Spellcasting. The Bright Knight is a 4th-level spellcaster. Its spellcasting ability is Inteligence (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a long rest. It knows the following wizard spells:
Cantrips (at will): booming blade (2d8 damage), fire bolt ((2d10 damage), prestidigitation
1st- level (4 slots): absorb elements, expeditious retreat, magic missile, shield
2nd-level (3 slots) enhance ability, hold person, scorching ray.
Multiattack. The Bright Knight makes two longsword attacks, or one longsword attack and casts one cantrip.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 5 (1d8) thunder damage with booming blade.
Mage Sight: The Bright Knight is able to detect the ability to cast and weave magic in other creatures. As an action the Bright Knight activates their Mage Sight expanding their perception of magic within others. Until the end of their next turn, the Bright Knight can tell if a creature you can see within 60 has the ability to cast spells via spellcasting, race, feats, pact magic or innate spellcasting features or traits (but not which one specifically). In addition, the Bright Knight can use a bonus action while Mage Sight is in effect to learn the spellcasting ability and which feature or trait allows them to cast spells with a successful Intelligence (Arcana) check against the creatures spell save DC (if a creature has multiple spell save DC’s it uses whichever is highest)
The Bright Knight can use this feature 3 times and regains expended uses at the end of a long rest.
Magus Mark: As a bonus action the Bright Knight can imbue one creature or object (including yourself) within 30 feet of you with your mage sign, granting the benefits of one of of the following options for 1 minute:
- Ward. You grant set of armour or clothing greater resilience. For duration a creature that wears the armour or clothing receives a bonus to their armour class. This bonus increases its AC by +1. If the armour or clothing is magical you can use this bonus or the bonus provided by the armour or clothing, whichever is higher. In addition, a creature under the effects of this ward have advantage on saving throws against spells. A creature can only benefit from one Ward at a time.
- Enhance. You enchant a weapon improving its striking power, this weapon is enhanced in this way for the duration. While enhanced the weapon is considered magical and adds a +1 bonus to attack rolls and damage rolls. If the weapon is already magical, use the bonus provided by enhancement or by the magic weapon, whichever is higher. In addition, creatures struck by the weapon has disadvantage on constitution saving throws made to maintain concentration. A weapon can only benefit from one Enhance at a time.
Avail. grants a creature +1 bonus to ability and skill checks, and gives them advantage on Intelligence checks. A creature can only benefit from one Availmemt at a time.
The Bright Knight can use this feature 3 times and regains expended uses at the end of a long rest.
Shield (Requires spell slot). When the bright knight is hit by an attack or targeted by the magic missile spell, An invisible barrier of magical force appears and protects the Bright Knight. Until the start of their next turn, they have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Absorb Elements (Requires spell slot). When the Bright Knight takes acid, cold, fire, lightning, or thunder damage, The Bright Knight gains resistance to the triggering damage type until the start of their next turn. Also, the first time they hit with a melee attack on their next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
Previous Versions
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3/13/2022 9:34:46 AM
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Coming Soon
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