Mystic (Pathfinder 2e)
Class Feats

Reach Spell
Feat 1
1 Action Concentrate Spellshape
If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of Touch, you extend its range to 30 feet.
Widen Spell
Feat 1
1 Action Concentrate Spellshape
If the next action you use is to Cast a Spell with no duration that has an area of a burst, cone, or line, increase the area of that spell.

Add 5 feet to the radius of a burst with a radius of at least 10 feet, or to the length of a cone or line with a length of 15 feet or smaller. For cones and lines with a length of 20 feet or longer, instead add 10 feet to the length.
Counterspell
Feat 1
Reaction
Trigger:  A creature casts a spell

Expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell as per the rules for Counteract.
Shielding Flux
Feat 1
1 Action Concentrate Alter Flux

You gain a +1 status bonus to either your AC or saving throws vs creatures affected by your Harness Flux.

Upon reaching 7th level, this bonus applies to both AC and saving throws.
Piercing Flux
Feat 1
1 Action Concentrate Alter Flux
When you succeed on a spell attack against a creature affected by your Harness Flux, or they fail a saving throw vs your spell, they suffer a -1 status penalty to their AC or relevant saving throw until the end of your next turn.

They may attempt a basic Fortitude save to negate this penalty.

Upon reaching 7th level, if they critically fail this save, the status penalty increases to -2.
Beastial Roar
Feat 1
1 Action Concentrate Visual Auditory Emotion Fear Mental
Requires:  Mystic Order - Primal
Frequency:  Once per minute

You channel the bestial energy of your reliquary to produce a brief visage of a roaring beast at a designated point within 30 of you. The visage lets out a gutteral, animalistic roar that shakes the resolve of opponents in a 15-foot cone.

They must succeed on a basic Will save or become Frightened 1. If they critically fail, they instead become Frightened 2.
Elemental Attunement
Feat 1
Requires:  Mystic Order - Elements

During your daily preparations, choose one of the following: Earth (Acid), Water (Cold), Air (Electricity), or Fire.

Until your next daily preparations, you gain resistance vs that damage type equal to 1/2 your level (rounded up).
Gift of the First World
Feat 1
Requires:  Mystic Order - First World

During your daily preparations, you attune yourself with one of the denizens of the first world.
  • Cat Sith:
    Once per minute, when you deal damage to a creature, you may use a reaction to inflict a temporary Misfortune effect on them. They must attempt a basic Will save or their next critical success becomes a success instead. They become immune to this Misfortune effect for 1 minute afterward.
  • Dryad:
    Your body becomes covered in small elegant vines, granting you an affinity with plants. When you cast a spell with the Plant or Wood traits, you gain 1 temporary hitpoint per rank of the spell.
    If you are an Adept of this order, you may use your vines for Disarm attempts, using your spell attack instead of Athletics.
  • Faun:
    Your legs become swift and possibly hooved. You gain a +5 status bonus to your speed, and you ignore non-magical difficult terrain.
    If you are an Adept of this order, you treat greater difficult terrain as if it were difficult terrain.
  • Gremlin:
    Once per turn, you may spend an action to create a minor mishap on one creature within 30 feet. They must attempt a basic Reflex or become Clumsy 1 (Clumsy 2 on a crit fail) until end of their next turn. That creature becomes immune to this effect for 1 minute afterward.
  • Leprechaun:
    You are a bit of a good luck charm, but not always. Once per minute, when you or an ally rolls a check, you may use a reaction to attempt DC 5 flat check to improve their odds. On success, you apply a +1 circumstance bonus to the roll; otherwise you apply a -1 circumstance penalty. The DC on the flat check increases by 2 every time you use this ability that day.
  • Sprite:
    You can manifest wings that flutter for brief spurts. You gain a Fly speed of 15 feet. You may use the Fly action once per turn, but you must end your next turn on solid ground or you immeidately fall.
    If you are an Adept of this order, you may use Fly actions twice per turn and may remain airborn for 1 round per 2 levels.
Spiritual Resilience
Feat 1
Requires:  Mystic Order - Spirit

You gain a +1 status bonus to saving throws vs Fear and spells or effects with the Spirit or Void traits.

If you are an Master of this order, double these bonuses.

◄ Level 1 Back to Top Level 4 ►
Twin Disciplines
Feat 2
You understand that intellect and intuition are intricately linked, and have learned to harness that connection.

If your INT modifier is lower than your WIS, you gain a +1 status bonus to checks using INT.
If your WIS modifier is lower than your INT, you gain a +1 status bonus to checks using WIS.
Conceal Spell
Feat 2
1 Action Concentrate Spellshape
If the next action you use is to Cast a Spell, the spell gains the Subtle trait. This trait hides your spell’s spellcasting actions and manifestations, but not its effects. An observer might still see a ray streak out from you or see you vanish into thin air.
Insightful Flux
Feat 2
Whenever you successfully activate Harness Flux, you may attempt a Recall Knowledge check on that creature as part of that action.
Initiate Reliquary Power
Feat 2
You gain an Initiate Reliquary Power of your choice.
Initiate Order Spell
Feat 2
You gain an Initiate Order Spell of your choice. You must be a member of a Mystic Order with an affinity matching the chosen spell's trait.

Special:  This may be taken multiple times, but it must be for a different Mystic Order each time.

◄ Level 2 Back to Top Level 6 ►
Echos of Power
Feat 4
Requires:  Discerning the Transmundane
Frequency:  Once per day

You may restore a spell slot using Discerning the Transmundane without expending a spell slot.
Esoteric Knowledge
Feat 4
Choose one Untrained skill and one Trained skill from the following: Arcana, Nature, Occultism, Religion, or Society.

You gain a skill increase in each of the chosen skills.
Resilient Flux
Feat 4
1 Action Concentrate Alter Flux
Choose one known resistance, immunity, or saving throw of each creature affected by your Harness Flux. You gain one of the following:
  • Damage Resistance / Immunity:
    You gain damage resistance 5 vs the chosen damage type.
  • Spell Resistance / Immunity vs a non-damaging effect (such as Fear):
    You gain a +1 status bonus to all saves vs the chosen effect.
  • Saving Throw:
    You gain a +1 status bonus to the chosen saving throw.
Each creature targeted by this ability may attempt a basic Fortitude save to negate that bonus.

Special:  If you have the Twin Flux feat, you may choose to target only one creature with this ability. If you do, increase the chosen status bonus to +2, or the chosen damage resistance to +10.
Primal Fortitude
Feat 4
Requires:  Mystic Order - Primal

You gain a +1 status bonus to saves vs poison, and the DC on flat checks vs persistent damage is reduced to 12.

If you are a Master of this Order, your status bonus vs poisons increases to +2.
Elemental Enhancement
Feat 4
Requires:  Mystic Order - Elements

When you attune yourself to a particular element each day, you gain access to the following Spellshape feat matching that element: This lasts until your next daily preparations.
Circle of Recovery
Feat 4
Requires:  Mystic Order - First World
Target:  1 dying creature within 30 feet
Frequency:  Once per hour

You summon a wreath of healing plants and herbs around the target, removing its dying condition, though it remains unconscious at 0 Hit Points. You may also attempt a DC 10 flat check vs each source of persistent damage on the target.
Spiritual Alignment
Level 4
Requires:  Mystic Order - Spirit

When you take this feat, choose either Vitality or Void.

You gain a +1 circumstance bonus to spell attacks and DCs with spells and effects with the Spirit trait, and those with the chosen trait.

◄ Level 4 Back to Top Level 8 ►
Discordant Flux
Feat 6
1 Action Concentrate Alter Flux
Whenever you successfully hit a creature affected by your Harness Flux with a Spell Attack, or they fail a save vs one of your spells, they suffer a -2 status penalty to their next offensive ability.

They may attempt a basic Fortitude save to negate the penalty. The result of this save is one step worse if you scored a critical success or they suffered a critical failure.
Detonating Spell
Feat 6
1 Action Concentrate Spellshape
If the next action you use is to Cast a Spell that deals damage to a single target, and that spell damages that target, the spell explodes, dealing splash damage equal to the rank of the spell cast to adjacent creatures

For purposes of this feat, cantrips are treated as having a rank equal to 1/2 your level (rounded up).
Steady Spellcasting
Feat 6
If a reaction would disrupt your spellcasting action, attempt a DC 15 flat check. If you succeed, your action isn’t disrupted.
Improved Ally
Feat 6
Requires:  Call Mystical Ally

When selecting a creature as your mystical ally, the creature chosen may be Medium size or smaller.

Your mystical ally is able to use a single action during your turn to Stride or Strike if you do not issue a command that turn. You may not Issue a Command if they already used this action.

The creature's damage from Strikes and unarmed attacks increases to two damage dice.

◄ Level 6 Back to Top Level 10 ►
Fascinating Spell
Feat 8
1 Action Concentrate Spellshape
If the next action you use is to Cast a Spell, creatures successfully hit by the spell or which fail their saving throws become Fascinated with you until the end of your next turn.
Cascade
Feat 8
Reaction
Trigger:  You successfully activate Harness Flux

Choose one:
  • You gain both listed effects of Harness Flux on the affected creature(s).
  • You immediately activate one of your single-action Alter Flux abilities.
Savage Spell
Feat 8
1 Action Concentrate Spellshape
Requires:  Mystic Order Adept - Primal

If your next action is to Cast a Spell, that spell applies a secondary effect on a successful spell attack or failed saving throw, based on the damage type dealt:
  • Piercing / Slashing:  Persistent bleed damage equal to the spell's rank.
  • Bludgeoning / Sonic:  Off-Guard until the end of your next turn, and Stunned 1 on critical.
  • Acid / Poison:  Sickened 1 (Sickened 2 on critical).
Elemental Shift
Level 8
1 Action Concentrate Spellshape
Requires:  Mystic Order Adept - Elements
Frequency:  Once per minute

If your next action is to Cast a Spell, and that spell has an elemental type, You may change it to another elemental type.

If the spell deals elemental damage, the damage type changes to the selected type.
Steal Enchantment
Level 8
Requires:  Mystic Order Adept - First World; Counterspell
Frequency:  Once per hour

When you successfully Counterspell a beneficial Enchantment or Illusion spell, you may attempt to steal its effects rather than disrupt it.

The spell to be stolen cannot use a spell attack or require a saving throw, and the creature you Counterspelled may attempt a basic Will save to prevent you from stealing it. If they succeed, the spell is disrupted as per the normal rules for a Counteract.

If they fail, you treat the spell as if you had cast it, including the ability to choose its target(s) and Sustain it if applicable.
Sense Spirit
Feat 8
Requires:  Mystic Order Adept - Spirit

You gain Spiritsense as an imprecise sense with a range of 30 feet. Spiritsense enables you to sense the spirits of living creatures, most intelligent undead, haunts, and spirits. It can also detect spirits projected by spells or possessing inanimate objects. It can’t detect soulless bodies, such as animated undead or constructs.

As with other imprecise senses, you still need to Seek to locate an undetected creature, and it doesn’t penetrate through solid objects.

When using the Seek action, creatures which would normally remain Hidden to you on a success become Concealed to you instead.

◄ Level 8 Back to Top Level 12 ►
Symbiotic Flux
Feat 10
1 Action Concentrate Alter Flux
Select an ally within 60 feet of you. That ally gains one of the active effects granted by your Harness Flux as long as they remain within 120 feet of you.
Adept Reliquary Power
Feat 10
You gain an Adept Reliquary Power of your choice.
Adept Order Spell
Feat 10
You gain an Adept Order Spell of your choice. You must be Adept rank in a Mystic Order with an affinity matching the chosen spell's trait.

Special:  This may be taken multiple times, but it must be for a different Mystic Order each time.
Greater Malady
Feat 10
Requires:  Inflict Malady

Your Inflict Malady can now be used to inflict your choice of Sickened 1, Slowed 1, Blinded, or Paralyzed.

The Blinded and Paralyzed conditions have the Incapacitation trait. Paralyzed creatures are entitled to a basic Will save at the end of each of their turns to end the effect.
Powerful Ally
Feat 10
Requires:  Improved Ally

Your mystical ally gains a +1 status bonus to all checks and DCs (including AC).

On your turn, you may expend your reaction to grant your ally the use of one of its reactions until the start of your next turn.

◄ Level 10 Back to Top Level 14 ►
Convergence
Feat 12
3 Actions Concentrate Manipulate
Frequency:   Once per hour

Choose two of your prepared Mystic spells with a total action cost of 4 or less. Both spells must be at least 2 ranks lower than the highest spell rank you can cast.

You cast the two chosen spells simultaneously. The area of the chosen spells must overlap or have at least one affected creature or object in common.
2nd Order Adept
Feat 12
You rise to the rank of Adept within your second Mystic Order. You gain one feat or a Initiate Order Spell specific to that Mystic Order.

If you already have an Initate Order Spell for that order, you may instead select an Adept Order Spell for that order.
Syphon Flux
Feat 12
1 or 2 Actions Concentrate Alter Flux
Creatures affected by your Harness Flux must succeed on a basic Fortitude save or become Drained 1 as long as this ability remains active.

Critical Success:  The creature severs the connection, ending your Harness Flux on them. You become Stunned 1.
Critical Failure:  The creature is instead Drained 2, and you gain 10 temporary hitpoints for the duration.

Special:  If you spend 2 actions on this ability, you gain a +2 circumstance bonus to the DC.
Toxic Spell
Feat 12
1 Action Concentrate Spellshape
Requires:  Mystic Order Adept - Primal

If your next action is to Cast a Spell which deals damage, creatures you successfully hit or which fail their saving throw suffer your choice of 1d6 persistent poison or acid damage.

They also become Sickened 1; this condition cannot be reduced as long as they are affected by the persistent damage.
Elemental Fury
Feat 12
1 Action Concentrate Spellshape
Requires:  Mystic Order Adept - Elements
frequency:  Once per minute

If your next action is to Cast a Spell, and spell successfully deals elemental damage to one or more creatures, those creatures gain vulnerability to that damage type equal to the spell's rank.

The vulnerability lasts until the end of your next turn.
Embrace of the First World
Feat 12
Requires:  Mystic Order Adept - First World

You gain additional powers based on which First World denizens you have attuned yourself with that day:
  • Cat Sith:
    You can use your Misfortune reaction once per turn instead of once per minute. In addition, the next time a creature afflicted by your Misfortune rolls a failure, it turns into a critical failure instead. The Misfortune effect on that creature ends once either condition is triggered, and they become immune to this ability for 1 minute.
  • Dryad:
    In natural wooded areas, healing effects on you and your allies are increased by 2 points per die of healing.
  • Faun:
    The status bonus to your speed increases to +10. Once per turn as a free action, you may Step immediately before or after casting a spell.
  • Gremlin:
    Your successful spells and abilities cause one affected creature of your choice to become Off-Guard until the end of your next turn. They may attempt a basic Reflex save to negate this effect, but are knocked Prone on a critical failure.
  • Leprechaun:
    Once per day, you may use a reaction to have you or an ally reroll a check, using the higher of the two results. If the higher result was a critical success, you gain a +1 status bonus to those checks for 1 minute.
  • Sprite:
    Until you next daily preparations, you gain permanent flight, and your Fly speed increases to 25 feet.
Ghost Light
Feat 12
1 Action Concentrate Manipulate
Requires:  Mystic Order Adept - Spirit
Frequency:  Once per hour
Duration:  Sustained up to 1 minute

You hold your reliquary aloft to produce a soft glow, which causes invisible and ethereal creatures within 30 feet to become visible as rippling distortions. Affected creatures which were Undetected or Hidden become Concealed instead.

Undead and spirits find this light to be distractingly bright, causing any within 30 feet to suffer a -1 circumstance penalty to all checks.

◄ Level 12 Back to Top Level 16 ►
Reflect Spell
Feat 14
Requires:  Counterspell

When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell’s effect back on its caster.

When reflected, the spell affects only the original caster, even if it’s an area spell or it would normally affect more than one creature.

The original caster can attempt a save and use other defenses against the reflected spell as normal.
Effortless Concentration
Feat 14
Free Action
Trigger:  Your turn begins

You immediately gain the effects of the Sustain action, allowing you to extend the duration of one of your sustained spells or powers.
Twin Flux
Feat 14
When you successfully use Harness Flux on a creature, you may target a 2nd creature within 60' of it.

That creature must immediately make a basic Fortitude save, or they also become subject to the active effects of your Harness Flux, including any Alter Flux abilities you use.

◄ Level 14 Back to Top Level 18 ►
Coalescing Flux
Feat 16
1 Action Concentrate Alter Flux
Requires:  Symbiotic Flux
Duration:  1 minute

You project your active Harness Flux into a 30-foot emination, granting one of its active effects to all allies in range.

Once per round on subsequent turns, you may use a Sustain action to increase the radius by 10 feet.
Greater Ally
Feat 16
Requires:  Powerful Ally
When selecting a creature as your mystical ally, the creature chosen may be Large size or smaller.

The creature's damage from Strikes and unarmed attacks increases to three damage dice.
Mystic Aegis
Feat 16
Requires:  Mystic Order Master - Primal, Elements, First Word, or Spirit

You and allies within 30 feet of you gain the following, based on the qualifying Mystic Order:
  • Primal Master:  Damage resistance 5 vs Acid, Bleed, and Poison.
  • Master of Elements:  Damage resistance 5 vs Acid, Cold, Electric, and Fire.
  • Master of Spirit:  Damage resistance 5 vs Spirit, Vitality, and Void.
  • Master of the First World:  +1 status bonus vs spells and effects with the Illusion or Enchantment traits.

◄ Level 16 Back to Top Level 20 ►
Master Reliquary Power
Feat 18
You gain a Master Reliquary Power of your choice.
3rd Order Adept
Feat 18
You rise to the rank of Adept within your third Mystic Order. You gain one feat or a Initiate Order Spell specific to that Mystic Order.

If you already have an Initate Order Spell for that order, you may instead select an Adept Order Spell for that order.
Recycling Flux
Feat 18
Reaction
Trigger:  A creature affected by your Harness Flux dies or is destroyed

Target a valid creature within 60 feet of the triggering creature. The new target must succeed on a basic Fortitude save, or become subject to the effects of your active Harness Flux.

◄ Level 18 Back to Top ◄ Level 18
Magical Paramount
Feat 20
The most powerful magics of the mystical realm are open to you.

You gain an additional 10th-rank spell slot from the Primal or Occult tradition.
Secrets of the Unseen
Feat 20
You have expanded your knowledge of the mystical realms to its very limit.

You become an Initiate of a 4th Mystic Order, granting access to that order's spells and feats, and gain the listed benefits vs creatures matching that order's affinity.

You gain one feat and one Order Spell from any Mystic Order which you meet the requirements for.
Bonded Ally
Feat 20
Requires:  Greater Ally

Your mystical ally gains a +2 status bonus to all checks and DCs (including AC).

Your mystical ally may now be an Uncommon creature of the appropriate type (pending GM's approval).

Your mystical ally is now able to remain summoned until your next daily preparations, or until dismissed.