Base Class: Sorcerer
The Knights of the Mystic Fire were founded centuries ago by powerful magic users who grew concerned about the improper use of Arcane magic. Seeing those who abused the power, and the lives put in danger due to this abuse, they vowed to keep watch. These Knights are not a populous bunch, but what they lack in numbers they make up for in dedication. Knights of the Mystic Fire will travel any distance, alone or in small groups, to see that the Weave is not misused.
This particular subsect was conceived after a few members of the Knights noticed that their focus was primarily on powerful mortal magic users of questionable morals. They felt that not enough attention was given to threats that would come from outside our Plane. They were aware of the incredible powers originating from outside the Material Plane. Feeling as though the Fiendish Planes were already well-tended to by other clerics and paladins, they narrowed their domain to The Elemental Planes, The Shadowfell, The Feywild, and the Far Realm, amongst other lesser Planes.
Divine Smite
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is a fey, aberration, elemental, or undead, to a maximum of 6d8.
Oath Spells
You gain oath spells at the levels listed in the Spells table.
Extraplanar Threat Chapter Spells
Sorcerer LEVEL |
SPELLS |
---|---|
3rd | Detect Evil and Good, Protection From Evil and Good |
5th | Silence, Spiritual Weapon |
9th | Magic Circle, Dispel Magic |
13th | Aura of Purity, Banishment |
17th | Dispel Evil and Good, Greater Restoration |
bitch
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Arcane Bulwark
Arcane Facilitation. You can use your Channel Divinity to temporarily guide arcane energies. As an action, enemies within 60 feet of you must make a Charisma Saving Throw equal to your Save DC or any spell attacks against them have advantage, and they have disadvantage on any saving throws against spells, until the end of your next turn.
Warden’s Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
Aura of Foresight
Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Constitution modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
In addition, you emit an aura of alertness while you aren’t incapacitated. When you and any creatures of your choice within 10 feet of you roll initiative, you all gain a bonus to initiative equal to your proficiency bonus.
At 18th level, the range of this aura increases to 30 feet.
Vigilant Rebuke
You’ve learned how to chastise anyone who dares wield beguilements against you and your allies. Starting at 14th level, whenever you or a creature you can see within 30 feet of you succeeds on an Intelligence, a Wisdom, or a Charisma saving throw, you can use your reaction to deal 2d8 + your Charisma modifier force damage to the creature that forced the saving throw.
Executioner of the Abnormal
At 18th level, you receive a number of boons:
- You gain permanent Truesight with a range of 15 feet.
- As an action, you can end one magical effect on a creature you can see within 60 feet (Purge).
- If a successful saving throw against a spell allows you to take half damage, you instead take no damage from that spell on a successful save and only half damage on a failed save.
Previous Versions
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3/21/2022 6:57:39 AM
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5/2/2022 10:59:12 PM
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