Sorcerer
Base Class: Sorcerer

The Mystic Knights are a skilled warriors who walk the line between mage and warrior, constantly surprising their opponents with a variety of effects conducted through their martial prowess.

Mystic Knights are casters who seek to combine their innate skill with magic to swordsmanship, but only a select few are able to do so. Drawing from the pure magical essence of their being, these gifted sorcerers learn how to move their weapons and bodies to cast spells, moving through the battlefield as both a powerful battle-mage and lethal fighter.

When making an Mystic Knight, consider what made them efficient in both the blade and as a caster. You may wish to have Strength as a primary stat along with Charisma.

 

Subclass Features

Mystic Blade

You've trained to enhance your weapon with magical energy. Starting at 1st level, when you take a long rest you can choose to use an hour to perform a ritual upon one melee weapon and imbue it with an element of your choosing acid, cold, fire, or lightning. Whenever you hit with a weapon attack using that weapon you deal an extra 1d4 of damage of the chosen element. The amount of this damage increases as you gain levels in this class. (2d4 at lvl 5, 2d6 at lvl 9, 3d6 at lvl 13, and 4d8 at lvl 20). This weapon is bound to you and you may either summon it from or return it to a pocket dimension at will as a bonus action. Also as long as you are on the same plane of existence you can tell where your bound blades are at all times(if not in dimensional pocket) and can summon it to yourself, or teleport to it if you concentrate for a hour. You can bind one weapon in this way.

Your training with magic in and out of combat has taught you the ability to channel spells through any of your Mystic Blades, using it as a spellcasting focus. In addition, you may now cast spells without the somatic gestures.

You gain proficiency with all martial melee weapons and medium armor.

In addition, choose one of the following fighting styles:

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Mystic Knight Spells

An Mystic Knight has a list of spells that you gain as you level up. Once you gain a War Magic spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a War Magic spell that doesn't appear on the Sorcerer spell list, the spell is nonetheless a Sorcerer spell for you.

Spell Level Spell

1st

Expeditious Retreat, Shield

3rd

Hold Person, Magic Weapon

5th

Blink, Haste

7th

Conjure Minor Elementals, Stoneskin

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Mystic Shield

At 14th level, you learn how to make the residual magic of sorcery points into defense. When you use more than one sorcery point, you gain that much of a bonus to your AC and resistances up to a max of 5 until your next turn.

War Magic

Starting at 18th level, your Extra Attack improves so you can cast any spell as one of your attack actions once per turn.

Mystic Assault

At the 18th level, the first metamagic used on a cantrip no longer costs any sorcery points, however sorcery points that would be spent still count towards Mystic Shield. A cantrip used in this manner has any of its effects happen this turn and with no concentration required. Only one cantrip can be used this way.

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