Base Class: Wizard
Mage Knights are mighty mounted wielders of magic who ride into battle with fury and fervor, but with the tactical mind and precision of a Wizard. These fierce, combat trained wielders of the arcane ride into battle on the backs of horses, and other beasts of burden. They have mastered the ability to cast devastating spells against their enemies while riding, as well as superior tactical knowledge that helps them be in the right place, quickly, at the right time to support their allies.
These ferocious casters storm into battle without fear or hesitation, however, they also have the logical and tactical thinking of a wizard, able to make quick tactical decisions in the heat of battle when precision, clarity of the mind, and wise choices become a matter of life and death.
Unshakable bond
The bond between you and your steed is greater than any cavalier could hope to attain, you've eaten, studied, trained and battled for a long time to understand each other the way you do.
Starting at 2nd level you gain the following:
Proficiency in Animal Handling
Unified will Whenever you are within 30 ft of your mount, you both gain +1 to saving throws against being frightened or charmed.
Arcane praise While mounted, you may expend a 1st level spell slot (or higher) to give your mount the effects of the bless spell, you do not need any verbal, somatic or material components to cast this spell on your mount this way.
Unspoken bond While mounted, add your PB to your concentration checks.
You cannot use these features/abilities with a mount you have not spend at least 24 hours "bonding" with. If your mount dies, you may spend 24 hours bonding with another mount of your choice to regain these features/abilities with your new mount.
Tactical maneuvers
Your tactical brain lets you find the best path in and out of combat, as well as the quickest way to get to an ally in need. At 2nd level you gain the following:
Tactical retreat When you are mounted and in combat, Attacks of opportunity against you or your mount, are made at disadvantage. Additionally, if you are hit with an opportunity attack, your movement speed increases by 5ft until the end of your turn.
Unified instincts Once per turn, while you are mounted, and an enemy makes a ranged or melee attack against you or your mount, as a reaction you may expend a 1st level spell slot or higher to increase the targets AC by 2 until the start of your next turn. At higher level Starting at 6th level, you may choose an additional target within 20ft of the original target and give it the same bonus to its AC until the start of your next turn.
Mounted casting
Starting at 6th level;
You can cast spells using your mount as a spell focus, ignoring any verbal or somatic components to the spell. Your mount becomes a magical beast.
Inspiring partners Once per long rest, you may spend 10 minutes inspiring your mount to give it additional movement speed equal to your PB X 5 feet, this effect lasts 1 hour.
Assurance While mounted, if you miss a ranged spell attack, you may spend your reaction to add 1d4 to the attack roll, potentially turning a miss into a hit. you may use this ability a number of times equal to your PB per long rest.
Once per 24 hours, when combat starts, you may expend a 2nd level spell slot or higher to gain one of the following effects until the end of combat;
- You gain a +1 bonus to ranged spell attacks, this bonus increases to +2 if you move while mounted the same turn, you cast.
- You no longer suffer disadvantage when casting ranged spell attacks in melee range.
- Healing spells you cast while mounted heal for an additional 1d4 + your INT modifier.
Battle fervor
Beginning at 10th level, when combat starts, if you are mounted you may expend a 1st level spell slot to gain one of the following features until combat ends, or you may expend a 2nd level spell slot to gain two. You may not have more than two of these features active at a time.Additionally, if you do not have any spell slots available when combat starts and you are mounted, you immediately regain ONE 1st level and ONE 2nd level spell slot, if these spell slots are not used during the combat encounter, they are lost until you take a long rest.
Expend a 1st level spell slot for one of the following features or a 2nd level slot for two:
- +2 bonus to AC for you and your mount.
- You and your mount are immune to forced movement.
- +2 Bonus to ranged spell attack rolls.
- +2 Bonus to ranged spell damage rolls.
- You and your mount gain advantage on saving throws against being frightened, stunned, confused, charmed or incapacitated.
- You can cast a melee spell attack as a ranged spell attack with a range of 30 ft.
- Your mount gains resistance to non-magical weapon damage.
Synchronicity
Beginning at 14th level, you may spend 1 hour with your mount to gain the following benefits for 24 hours or until either you or your mount fall unconscious.
- While you are mounted, you and your mount gain 15+PB of temporary hit points, and have advantage on CON saving throws. Whenever combat starts, you and your mount gain an additional 5 temporary hit points.
- When you are mounted and in combat, you may take a second reaction once per round, only if the second reaction is to use another of your Mage Knight features or abilities. You can use this feature once per long rest.
- If your mount falls unconscious in battle you may first spend a reaction and take a point of exhaustion, your mount maintains consciousness and gains 10 temporary hit points until the start of your next turn. You can use this feature once per long rest.
- If you make a death saving throw while your mount is within 30ft of you, add your PB to the roll.
- If you are un-mounted you may choose to have your spell attacks originate from your position or the position of your mount, provided it is within 50ft of you.
- While mounted, and in combat, enemies have disadvantage on saving throws against your spells and abilities.
Battle synch Additionally, while you are mounted, you and your mount may share the damage you take, you decide how the damage is split however you cannot share fatal damage with your mount.
Bond of protection If you fall unconscious while mounted, your mount will attempt to move you to safety, moving as far away from any enemies as possible, you cannot be removed from your saddle unless by magical means while unconscious and mounted.
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12/2/2024 2:56:47 PM
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