Base Class: Wizard
Mystic Knights are masters of the fusion of strength and intellect. They have learned to harness the power of both their physical and magical abilities, allowing them to engage in melee combat while unleashing potent spells.
Arcane Resilience
Starting at 2nd level, your knowledge of the arcane grants you additional protection. You can add your Intelligence modifier to your Armor Class in place of Dexterity. This bonus does not stack with any other abilities that allow you to add your ability score modifier to AC. Additionally you gain proficiency with medium armor, shields, and martial weapons. You also learn two cantrips from the wizard spell list.
Elemental Blade
At 2nd level, you gain the ability to infuse your melee weapon attacks with elemental magic. When you hit with a melee weapon attack, you can expend a spell slot to add extra damage equal to the spell slot's level x 1d4. This damage can be Acid, Cold, Fire, Lightning, or Thunder.
Elemental Ward
At 6th level you learn to defend against magical threats. You can add your Intelligence modifier to saving throws against spells, magical effects, or attacks that deal lightning, fire, cold, acid, or thunder damage. You can also use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level if it is damage from one of the above damage types.
Deflecting Blade
At 10th level, your mastery of both swordplay and magic allows you to deflect incoming attacks. When you are targeted by a ranged attack, you can use your reaction to make an attack roll with a melee weapon. If your roll is higher than the attack roll of the ranged attack, you deflect it, causing it to miss.
Spellblade
When you take the attack action you can use your bonus action to infuse a spell that targets one creature into the melee attack. Additionally, when you cast a spell that deals damage, you can make one melee weapon attack as a bonus action.
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