Base Class: Fighter
An Improved version of the Eldritch Knight that incorporates better features to allow for a more interesting blend of sword and sorcery style combat. This subclass is designed to be stronger than average with the knowledge of trying to make up for the inherent weaknesses of Martial classes in 5e
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 7th, and 10th level.
Spell Slots
The MageKnight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice.
The Spells Known column of the MageKnight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Mage Knight Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
5 |
4 |
2 |
— |
— |
|
8th |
3 |
6 |
4 |
2 |
— |
— |
|
9th |
3 |
6 |
4 |
2 |
— |
— |
|
10th |
4 |
7 |
4 |
3 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
10 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
13 |
4 |
3 |
3 |
1 |
Arcane Bonded Weapon
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. You can use a bonded weapon as a focus for your MageKnight Spells.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a Free Action, causing it to teleport instantly to your hand.
You can have up to two bonded weapons. If you attempt to bond with a third weapon, you must break the bond with one of the other two. At higher levels, you can form a bond with more weapons. At 10th level you can form a bond with three weapons at once, and at 15th level you can form a bond with four weapons.
Sword and Sorcery
Beginning at 7th level, when you use your action to attack, you can cast a single cantrip you know in place of one of those attacks. However you only count as half your normal character level (rounding down) when determining the scaling of this cantrip.
For example if a level 11 MageKnight attempts to cast a Firebolt cantrip in place of one of their attacks, they would only count as a level 5 Character and the cantrip would only deal 2d10 damage instead of 3d10 damage as normal. Casting a cantrip normally by using your entire action does not impose this penalty.
Arcane Tactics
At 10th Level you learn how to use your magic to augment your combat abilities more directly and gain the following pair of abilities:
You've learned how to direct your magic to deflect incoming attacks. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to ten times the spell slot’s level.
Additionally, as a Bonus Action, you can imbue your bonded weapons with elemental energy. Choose a damage type from Acid, Cold, Fire, Lightning, or Thunder. For 1 minute, your bonded weapons deal an additional 1d6 damage of the chosen type when you use them to make an attack. You can use this ability a number of times equal to your Proficiency Bonus, regaining the uses when you take a Long Rest.
Dancing Strikes
At 15th level, you learn how to manipulate your bonded weapons through just your Magic, allowing you to fight with them remotely. While holding one of your Bonded weapons, you can release the weapon as a Bonus Action, causing the weapon to begin to hover. The weapon flies up to 30 feet and you can command it to make an Attack against a target within 5' of it as part of the same Bonus Action. The weapon uses your Ability Score Modifier and proficiency as normal for the Attack and Damage rolls. You can spend your Reaction to make attacks of opportunities with this weapon as normal if a creature leaves its reach while it is hovering.
On Subsequent turns you can use your Bonus Action to command the weapon to fly up to 30 feet and make another attack. The weapon must remain within 60 feet of you at all times or the ability ends and it immediately falls to the ground. One minute after the weapon started hovering, the ability ends and the weapon drops to the ground. If you get within 5' of the space the weapon is in, you may grab the weapon as an Object Interaction as long as you have a free hand, ending the effect immediately.
Once you activate this ability, you cannot activate it again until you complete a Short or Long rest.
Improved Sword and Sorcery
Starting at 18th level, When you use your action to attack, you can replace one of those attacks with the casting of a Cantrip or a Spell of any level you can cast. This replaces your Sword and Sorcery ability, meaning you cannot replace one attack with a cantrip and another attack with a spell in the same Attack Action.
Additionally, you now count as your full character level when casting cantrips in place of an Attack with this ability.
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