakes
10Tongues *
Fifth Level Divine Spells
1Atonement
2Commune
3Create Food
4Dispel Evil
5Flame Strike
6Insect Plague
7Quest
8Restore Life and Limb *
9Strength of Mind *
10True Seeing
* Reversible spell
PC Spell found in the Player's Companion