Difference between revisions of "Magic Knight"
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Revision as of 19:34, 24 November 2020
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Player's Guide |
System Reference |
Compendium |
Classes→ Fighter→ Magic Knight
Contents
Magic knight is one of several possible subclasses you can undertake as a fighter.
Your subclass yields features when you undertake it at 2nd level, and further features as your level increases. See Fighter#Magic Knight for an integrated list that combines magic knight features with those of the base fighter class.
Magical Proficiencies
At 2nd level, your training with magic grants you additional proficiencies.
You gain proficiency with all rods. You can supply their magic point costs with stamina points instead.
You also gain proficiency with one skill from Arcana, History, Medicine, and Religion.
Stamina Spellcasting
When you reach 3rd level, you have begun to master the study of magic. Your practice requires extensive, practice and memorization. Although you learn and cast spells through the Intelligence of your mind, unlike most spellcasters your spells are powered by your physical stamina. Your magic knight spells are cast with stamina points as if they were magic points.
Magic Limit
Fighter Level |
Magic Limit |
---|---|
3rd | 2 |
5th | 3 |
9th | 4 |
13th | 5 |
16th | 6 |
19th | 7 |
Spellcasting Ability
Intelligence is your spellcasting ability for your magic knight spells, since the power of your magic relies on study, practice, and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a magic knight spell you cast and when making an attack roll with one.
Your spell saving throw DC is 8 + your proficiency bonus + your Intelligence modifier.
When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Charisma modifier.
Cantrips
You initially know two cantrips (or "unpowered spells") of your choice from the magic knight spell list. You learn a third cantrip from this list at 7th level, and a fourth at 11th level.
Powered Spells Known
At 3rd level, you know two 2-point spells of your choice from the magic knight spell list.
Drawing from this list, you learn a new spell at every odd-numbered list thereafter. You must choose a 3-point spell at 5th, 7th, 9th, and 11th levels; a 5-point spell at 13th and 15th levels; one 6-point spell at 17th level; and one 7-point spell at 19th level. Your magic is less flexible than dedicated spellcasters, and consequently you cannot opt for a spell of lower or higher points.
Still, whenever you gain the Improvement feature from the fighter class, you can choose to replace one of these spells with another of the same point-value, so long as both spells appear on your magic knight spell list.
Overpowering a Spell
You can cast a powered spell with more stamina points than required to potentially increase its power. This is called "overpowering" the spell. Only some spells can be overpowered, as each spell describes. When overpowering a spell, you still cannot expend stamina points in excess of your Magic Limit.
For example, consider fireball, a 5-point spell. If your Magic Limit is high enough, you can overpower it to increase the damage it deals.
Versatile Casting
You can supply the somatic components of your magic knight spells even when you have a weapon or shield in one or both hands.
Life
Starting at 7th level, you can use up some of your natural stamina reserves to enable more potent magical healing. As an action, you can expend one of your Heart Containers (or "Hit Dice") to cast the life spell without expending magic or stamina points, using Intelligence as your spellcasting ability. You cannot empower life when you cast it in this way, and it does not otherwise count as a magic knight spell.
Any Heart Containers you expend on this feature cannot otherwise be used during a short rest, but are still restored when you finish a long rest.
War Magic
Beginning at 7th level, when you use your action to activate a rod or cast a cantrip, you can use your bonus action to make one weapon attack.
Spellstrike
At 11th level, you learn to focus your spell attacks the same way you can target your weapon attacks. Just before making a spell attack roll with a rod or a magic knight spell, you can make it a spellstrike by expending 2 stamina points.
If a spellstrike hits, the damage roll is maximized (e.g., treat 1d10 simply as 10), including any extra dice rolled as part of a critical hit or from other sources. Your DM may enable alternate or additional effects for a spellstrike, as with target strikes.
Improved War Magic
Starting at 15th level, when you use your action to activate a rod or cast any magic knight spell, you can use your bonus action to make one weapon attack.
Boundless Spellcraft
At 20th level, learn two more cantrips, and learn three powered spells of your choice up to 7-points (or 5th level). These new spells can be from the magic knight spell list or any researcher spell list. You can cast these spells using stamina points instead of magic points, and Intelligence is your casting ability for them, but they otherwise do not count as as magic knight spells unless they appear on the magic knight spell list.
Whenever you finish a long rest, you can replace a magic knight spell you know with a new one. The new spell must have the same points (or be the same level) as the spell it replaces. You can replace both cantrips and powered spells with this feature.
Magic Knight Spell List
Cantrips (0-point)
Air Slash | You form a blade of air to strike a distant creature. If the target is airborne, you have advantage on the attack roll. |
Candle | Create a five-foot sphere of flame which lingers for a minute, damaging creatures it touches. |
Cryonis | Upon a relatively flat plane of liquid water at least five by five feet, you create a pillar of magic ice. |
Fire Bolt | You hurl a mote of fire at a creature or object within range. |
Frost Bolt | Your ranged spell attack deals 1d6 cold damage and imposes disadvantage on the first attack roll the target makes. |
Ice Shard | You conjure a sharp spike of ice and either wield it for a melee attack or hurl it at a creature in range. |
Mending | This spell repairs a single break or tear in an object you touch. |
Message | You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly. |
Power Beam | You launch a beam of force from your melee weapon to attack from afar. |
Prestidigitation | You create one of several minor magical effects. |
Ray of Radiance | You hurl a ball of light, dealing radiant damage and briefly illuminating the target. |
Remote Bomb | You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion. |
Shock Bolt | You sling a jolt of electricity, which might flare up to shock creatures nearby your main target. |
Shocking Grasp | Lightning springs from your hand to deliver a shock to a creature you try to touch. |
2-point
Craft Rod | You create a fire rod, ice rod, or lightning rod. |
Dark Dive | Grab hold of a creature with an electrocuting, life-draining palm. |
Fairy Familiar | Conjure a friendly, tiny fairy to help and assist you indefinitely. |
Feather Fall | Your reaction safely slows the descent for up to five creatures within 60 feet of you. |
Flame Choke | Your touch engulfs a creature in a burst of flames and knocks it prone. |
Ganon's Fist | You unleash a single, supernaturally-powerful punch that sends foes flying. |
Glacier Crash | You drop a huge chunk of ice, shattering on a creature and dealing up to 2d12 damage to it. |
Magic Missile | Three darts of magical force hit their targets without err, each dealing 1d4 + 1 damage. |
Remote Bomb+ | You create a lightweight blue orb or cube, and can use your reaction to detonate it with a concussive explosion. |
Speak with Animals | You gain the ability to comprehend and verbally communicate with beasts for the duration. |
Wizzkick | Perform a magically-enhanced flying kick through your enemies. |
3-point
Conjure Wolf Spirit | |
Fairy | You briefly transform into a fairy of navigation. |
Illumination | Create daylight out to a wide radius for 10 minutes or longer. |
Reflecting Shield | You enhance a shield's defenses, and grant its wielder the ability to reflect ranged spell attacks. |
Scorching Ray | Hurl three rays of flame at one target or several. Each ray that hits deals 2d6 fire damage. |
Somaria | You create a 5-foot block of stone in range, then cause it to erupt in a fiery explosion within the next minute. |
Stasis | You freeze an unattended object for 1 round. Any damage it takes is built up as momentum. |
5-point
Fireball | You erupt an explosion of flame to damage creatures in a large sphere up to 150 feet away from you. |
Ice Cube | At a point you choose in range, air cools so rapidly it momentarily freezes into a solid cube before shattering apart. |
Rod Spin | With a dramatic spin, you make up to five attacks with a fire rod, ice rod, or lightning rod. |
Thunder Bolt | A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. |
Water Breathing | Grant up to ten creatures the ability to breathe underwater for 24 hours. |
7-point
Din's Fire | A sphere of flame arises around you that rapidly expands outward, engulfing your enemies. |
Rauru's Shield | A creature you touch gains resistance to all damage other than psychic damage for up to 1 hour. |