Base Class: Sorcerer
A lone warrior embarks on their journey with steel in one hand and arcane familiarity in the other. Unlike the Eldritch Knights of yore whose martial mastery can stand the test of time when facing hordes of enemies, the Magic Knights focus on overwhelming their foes by casting High Magics and imbuing every attack with arcane propulsion. These warriors are not melee masters who have dabbled into magic knowledge, Magic Knights are those capable of becoming Archmages who can stare down the barrel of a Berserker's eyes and smile as they draw their weapon.
There are those who train tirelessly to hone their martial prowess, and there are those who prefer to use their innate Arcane abilities instead. The Magic Knight is one who has decided to walk the path of twilight between these two disciples, combining both to unleash a flurry of strikes bolstered by magic. Sorcerers who choose this Sorcerous Origin will find their place either among Orders of Magic Knights, or hidden away in the far reaches of society... training consistently to master both steel and magic.
Magic Knights Spell List
At 1st level, you gain access to the Magic Knights Spell List. You can now choose from an expanded list of spells when you learn a sorcerer spell. The following spells are added to the sorcerer spell list for you.
Magic Knight Expanded Spells
| Sorcerer LEVEL | SPELLS |
|---|---|
| 1st | shield of faith, command |
| 3rd | magic weapon, branding smite |
| 5th | magic circle, remove curse |
| 7th | death ward, locate creature |
| 9th | dispel evil and good, geas |
Magic Warrior
At 1st Level, you have the necessary training to arm yourself for battle and combine your magical prowess with your martial might.
You gain proficiency with Medium Armor, Shields, and Martial Weapons. In addition, you can use a weapon you are proficient with as your Spellcasting Focus provided it lacks the Two-Handed and Heavy Properties.
Arcane Strike
Starting at 1st Level, you can channel your innate magical prowess into a melee attack to deal extra damage in addition to the weapon's damage. When you hit with an Attack, you can expend a Spell Slot or a Sorcery Point to deal extra Force Damage per resource expended as shown in the table below.
|
SPELL SLOT LEVEL |
SORCERY POINT COST |
EXTRA FORCE DAMAGE |
|
1st |
2 |
1d6 |
|
2nd |
3 |
2d6 |
|
3rd |
5 |
3d6 |
|
4th |
6 |
4d6 |
|
5th |
7 |
5d6 |
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Magic Burst
Starting at 14th level, your innate abilities have strengthened, allowing you to unleash a surge of energy in response to your defenses being overcome. When you are hit by a Melee Attack, you can use your reaction to deal force damage to the attacker. The damage equals your Sorcerer level. The attacker must make a Strength Saving Throw against your sorcerer spell save DC. On a failed save, the attacker is pushed 15 feet away from you in a straight line.
Arcane Finality
At 18th Level, you are able to combine your martial mastery with arcane expertise, allowing you to perform feats of valor to bolster your swordsmanship in ways unheard of for most Sorcerers.
As an action, you can teleport to an unoccupied space you can see within 90 feet of a target you can see. Immediately after you teleport, you can make an Attack against the target. If you hit, you deal an extra 5d6 force damage in addition to your weapon's regular damage.
Once you use this feature, you can’t do so again until you finish a long rest, unless you spend 7 sorcery points to use it again.
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