Fighter/20th/Magic Knight
From Legends of Hyrule
Contents
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. |
6-point
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. |