Wizard
Base Class: Wizard

A style of spellcasting that is uncommon due to the difficult nature of its techniques is that of the Mystic Knight. Focusing heavily on blending principles of Evocation and martial combat, these spellcasters throw caution to the wind as they take to the front lines, clad in armor with blades in hand.


Followers of this tradition are bold and often mistaken for foolhardy. They have learned how to utilize weapons as foci over their traditionals taves an rods, allowing them to channel their magic through them. Unlike other wizards, they relish in the heat of battle, showing their scars as proof of their mettle.

 

Illustration by Omri Kadim

 
 
 
 
 

Armed for Combat

2nd-level Mystic Knight Feature

You gain proficiency with Medium Armor, Shields, and one Martial Melee Weapon of your choice.

Additionally, your hit point maximum increases by 1 for every Wizard level you have and increases by 1 again whenever you gain a level in this class.

 
 

Mystic Blade

2nd-level Mystic Knight feature

Upon taking this specialty at 2nd level, you may choose a weapon you are proficient with to become your new Arcane Focus, referring to it as your Arcane Weapon.

You may change your Arcane Weapon by completing a 1 hour ritual and training session with the new weapon during a long rest.

While wielding your Arcane Weapon, you gain an additional means of casting Cantrips: As an action, you may imbue your weapon with the cantrip, as well as any secondary effects, adding the damage to the first successful melee attack you make on your turn, taking disadvantage on any attack rolls made before the cantrip damage is applied.

The cantrip must come from your Wizard spell list, and have at least one damage die to be cast in this manner. You must also be able to perform the somatic components of the spell.

This effect lasts for a number of rounds equal to your Intelligence Modifier after being activated (minimum of 1), or until you choose to end it (does not require an action). It will also end early if you are disarmed, knocked unconscious, incapacitated, or killed.

 
 
 
 

Extra Attack

6th-level Mystic Knight feature

At 6th level you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast a Cantrip on your Arcane Weapon in place of one of those attacks.

 

Hand of War

10th-level Mystic Knight feature

Beginning at 10th level, while your Arcane Weapon is under the effect of a Cantrip, its range is increased by 5 feet for melee attack rolls.

 

Stable Charge

14th-level Mystic Knight feature

Beginning at 14th level, Cantrip damage from your Arcane Weapon applies to all melee attacks made while your Mystic Blade feature is active.

 

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Mystic Knight Image

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