Wizard
Base Class: Wizard

TBD

Mystic Knight Training ~ Arcane Attunement/Embolden Defenses

Mystic Knight Feature 2nd Level

At 2nd level, Upon acquiring training from the Mystic Order, you gain proficiency in light, medium and heavy armor as well as simple and martial weapon training.

Arcane Attunement. You gain the ability to conjure a magical bound Shield as a bonus action, taught to you by the order, While this shield is on you may choose one damage type to have resistance to, So long as you hold this shield you will continue to keep resistance to the said damage type. You can choose a second resistance at level 10. You may also change the damage resistance granted of the course of 1 minute, should need be.

Additionally, Your Conjured Shield gains the following benefits:

  • The Shield becomes weightless for you, as your magical bond makes carrying it much more trivial.
  • As a reaction, you can also conjure your shield.
  • As Bonus action, You can augment the form/type of your shield.
  • You cannot be disarmed from your Shield by any means unless knocked unconscious.
  • Your AC gains a bonus equal to your Intelligence modifier. (Minimum of 1).
  • You gain the Interception fighting style.

[Interception - When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.]

Acid Resistance

You gain Acid Resistance when holding your Arcane Shield.

Cold Resistance

You gain Cold Resistance when holding your Arcane Shield.

Fire Resistance

You gain fire resistance when holding your Arcane Shield.

Force Resistance

You gain Force Resistance when holding your Arcane Shield.

Lightning Resistance

You gain Lightning Resistance while holding your Arcane Shield.

Necrotic Resistance

You gain Necrotic Resistance when holding your Arcane Shield.

Psychic Resistance

You gain Psychic Resistance when holding your Arcane Shield.

Radiant Resistance

You gain Radiant Resistance when holding your Arcane Shield.

Thunder Resistance

You gain Thunder Resistance while holding your Arcane Shield.

Mystic Knight Sigil Casting

Mystic Knight 2nd Level Feature.

At 2nd Level, You gain access to the following Sigil abilities:

Arcane Imbuement Sigil. You may as an action, expend a spell slot of first level or higher to enchant up a number of allies equal to your proficiency bonus within 30 feet of you, yourself included, choose a damage type, and deal 1d6 of the chosen damage type. This damage only gets applied to the first swing done by you and your allies during the first attack of each of your/their turns. The weapons remain enchanted for 1 minute.

Arcane Guardian ~ Arcanum Barrier

Mystic Knight 6th Level Feature

At 6th level, As a bonus action, You may enter defense stance. While in Defense stance you gain the following benefits.

  • Allies within 10 feet of you are attacked at with disadvantage.
  • Allies within 10 feet of you have Evasion against spell saving throws.
  • You move at half movement, but gain the benefits of Half cover so long as you are holding a Tower Shield, allies nearby (max.1) may stand behind your tower shield to also gain the benefit as well.

In addition, You gain the following actions.

Arcanum Rush. You can as a reaction, Attempt to rush at a target that enters anywhere within 10 feet of you and make magically imbued shield bash against them. If you hit, The target takes 2d8 damage to the type your shield resists against. When you would have two at level 10, this ability does 4d8 damage, split between the two damage types.

Arcanum Barrier. As an action you can empower your defensive stance with the power of arcane, As you raise what looks to be a wall of pure arcane energy. The wall stands at 10x15 tall and wide. While the wall stands your movement is reduced by 20. While allies stand behind the barrier it counts as cover for them. Ranged attacks and spells can still be fired from behind the barrier as if it wasn't there. This lasts for 1 minute and can only be done equal to your proficiency modifier.

Empowered Arcanum Barrier. As an action, and by expending a spell slot of atleast 3rd level or higher, You may empower the barrier. The barrier now stands at 30x45  and you can no longer move. Allies who make ranged attacks behind the barrier do so at advantage.

Passage of Arms

Mystic Knight 10th Level Feature

 

At 10th level, You have acquired a finer mastery in the desire of protective magic, and by your sheer will, to protect your friends.

  • You are now resistant to non-magical weapon damage.
  • Allies within 10 feet of you gain the benefits of all attuned items equipped to you so long as they are within 10 feet.

Passage of Arms. As an action, You raise your shield into the air and slam it down as ethereal fairy like wings erupt from your back in a flash of brilliant colorful light. You become immobile as you channel this ability for 1 minute. You may end this effect as a bonus action during your turn. As long as your allies stand within 10 feet, your allies resolve is strengthened. During this minute, you and your allies gain 1d10 temporary HP at the beginning of each of your turns (Can only have a maximum of 10 Temp HP from this ability at a time.) so long as you have this temp HP damage inflicted to you is resisted.

Binding Loyalty

Mystic Knight 14th Level Feature

At 14th level, You have mastered your studies of the Mystic Knight. You have learned through attunment of ones essence and soul, can one truly protect and bond one another.

As a ritual over a long rest, You may magically bond/attune to a creature willing to bond/attune to you over the course of a long rest. At the end of the long rest you and your bonded target are forever bonded and gain the following benefits:

  • You and your bonded Ally no longer have attunement slot limitations.
  • You and your bonded ally can telepathically communicate via any method on any plane. You are always aware of your bonded allies health, emotional state, and the state of their needs.
  • You and your ally are able to see through each others eyes.
  • You and your ally gain advantage on perception checks when in 60 feet of each other.

Previous Versions

Name Date Modified Views Adds Version Actions
3/9/2023 6:00:58 PM
33
1
HB, 1.0
Coming Soon

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