Base Class: Paladin
Paladins who have spent countless days and night studying magic and how to apply it. These special knights have learned how to put magic on their weapons to strike their foes with.
Channel Divinity
Channel Divinity: Runic
You can use your Channel Divinity to absorb incoming magic damage and have the potential to reflect it back as a reaction. Upon taking or seeing a friendly creature take damage from a source of magic, you can reduce the damage by 1d10 + your Charisma modifier + your paladin level. If you reduce the damage to 0, you absorb the magic fully, channeling it into your weapon or shield.
Sword: must pass a Charisma check of 16 or higher. If passed, you can take the absorbed spell and turn it into a spell slot.
Shield: If absorbed into the shield, gain resistance to that element for one minute.
Mystic Spells
Starting at 3rd Level. The Mystic Knight learns these spells as they level up:
3rd: magic missile, identify
5th: magic weapon. mirror image
9th: counterspell, fireball
13th: arcane eye, dimension door
17th: cone of cold, scrying
Mystic Cantrips
Taking this subclass at 3rd level. The Mystic Knight can choose two wizard cantrips of their choose.
Arcane Knight Studies
Through years of practice, study, and handling various different forms of magic. The Mystic Knight can pick spells from the wizard spell list and will always have healing word, presdigitation, and dispel magic always prepared.
Spell Blade
Once per Long rest. You can attune you're blade to a element of your choice. This replaces Divine Smite.
When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra element damage to the target plus 1d8 for each spell level higher than 1st (max 5d8)
Aura of Anti-Magic
Starting at 7th level, you and friendly creatures within 10 feet of you take less damage from magical effects equal to your Charisma modifier while you are conscious. At 18th level, this aura increases to 30 feet.
Reflective Shell
Starting at 15th level, your abilities to ward magic greatly enhance to the point of being able to directly reflect it back at casters. As a reaction to taking magic damage or seeing a friendly creature take damage from a spell, you can cause the caster to take 2d8 + your Charisma modifier + the level that the spell was cast force damage.
Arcane Battery
20th level, you gain the ability to harness the powers of the arcane directly into your body. As an action, you can magically become an avatar of magic, gaining the following benefits for 1 minute:
- Any spells you cast deal an additional 10 damage.
- You have advantage on saving throws against spells and other magical effects.
- You are able to use your Channel Divinity: Spell Sword as a bonus action, and can do it an additional number of times equal to your Charisma modifier.
Once you use this feature, you can't use it again until you finish a long rest.
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