Paladin
Base Class: Paladin

Magic Knight

Magic Knights are heavy knights that able to channel their magic through their weapons to raze the battlefield with their unique fighting style known as Swordplay. All Magic Knights require a bladed weapon to unleash these abilities except for the Rune Knight specialization. Each Swordplay Mastery rank grants access to differing swordplay abilities per rank per specialization. Magic Knights also have access to different spell lists depending on specialization.

  • Rune Knights specialize in casting buffs and de-buffs and have the highest range of the four. Their swordplay is called Spell Blade. (Any alightment)
  • Arc Knights specialize in close range combat and focus on destroying the enemies weapons, armor and spell slots. Their Swordplay is known as Spirit Blade. (Any alignment)
  • Holy Knights are similar to paladins but unleash complete and utter destructive force to protect the good of the land. Their Swordplay is known as Holy Blade. (Must be good aligned)
  • Dark Knights unleash pure destructive power with no regard to the safety of themselves or allies. Their Swordplay is known as Fell Blade. (Must be Evil aligned)

 

Features

Hit points: 1d12 + Constitution modifier 
                At higher levels 1d12 (or 7) + constitution modifier per level after 1st.

Proficiencies

Armor: Robes, Medium Armor, Heavy Armor, Shields
Weapons: Daggers, Scimtars, Swords, Two-handed swords, Bows, Axes and Mage weapons
Tools: None
Saving throws: Strength and Dexterity
Skills: Choose 3 from Animal handling, Athletics, Religion, Investigation, Nature, Perception, Stealth, Persuasion or Survival

Equipment:

You Start with the following equipment, in addition to equipment Granted by your background:

  • 2 Daggers, 1 Bladed weapon and one Shield
  • Scale armor or Leather armor
  • One totem
  • An explorers pack or a Medical kit

Languages:

Common and any racial languages


Class Features

Spellcasting ability: Dependant on Specialization up to level 5 spells, See Specializations for more information.

  • Rune Knights have access to Sorcerer spells
  • Arc Knights gain access to Druid Spells
  • Holy Knights have access to Cleric Spells
  • Dark Knights have access to Warlock Spells

Spell Save DC = 10+Proficiency Bonus + your Wisdom modifier for Holy and Dark Knights, Charisma modifier for Arc and Rune Knights 
Spell Attack Modifier = 10+your proficiency bonus + your Wisdom modifier for Holy and Dark Knights, Charisma modifier for Arc and Rune Knights 


                                                                                                                                                                    Spell Slots per Level


  •  Level                Proficiency       Cantrips           Spells            Features                                                                Cantrips          1st          2nd          3rd         4th          5th    
                              Bonus                 Known             Known

  •  1st                   +2                      4                       4                     Swordplay, Sword Mastery I, Spellcasting               4                 -                 -              -               -             -                                         
  • 2nd                  +2                       4                       6                      -                                                                                      4                2                 -              -               -             - 
  •  3rd                   +2                      4                       7                      Armor Mastery I                                                          4                 3                 -               -              -             - 
  •  4th                   +2                      5                       8                      Parry,                                                                             5                 3                 -               -              -             - 
                                                                                                          Ability Score improvement
  •  5th                   +3                    5                         8                        Shield, Protect Ally                                                    5                 3                 -               -              -             -                  
  •  6th                   +3                    5                      11                       Sword Mastery II                                                         5                 4                 2              -              -             -                     
  •  7th                   +3                    5                      11                       Armor Mastery II                                                         5                 4                 2              -              -             -                   
  •  8th                   +3                    5                      12                       Enhance Speed                                                           5                 4                 3               -              -             -                    
  •  9th                   +4                    5                      14                      Ability Score improvement                                         5                 4                 3              2              -             -                     
  •  10th                 +4                    6                      14                      Sword Mastery III                                                        6                  4                 3              2             -              -                 
  •  11th                 +4                    6                      16                      Armor Mastery III                                                        6                  4                 3              3             -              -                  
  •  12th                 +4                    6                      18                      Ability Score Improvement                                        6                  6                 3              3             -              -               
  • 13th                 +5                    6                       19                      -                                                                                     6                   6                 3              3             1             -                   
  • 14th                 +5                    6                       19                      Safeguard                                                                    6                   6                 3              3             1             -
  • 15th                 +5                    6                       20                      -                                                                                     6                   6                 3              3              2             -
  • 16th                 +5                    6                       20                      Ability Score improvement                                        6                  6                 3              3              2             -
  • 17th                 +6                    6                       22                      Sword Mastery IV                                                       6                  6                 4               3             3              -
  • 18th                 +6                    6                       23                      Armor Mastery IV                                                       6                  6                 4               3              3             1
  • 19th                 +6                    6                       23                       Ability Score improvement                                      6                  6                 4               3              3             1
  • 20th                 +6                    6                       24                      -                                                                                     6                  6                 4               3              3             2

Swordplay:

Swordplay is specific to each specialization, see each Specialization for more information.

Sword Mastery:

Sword mastery increases the chance of hitting with your swordplay as well as any attack made with swords, great swords or curved blades such as scimitars.

  1. At level 1   add +2 to hit rolls involving bladed weapons and swordplay. Add +1 to spell dc involving swordplay.
  2. At level 6   add +2 to hit rolls involving bladed weapons and swordplay. Add +1 to spell dc involving swordplay.
  3. At level 10 add +2 to hit rolls involving bladed weapons and swordplay. Add +1 to spell dc involving swordplay.
  4. At level 17 add +4 to hit rolls involving bladed weapons and swordplay. Add +3 to spell dc involving swordplay.

Armor Mastery:

Increase your proficiency with armor increasing your armor class while equipped with armor.

  1. At level 3   Increase your AC by 1.
  2. At level 7   Increase your AC by 1.
  3. At level 11 Increase your AC by 1.
  4. At level 18 Increase your AC by 3 you cannot be disadvantaged due to your armor from spells or abilities.

Parry:

At level 4 you may make this reaction 4 times per round before exhaustion per short rest. Block an incoming attack with your sword +2 to saving throws while equipped with a sword or curved blade, +4 to saving throws while equipped with a great sword. this only works with dexterity, strength and constitution saving throws.

Shield

At level 5 once per encounter you may block one incoming spell or ability from an opponent and completely nullify it's damage and effects.

Protect Ally

 At level 5 when an ally within 5 feet of you would be struck with a single target attack or spell you may jump in between them and the incoming attack and take the blow instead. Range is increased to 15 feet at level 10.

Enhance speed

At level 8 you are not weighed down by your heavy equipment and take no speed penalties due to their weight. while not equipped with armor increase your speed and jump by 5 feet.

Safeguard

At level 14 you cannot be poisoned or blinded by magical means, additionally your weapon cannot be stolen, broken or dropped while in combat.


 

Magic Knight Specializations

 


 

Rune Knight

Rune Knights Swordplay have a range of 100 feet but only target one unit, they also have access to Sorcerer spells up to the 5th level. May dual wield at level 4 cannot equip great swords, may deal double damage with spells when equipped with mage weapons. While equipped with a mage weapon Spell blade range is cut down to 30 feet. Rune Knights acquire 3 swordplay abilities per Sword Mastery rank. Also gain 1 additional spell and spell slot for the current available spells +1 higher level to 5 spells and spell slots (eg. at level 1 you have 4 cantrips available, rune knights can add 2 spell slots to level 1 spells or 2 additional cantrip spells). (See Sorcerer spell list).

Sorcerer Spells


Cantrips
Acid Splash

Chill Touch
Dancing Lights
Fire Bolt
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike


1st level
Burning Hands
Charm Person
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Fog Cloud
Jump
Mage Armor
Magic Missile
Shield
Silent Image
Sleep
Thunderwave


2nd level
Alter Self

Blindness/Deafness
Blur
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Gust of Wind
Hold Person
Invisibility
Knock
Levitate
Mirror Image
Misty Step
Scorching Ray
See Invisibility
Shatter
Spider Climb
Suggestion
Web


3rd level

Blink
Clairvoyance
Counterspell
Daylight
Dispel Magic
Fear
Fireball
Fly
Gaseous Form
Haste
Hypnotic Pattern
Lightning Bolt
Major Image
Protection from Energy
Sleet Storm
Slow
Stinking Cloud
Tongues
Water Breathing
Water Walk


4th level
Banishment
Blight
Confusion
Dimension Door
Dominate Beast
Greater Invisibility
Ice Storm
Polymorph
Stoneskin
Wall of Fire


5th level
Animate Objects
Cloudkill
Cone of Cold
Creation
Dominate Person
Hold Monster
Insect Plague
Seeming
Telekinesis
Teleportation Circle
Wall of Stone


 

 

Rune Knight Swordplay (SpellBlade)

Rune Knights Swordplay is called Spellblade and deals your weapon's damage + charisma modifier (all Spellblades deal force/slashing damage) to a single target up to 100 feet away. At level 1 you may select three of the following and an additional 3 per Sword Mastery rank. (SpellBlade can be used unlimitedly without exhaustion).

Blind
Surround one target up within range with a magical darkness that cannot be seen through for 3 rounds, target must make charisma saving throw against spell dc. the darkness is centered at the targets eyes and will remain with them for 3 rounds. ("Block out the light, see the darkside... Blind!")

 Aspel
Blast one target with a burst of blue light, destroy one spell slot for the target and gain a spell slot of the same level. Targeting a spell slot above level 5 will only recover a spell slot up to level 5 for the caster of this ability (the target may not recover that spell slot for until a long rest). ("In the name of the spirits, share all magic in nature... Aspel!")

Drain
Roll an additional weapon damage roll for this Spellblade. Pull the blood from a target within range and absorb it to heal yourself for half the damage dealt through magical means, this is ineffective against creatures with no blood or do not require blood such as constructs and undead casting this on an undead target will deal half the damage this spell would have dealt to the caster. ("In the name of the spirits share all strength... Drain!"

Faith
This does not deal damage and may be used on an ally. Blast one target within range with a white light from above the target. The target is enlightened +3 to spell dc but -3 from spell saves for 1 minute ("Look up to the heavens for guidance... Faith!")

Disbelief
This does not deal damage and may be used on an ally. Blast one target within range with a white light from below the target. The target gains clarity -3 to spell dc but +3 from spell saves for 1 minute ("Look up to the heavens for guidance... Faith!")

Corruption
Infect one target with a green target that enters their blood stream and corrupts their body. Target will become exhausted until their next turn and become undead for three minutes. Healing spells will deal damage to the target instead this cannot be undone with a spell lower than 5th level. Target must succeed a charisma saving throw to avoid this effect. (Let your body crumble to dust... Corruption!)

Silence
Blast one target with a wave of deafening sound. the target cannot make vocalizations, or produce any sounds or hear anything for three minutes. (End your ceaseless farce... Silence!)

Berserk
Blast one target with a red magical heat wave. On a failed save throw the target becomes enraged and relentlessly attack the nearest opponent with melee attacks without regard for own safety for one minute and gain advantage on strength throws. The target may make a charisma saving throw against caster's spell dc to end this effect at the start of their turn. (Act without reason, act as you please... Berserk!)

Confuse
Blast one target with ringing golden stars, the target must roll 1d4 to decide which direction to move in and roll 1d4 to decide which direction to make an action in for one minute. Targets may make a constitution saving throw against spell dc at the end of their turn to end this effect. (Infect the mind’s eye and soul... Confuse!)

Charm
A pink light surrounds and enchants the target, charm target for 3 minutes, they may make a charisma saving throw against spell dc at the end of their turn to end this effect. Using this spell blade on an already charmed target will deal no damage but will extend the length of the charm effect by 1 minute. This is advantaged on targets that are attracted to your character's gender. (Give up your desires and become my slave... Charm!)

Fear
Dark spirits fly out from your blade towards your target and haunt them, the target becomes afraid of the caster (intimidated) for 30 minutes (Hell awaits you, bow down and pray for salvation... Fear!)

Despair
A wave of moonlight is shot at your target removing three buffing effects on your target, this includes magical barriers and removes transformations. Constitution saving throw against your spell dc. (Begone protectors of the wicked... Despair!)

Disable
A golden beam surrounds the target locking around them, the target cannot make any actions for 3 turns they can make a strength roll against spell dc at the start of their turn to end this effect. targets may still move around the field as normal. (No more thinking, no more dreaming... Disable!

Ensnare
Wrap one target with magical vines from the ground, the target must succeed a strength saving throw or become entangled for 1 round. (Let your body be still... Ensnare!)

Sleep
A whisp of smoke flies around the target. must make a charisma saving throw against your spell dc(-2)  or be put to sleep until woken by a loud sound or being struck they are disadvantaged in this state. (Forget your worries, be still... Sleep...)

The Spellblades below can only be learned at Swordplay mastery III and over.

Break
Medusa's face glares out from your sword one target up to 100 feet away must male a charisma saving throw against your spell dc(-5) or begin to become petrified, full petrification after 5 minutes. The target can make a constitution saving throw over 18 as their action to end this effect. (Return to dust... Break!)

Vengence
Blast the target with an intense green light to one target up to 150 feet away and deal an additional damage equal to the difference between your maximum health and current health. (Deals half as much damage on a successful charisma saving throw against dc of 18). (Commensurate this pain... Vengence!)

Ultima Blade
Target a 5 foot radius up to 100 feet away with a pure white hot magical energy from your blade and deal an additional 3d10 damage + charisma modifier and half as much to targets in adjacent spaces. (The final pennance, Ultima Blade!)


 

Arc Knight

Arc Knights Swordplay are close range aoe abilities, they also have access to Druid spells up to the 5th level. Gains Doublehand at level 4 wielding their curved blade with both hands doubling the damage of their weapon attacks. Arc Knights acquire only 1 swordplay ability per Sword Mastery rank however they also gain 2 additional spells and spell slots for any spells up to level 5 spells and spell slots per mastery rank. (See Druid spell list), Arc Knights druid spellcasting requires no materials to cast however any spells with a range higher than 10 feet have their range cut in half when cast by an Arc KnightArc Knights may only use Sword Spirit while equiped with a curved blade. (Daggers, scimitars, katanas and sabers)

Druid Spells


Cantrips
Druidcraft
Guidance

Mending
Poison Spray
Produce Flame
Resistance
Shillelagh


1st Level
Animal Friendship

Charm Person
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Entangle
Faerie Fire
Fog Cloud
Goodberry
Healing Word
Jump
Longstrider
Purify Food and Drink
Speak with Animals
Thunderwave


2nd level
Animal Messenger
Barkskin
Darkvision
Enhance Ability
Find Traps
Flame Blade
Flaming Sphere
Gust of Wind
Heat Metal
Hold Person
Lesser Restoration
Locate Animals or Plants
Locate Object
Moonbeam
Pass without Trace
Protection from Poison
Spike Growth


3rd level
Call Lightning
Conjure Animals
Daylight
Dispel Magic
Meld into Stone
Plant Growth
Protection from Energy
Sleet Storm
Speak with Plants
Water Breathing
Water Walk
Wind Wall


4th level
Blight
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Dominate Beast
Freedom of Movement
Giant Insect
Hallucinatory Terrain
Ice Storm
Locate Creature
Polymorph
Stone Shape
Stoneskin
Wall of Fire


5th level
Antilife Shell
Awaken
Commune with Nature
Conjure Elemental
Contagion
Geas
Greater Restoration
Insect Plague
Mass Cure Wounds
Planar Binding
Reincarnate
Scrying
Tree Stride
Wall of Stone


 

Rune Knight Swordplay (Sword Spirit)

Rune Knights Swordplay is called Spellblade and deals your weapon's damage + charisma modifier (all Sword Spirits deal force/slashing damage). At level 1 you may select one of the following and an additional 3 per Sword Mastery rank. (Sword Spirit can be used 5 times in a row before exhaustion per short rest).

Can be learned at Sword Mastery I and up

Asura
A blue phantom blade slashes all around you, dealing damage equal to your weapon's damage +charisma modifier within a 10 foot radius around yourself. Targets must make a charisma saving throw against your spell dc or take full damage and bleed 1d6 per turn for three turns or until targets are healed by a healing spell. (Spirit Blade, oh legendary sword that kills freely! Asura!)

Kotetsu
Black Blades are conjured in a 10 foot sphere around you and charge their way back into your blade, deal damage equal to your weapon damage +charisma modifier to all targets. Targets must make a charisma saving throw against your spell dc or take full damage and become blinded for 1 round. (Blinding darkness, evil souls gather here! Kotetsu!)

Osafune
Whispering souls burst our from your blade hitting all targets in a 10 foot sphere of you deal damage equal to your weapon damage +charisma modifier. Targets must make a charisma saving throw against spell dc or they cannot cast spells for three rounds. Targets may make a wisdom throw against a dc of 12 as their action to end this effect. (Verso of Oblivion, nihilistic sky, inhale the magic of the land! Osafune!)

Muramasa
Red cuts are conjured in a 10 foot sphere charging their way out from your blade, deal damage equal to 2x your weapon's damage +charisma modifier, targets must make a charisma saving throw against your spell dc or become confused for 1 round. (Doomed aspirations, no more, loss of precious life! Murasame!)

Kiku-ichimonji
Golden flames emit from your blade in a 5 foot by 30 foot like ahead of you charging out from your blade. Deal damage equal to 2x your weapon's damage +charisma modifier to all targets in a 30 foot line ahead. Heal yourself for half the damage dealt to the first target. Targets must succeed a charisma saving throw or become weakened only being able to deal half damage with physical attacks for 1 round. (Saguine Blossom, brave weapon, turn into a deadly blaze! Kiku-ichimonji!)

Chirijiraden
Blue flames explode from your weapon into a 15 foot sphere around you, exploding out and imploding back into your weapon dealing damage equal to 2x your weapon's damage +charisma modifier x2 to all targets in its radius. (Raging inferno! Flame eating sword, swipe away the evils of the world! Chirijiraden!)

Can be learned at Sword Mastery II and up

Magic Ruin
Purple blades of magic swing down furiously in a 10 foot sphere in-front of you and deal damage equal to 2x your weapon's damage +charisma modifier, destroy one spell slot of their choice from all targets that did not succeed a charisma saving throw against a dc of 17. (Run, wicked does, destroy Magic, Magic Ruin!)

Speed Ruin
Green blades of magic swing down furiously in a 10 foot sphere in-front of you and deal damage equal to 2x your weapon's damage +charisma modifier, all targets that did not succeed a charisma saving throw against a dc of 17 have their speed reduced by 10 feet for 2 rounds (Destroy all time! Speed Ruin!)

Power Ruin
Red blades of magic swing down furiously in a 10 foot sphere in-front of you and deal damage equal to 2x your weapon's damage +charisma modifier, weaken all targets that do not succeed a charisma saving throw against a dc of 17 have their physical attacks deal half damage for one round. (Begone mighty spirit, Power Ruin!)

Armor Ruin
Blue blades of magic swing down furiously in a 10 foot sphere in-front of you and deal damage equal to 2x your weapon's damage +charisma modifier, all targets that did not succeed a charisma saving throw against a dc of 17 have their armor class is reduced by 4 for 12 hours, if their armor class is reduced to 0 any armor they are wearing will break (No shields, no armor, no helms to save you! Armor ruin!)

 Can be learned at Sword Mastery III and up

Shellburst Stab
A pink light explodes into the ground from your blade and pierces out as a massive magic sword below a target within 30 feet dealing 4x your weapon's damage +charisma modifier and reduce their spell save to 0 for 1 round, this also destroys any protective spells or barriers affecting only the target. Anything in an adjacent space from the target will take half of the damage dealt to the main target no additional effects to adjacent spaces. (Relinquish yourself to unholy spirits! Shellburst Stab!)

Blastar Punch
A golden light explodes into the the sky from your blade and a golden star shaped energy strikes a target within 30 feet dealing 4x your weapon's damage +charisma modifier temporarily reducing the main targets AC to 0 for one round. Anything in an adjacent space from the target will take half of the damage dealt to the main target no additional effects to adjacent spaces. (Wipe away your defenses! Blastar Punch!)

Hellcry Cut
A giant red hellish blade of magic explodes from the ground below a target within 30 feet dealing 4x your weapon's damage +charisma modifier the target cannot make any actions for 1 round. Anything in an adjacent space from the target will take half of the damage dealt to the main target no additional effects to adjacent spaces. (Demolish your fury! Hellcry Cut!)

Icewolf Bite
A giant magical wolf head of ice explodes from the ground below a target within 30 feet dealing 4x your weapon's damage +charisma modifier, the target cannot move from its spot for one round. Anything in an adjacent space from the target will take half of the damage dealt to the main target no additional effects to adjacent spaces. (Disaster howl out, Icewolf Bite!)

Can be learned at Sword Mastery IV and up

Almagest
A swirling energy bursts out from your blade, All targets in a 15 foot radius of yourself takes 5x your weapon damage. any targets within 15 feet are pulled in towards you by 5 feet any targets between 15 feet and 25 feet of you are knocked away 10 feet. (The end is Nigh! Almagest!) 


 

Holy Knight

Holy Knights Swordplay are each unique, they also have access to Cleric spells up to the 5th level. May become immune to charm, possession and corruption at level 4. Holy knights must be good aligned, turning evil will lose your access to Holy Blade and cleric spells, you may become a Dark knight after a one week transition process and vice versa. Holy Knights acquire 2 swordplay abilities per Sword Mastery rank. While equipped with a shield Holy knights may use Shield feature up to 4 times per encounter increase the times Shield can be used by 1 per Sword Mastery rank and can use Shield while making a Protect Ally reaction. (See Cleric spell list).

Cleric Spells


Cantrips

Guidance
Light
Mending
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy


 

1st Level

Bane
Bless
Command
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Guiding Bolt
Healing Word
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Shield of Faith


2nd level
Aid
Augury
Blindness/Deafness
Calm Emotions
Continual Flame
Enhance Ability
Find Traps
Gentle Repose
Hold Person
Lesser Restoration
Locate Object
Prayer of Healing
Protection from Poison
Silence
Spiritual Weapon
Warding Bond
Zone of Truth


3rd level
Animate Dead
Beacon of Hope
Bestow Curse
Clairvoyance
Create Food and Water
Daylight
Dispel Magic
Glyph of Warding
Magic Circle
Mass Healing Word
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Spirit Guardians
Tongues
Water Walk


4th level
Banishment
Control Water
Death Ward
Divination
Freedom of Movement
Guardian of Faith
Locate Creature
Stone Shape


5th level
Commune
Contagion
Dispel Evil and Good
Flame Strike
Geas
Greater Restoration
Hallow
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise Dead
Scrying


  

 Holy Knight Swordplay (Holy Blade)

Holy Knights Swordplay is called Holy blade and deals your weapon's damage + wisdom modifier. At level 1 you may select 2 of the following and an additional 2 per Sword Mastery rank. (Holy Blade can be used 5 times per short rest before exhaustion). 

Judgement Blade
Target a 5 foot radius up to 60 feet away, Magical blocks of ice in the shape of blades fall onto the area dealing damage equal to your weapon's damage +wisdom modifier cold/radiant/bludgeoning damage. Targets must make a constitution saving throw or become ensnared for one turn. (Life is short... Steady thy knife... Judgement Blade!)

Cleansing Strike
One target up to 60 feet away, channel holy energy and form a massive white sword or magic below the target forcing it up through the target dealing 2x your weapon's damage + wisdom modifier radiant/piercing damage. Target must make a wisdom saving throw against spell dc(-4) or take full damage and have all buffs dispelled from them. (Begone wicked light! Cleasing Strike!)

Northswain's Strike
One target up to 60 feet away a cool energy forms above the target before a sharp magical blade falls onto the target dealing 3x your weapon's damage +wisdom modifier, radiant/piercing damage. if the target is below 15% their max health they must make a constitution saving throw against spell dc (-5) or be instantly killed may not make any Death saving throws. (Death hangs over us all... Northswain's Strike!)

Hallowed Bolt
Target a 10 foot radius up to 60 feet away no height limit, the air above the target area sparks and blasts down blades of holy lightning  electrocuting the targets below dealing your weapon's damage +wisdom modifier lightning/radiant/piercing damage. Targets must succeed a dexterity saving throw against a dc of 10 or take full damage and become stunned for one turn. (Feel the wrath of the heavens! Hallowed Bolt!)

Divine Ruination
Target a 5 foot by 30 foot line straight ahead of you, the air above this area glows with an intense light before blades of light emerge from the ground as a blast of holy energy incinerates the area below. Deal damage equal to your weapon'a damage +wisdom modifier radiant/slashing damage. Targets must make a wisdom saving throw against spell dc (-2) or become confused for 5 minutes. Targets can make an intelligence saving throw at the start of their turn against a dc of 12 to end confusion. (Madness is heaven's ecstasy... Divine Ruination!)

Shining Wave
Target a 15 foot cone within 60 feet, three points spark from the ground forming a triangle a white burst of light incinerates the area up to 50 feet into the air deal radiant/fire damage equal to your weapon's damage +wisdom modifier. targets must make a constitution saving throw or become blinded for one round. (Wicked ones turn your gaze! Shining Wave)

Can be learned at Sword Mastery III and up

Excalibur's Fury
Conjure three large swords of pure white light and launch them at 3 different targets or 1 target within 60 feet, Each blade deals 2x your weapon's damage +wisdom modifier Radiant/Slashing or Piercing damage, roll to hit +5 to your hit rolls.

Save the Queen
Hold your sword to the sky and pray to the heavens, a radiant white rainbow light protects a 10 foot radius around you, Concentration for one minute you may not move from where you cast this until the effect ends or until concentration is lost. Nullify any and all damage or effects from incoming spells for 1 minute in a 10 foot radius centered on yourself. Can only be used once per long rest, all attacks on allies in this area are disadvantaged. (Sacred light protect us on this hallowed ground... Save the Queen!)

Holy Fang
Hold steady your blade and slash up while back flipping, the ground below a 15 foot line directly in front of you explodes in radiant light as if it were a giant sword of light reaching high into the air 100 feet. Deal 4x your weapon's damage +wisdom modifier radiant Slashing damage. Targets must make a strength saving throw or be knocked back 15 feet. (Bite of justice seek out the wicked... Holy Fang!) must make an athletic throw against a dc of 8 to use this ability on a failed throw only hit a 5 foot square and become prone.

Knights of the Round
(Requires a cup of holy water or an item infused with radiant magic to cast) Channel the souls of holy entities of your order and enhance yourself for 5 minutes. You glow dimly in a 15 foot radius in the dark the souls of holy knights  and their armor surround you. +4 to AC, advantaged on strength and dexterity throws during this time you may not be inflicted with negative status effects speed in increased by 10 feet. (Gather upon the table and bring judgement to the wicked.... Knights of the Round!) 
Select one of the following:

 - make three attacks with your weapon as an action during this time
- be able to move up to 15 feet again after taking an action
- create a mirror image of yourself made of radiant  light mirror image will duplicate your actions but deal half of any damage you would deal mirror image can be dispelled and is treated as a transformation


 

Dark Knight 

Dark Knights Swordplay are each unique, they also have access to Warlock spells up to the 5th level. May become immune to charm, possession and corruption at level 4. Dark knights must be evil aligned, turning Good will lose your access to Fell Blade and warlock spells, you may become a Holy Knight after a one week transition process and vice versa. Dark Knights acquire 2 swordplay abilities per Sword Mastery rank. While equipped with a Great Sword Dark Knights may increase their weapon damage by 2 per Sword Mastery rank and can use Counter Attack instead of Parry taking 1d4 extra damage for each counter attack. (See Warlock spell list).

Warlock Spells


Cantrips

Chill Touch
Eldritch Blast
Mage Hand
Minor Illusion
Poison Spray
Prestidigitation
True Strike


 

1st Level 

Charm Person
Comprehend Languages
Expeditious Retreat
Hellish Rebuke
Illusory Script
Protection from Evil and Good
Unseen Servant


2nd level 
Darkness
Enthrall
Hold Person
Invisibility
Mirror Image
Misty Step
Ray of Enfeeblement
Shatter
Spider Climb
Suggestion


3rd level 
Counterspell
Dispel Magic
Fear
Fly
Gaseous Form
Hypnotic Pattern
Magic Circle
Major Image
Remove Curse
Tongues
Vampiric Touch


4th level 
Banishment
Blight
Dimension Door
Hallucinatory Terrain


5th level 
Contact Other Plane
Dream
Hold Monster
Scrying


 

Dark Knight Swordplay (Fell Blade)

Dark Knights Swordplay is called Fell blade and deals your weapon's damage + wisdom modifier. At level 1 you may select 2 of the following and an additional 2 per Sword Mastery rank. (Fell Blade can be used 5 times per short rest before exhaustion [Dark knights may take 1d4 extra damage to continue to use fell blade without exhaustion]). 

Sanguine Sword
One target up to 60 feet away is struck by a hellish red blade of magic that falls onto them from above absorbing their life force, deal damage equal to your weapon’s damage +wisdom modifier necrotic/slashing damage recover your health equal to the damage dealt targets must make a wisdom saving throw or take full damage. (Your life is not your own... Sanguine Sword!) 

Infernal Strike
Target a 5 foot by 15 foot line up to 60 feet away and strike the area with a giant violet curved blade of magic dealing your weapon's damage +wisdom modifier necrotic/slashing damage. Destroy 1 spell slot from the targets of their choice. Targets must make a wisdom saving through against a dc of 8+your wisdom modifier and proficiency or lose their spell slot for that encounter. (Magic, run! begone from my presence! Infernal Strike!)

Crushing Blow
One target up to 60 feet away  a violet and green aurora colored light emits from your sword and then surrounds the target with the energy imploding into them, deal 3x your weapon's damage force damage. If the target is below 15% of their maximum health they must make a constitution saving throw against spell dc (-5) or be instantly killed may not make any Death saving throws. (Death hangs over us all... Crushing Blow!)

 Unhallowed Bolt
Target a 5 foot radius up to 60 feet away, no height limit, the air above the target area sparks and blasts down with a dark light, electrocuting the targets below for 2x your weapon's damage +wisdom modifier necrotic/lighting/piercing damage. Targets must make a dexterity saving throw against spell dc or take full damage and become weakened for one turn (physical attacks deal half damage for 3 rounds). (Submit to your darkest desires... Unhallowed Bolt!)

Abyssal Blade
Target a 25 foot cone in front of you with black waves of rippling energy. Roll 1d6 and take that damage to use this Fell Blade, deal 2x your weapon's damage +wisdom modifier Necrotic/bludgeoning damage. Targets must make a wisdom saving throw or take full damage and become confused for 1 round. (Destroy the mind and fade away to nothingness... Abyssal Blade!)

Unholy Sacrifice
the 10 foot radius around yourself is struck with a seething darkness from your blade as you stab yourself with a magical blade. You must take damage equal to your weapon's damage to use this Fell Blade, deal 4x your weapon's damage +wisdom modifier. Targets must make a constitution saving throw or  take full damage and be blinded for one round. (Come weakling! see what hell is like! Unholy Sacrifice!)

Can be learned at Sword Mastery III and up

Chaos Blade
Conjure three large swords of pitch black energy and launch them at 3 different targets or 1 target within 60 feet. roll 1d6 and take that damage to use this Fell Blade. Each blade deals 1x your weapon's damage +wisdom modifier Necrotic/Slashing or Piercing damage, roll to hit +5 to your hit rolls. Each blade inflicts a differing effect for 3 minutes, Beelzebub the first one will inflict Blind, Asmodeus the second one will inflict charm and Belphegore the 3rd one will inflict sleep. targets hit must make a constitution saving throw against spell dc+ your proficiency or become inflicted with the effect.

 

Kill the Queen
Fall on one knee and stab your sword into the ground a violet aurora covers a 15 foot radius up to 30 feet away from you. Concentration for 1 minute, you cannot move from where you cast this. Targets within the area are disadvantaged on saving throws against spells and AOE abilities additionally elemental spells (fire, ice, lighting, wind and earth based spells) will deal double damage in this area. all targets in the area have their ac reduced by 2 for the duration. (Curse your life and despair.... Kill the Queen!)

Evil Fang
Target a 5 foot by 60 foot line in front of you hellish red magical blades of light explode the the ground surrounded by black smoke up to 30 feet into the air. Roll 1d8 and take that as damage to use this Fell Blade. deal 3x your weapon's damage +widsom modifier. targets must make a strength saving throw against spell dc or take full damage and be knocked back 10 feet. (Bite of the wicked.. Chase! Evil Fang!)

Knights of the Abyss
(Requires a cup of a cup of crushed bone or an item infused with necrotic magic to cast) Channel the souls of unholy entities of your order and enhance yourself for 5 minutes. You are surrounded by a black smoke the souls of unholy knights  and their armor surround you. +4 to AC, advantaged on strength and dexterity throws during this time you may not be inflicted with negative status effects speed is increased by 10 feet. (Gather upon the table and  feast wicked ones.... Knights of the Abyss!) 
Select one of the following:

 - the souls of the unholy ones attack with you to your left to your right and behind you whenever you make a melee attack with your sword
- be able to move up to 15 feet again after taking an action
- create a shadow of yourself the shadow will duplicate your actions but deal half of any damage you would deal any damage dealt by the mirror image heals you equal to half the damage it dealt the shadow can be dispelled and is treated as a transformation


 

 

#1

test

#2

test

#3

test

#4

test

Magic Knight Image

Comments

Posts Quoted:
Reply
Clear All Quotes