Fighter
Base Class: Fighter

Mystic Knights are warriors specially trained to use magic as well as martial skills to counter enemy mages and provide support to their allies. Though they use arcane magic, they learn their magic through careful meditation and discipline, which allows them to access a small repertoire of healing and support spells.

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 sorcerer spell list.

Cantrips

You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots

The Mystic Knight Spellcasting table shows how many spell slots you have to cast your sorcerer 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 sorcerer spells of your choice.

The Spells Known column of the Mystic Knight Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your sorcerer spells, since you learn your spells through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Mystic 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

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

3

7

4

3

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Mystic Knight Spells

3rd level Mystic Knight feature

You learn additional spells at the fighter levels listed in the Mystic Knight Spells table. These spells do not count against the number of spells you can learn.

 Mystic Knight Spells

Fighter Level Spells
3rd cure wounds, find familiar
7th aid, lesser restoration
13th dispel magic, mass healing word
19th elemental bane, resilient sphere

Spell Absorption

3rd level Mystic Knight feature

When a spell is cast, your attunement to magic and your training allows you to absorb its power from the magical energy left in the air. When a creature you can see within 60 feet casts a spell of 1st level or higher, you can use one of the following effects based on the effect of the spell (no action required). If more than one of these effects is applicable, you must choose one of the applicable effects.

  • Black. If the spell deals damage, you can empower one weapon on your person, causing it to deal 1d6 additional damage of the damage type that the spell dealt (choose one if there are multiple) until the end of your next turn. If you use this option while your weapon is empowered, you can change the damage type you deal, though the previous empowerment is lost.
  • White. If the spell causes creatures to regain hit points, you can heal for hit points equal to 1d4 + your Wisdom modifier. This ability can only be used once per round.
  • Green. If the spell causes a positive effect to a creature (such as bless or fly) you can gain temporary hit points equal to 1d8 + your Wisdom modifier.
  • Red. If the spell causes a negative effect to a creature (such as bane or a condition such as frightened) you can gain advantage on your next weapon attack. This ability can only be used once per round.

Your powers of absorption also allow you to try to overwrite spells. Once per long rest, you can roll a d20 + your Wisdom modifier as a reaction when a spell is cast- if your result meets or exceeds 10 + the spell's level, the spell vanishes as if counterspell had been cast. At 12th level, you can use this feature twice per long rest.

 

Shell

7th level Mystic Knight feature

As an action, you can invoke a magical shell that protects one creature that you can see within 60 feet from magical effects for a minute. When a creature under this effect is targeted by a spell, they have advantage on saving throws to resist its effects, and take no damage from the spell on a successful saving throw against the spell. You can use this feature a number of times equal to your proficiency bonus per long rest.

Mystic Flurry

10th level Mystic Knight feature

When you take the Attack action on your turn, you can replace one of your attacks with a spell you cast of 5th level or below. This expends the spell slot as normal. You can use this ability twice per long rest. At 15th level, you can use this ability three times per long rest.

Improved Spell Absorption

15th level Mystic Knight feature

Your attunement with magic has grown, giving the following benefits to spell empowerment:

  • Black. The damage increases to 2d6.
  • White. The healing increases to 2d4 + your Wisdom modifier.
  • Green. The temporary hit points increase to 2d8 + your Wisdom modifier.
  • Red. You can now gain advantage on all attacks until the end of your next turn.

In addition, when you succeed on a Spell Absorption check, you can regain one spell slot of a level you can cast.

Full Attunement

18th level Mystic Knight feature

When you finish a long rest, you can select one 5th level spell from any class's spell list. You gain the ability to cast this spell without expending a spell slot, once per long rest. In addition, you can use this spell in conjunction with the Mystic Flurry feature.

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