Fighter
Base Class: Fighter

 

This is my first ever attempt at releasing a homebrew for others to see. I always wanted to have a class that allows using magical elements to infuse your attacks and grant certain benefits from doing so. Eldritch Knight, Psi Warrior, Bladesinging Wizard, and Armorer Artificer just don't really hit the spot for me when it comes to this particular niche. So, this is my attempt at doing so. I'm not too confident in it. This interface was awkward and honestly intimidating, but I did my best to make it as legible as I could. May not work for digital character sheets, as I didn't know how to implement all that.

With all that being said, I hope you enjoy the concept at the very least, and I may or may not revisit this to possibly balance it or make it more useable for people in digital character sheets.
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The Mystic Knight is a Fighter capable of harnessing the energies of magic, both Arcane and Divine, to improve their martial skill. They are most often individuals who wish to better their understanding of what a Fighter truly is, without limiting themselves to such a small scope of "Martial Prowess is only within the Physical Realm".

Mystic Knights are capable of infusing their weapon attacks and shielding themselves or others with magical forces. While they do not cast spells like other spellcasters do, they have learned to innately harness magic to certain effects.

Mystic Knowledge

When you choose this archetype at 3rd level, you gain proficiency in the Arcane and Religion skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Arcane Shield

Starting at 3rd level, when you take this archetype, you gain the ability to use Shield as per the spell description. This feature may be used as many times as your Proficiency Bonus (Minimum 1) and refreshes after finishing a Long Rest.

Mystic Infusion

Starting at 3rd level, when you take this archetype, you have learned to wield the mystical energies of magic to infuse your melee weapon attacks. Choose Intelligence, Wisdom, or Charisma. This is your Chosen Attribute that is used for the features of the Mystic Knight.

As a Bonus Action on your turn, you may channel magical energy into your melee weapon for 1 minute. When you do, choose one of these Damage Types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. While this feature is active, your melee weapon attacks deal an additional 1d6 points of the chosen damage type. This damage increases by 1d6 at levels 7th(2d6), 11th(3d6), 15th(4d6), and 19th(5d6).

This infusion lasts until its duration has ended or you use this feature again. It also ends prematurely if someone other than the Mystic Knight wields the infused weapon. 

In addition, while this infusion is active, when you attack with the infused weapon, you can use your chosen attribute modifier (INT, WIS, or CHA) instead of Strength or Dexterity, for the Attack and Damage rolls.

You may use this feature a number of times equal to the modifier of your chosen attribute (Minimum 1). You regain all uses of this feature after you finish a Long Rest.

 

Improved Mystic Infusion

Starting at 5th level, your Mystic Infusion can be used to make a ranged attack.

When you have an active infusion, you may attempt a ranged attack against a target you can see within 30ft of you with the infused weapon. This ranged attack deals damage equal to the bonus damage of your Mystic Infusion. This attack uses your chosen ability modifier for both attack and damage rolls.

This feature may be used so long as your weapon remains infused and in your control. The range of this attack increases to 60ft at 10th level, 90ft at 15th level, and 120ft at 20th level.

Arcane Rebuke

Starting at 7th level, you may use your Arcane Shield feature on another creature of your choice that you can see within 60ft of you.

In addition, when you use your Arcane Shield feature, you may select a damage type from your Mystic Infusion list. If an attack is prevented by your Arcane Shield, it deals damage of the chosen type equal to your proficiency bonus + your chosen ability modifier (INT, WIS, or CHA) to the attacking creature if it is within 120ft of the shielded creature. This can happen for as long as the shield persists. If not damage type was chosen, it defaults to Force Damage.

The shielded creature also has resistance to the damage type selected for as long as the shield persists.

Mystic Bastion

Starting at 10th level, you gain the ability to temporarily bolster your physical condition.

As a Bonus Action on your turn, you may grant yourself temporary hit points equal to your proficiency bonus plus your Fighter Level. When you do, choose a damage type from your Mystic Infusion list. If a creature hits you with a melee attack while you have these hit points, they take damage of the selected damage type equal to the temporary hit points granted. (For example, a level 10 Mystic Knight using Mystic Bastion will be granted 14 temporary hit points. If they take 10 damage, the attacker will take 14 of the selected type).

At the start of your next turn, if any of these hit points remain, they are refreshed to max. Thus, a level 10 Mystic Knight with 14 temporary hit points that takes only 10 damage, leaving them with 4 temporary hit points, will return to 14 temporary hit points at the start of their next turn. However, if no temporary hit points from this feature remain before the start of their next turn, this feature ends and no temporary hit points are regained.

While these hit points remain, you have resistance to the selected damage type upon using this feature. You also have advantage on all checks and saving throws requiring Strength and Dexterity. 

Once you use this feature, you cannot do so again until you finish a Long Rest.

Mystic Superiority

Starting at 15th level, whenever you deal damage with your Mystic Infusion, Arcane Shield, or Mystic Bastion you may use your reaction to cause one of these additional effects based on the chosen damage type. Each effect requires a Constitution Saving Throw with a DC equal to 8 + proficiency bonus + your chosen ability modifier. 

Acid, Fire, Necrotic, Poison, Radiant: On a failure, the target begins to take continuous damage. Immediately upon failing and at the start of each of their turns, they take Acid damage equal to the bonus damage of your Mystic Infusion. On a success, they take half as much immediately and no damage at the start of each of their turns. They may repeat this saving throw at the end of their turns.
Cold, Force, Lightning, Psychic, Thunder: On a failure, the target immediately takes damage equal to the bonus damage of your Mystic Infusion, their speed becomes 0, and are Paralyzed. On a success, they take half as much damage, movement speed is only reduce by half, and they are not Paralyzed. They may repeat this saving throw at the end of each their turns.

Mystic Unity

Upon reaching 18th level in this class, choose one of the damage types from your Mystic Infusion list.

You gain immunity to the chosen damage type and always deal an extra 2d6 points of damage of the chosen damage type whenever you make a ranged, melee, or unarmed attack.

You have reached perfect unity of Magical and Martial Might. A true Mystic Knight.

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