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Mystic Knight

A modified Eldritch Knight inspired by its namesake in Dragon’s Dogma.


Mystic Knight

“A versatile warrior who can also assist with enchantments and support skills.”

Mystic Knights use both melee and magic in battle. They are a frontline class able to fight in the toughest of situations. Their primary weapon can be either a Sword or Mace and can also utilize a Staff; their other key piece of equipment is a Magick Shield. This is generally a giant magickally-imbued shield that they use for both defense and as a focus to cast spells.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Mystic Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Mystic Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study 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 wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Eldritch Knight Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

4th

2

4

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

3

7

4

3

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Magik Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one shield. You perform the ritual over the course of 1 hour, which can be done during a short rest. The shield must be within your reach throughout the ritual, at the conclusion of which you touch the shield and forge the bond.

Once you have bonded a shield to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that shield as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded shield, but can summon only one at a time with your bonus action. If you attempt to bond with a third shield, you must break the bond with one of the other two.

Perfect Block

Also at 3rd level anytime an attack misses you due to your shield’s AC bonus you may make a DC 20 Arcana check to make a perfect block attempt. If you do you may use your reaction to cast a spell you have memorised using your shield as your focus point. For example, you block an attack perfectly and have fireball memorised, you may then use your reaction to cast fireball at the triggering attacker.

Magic Cannon

At at 7th level, you my spend a spell slot to create a ball of energy which lasts for 1 minute.  By default the energy type of this ball is force, however, it will automatically match the damage type of your weapon’s damage type when you strike it to active it. If your weapon has more than one type of damage type you may choose the damage type of the magic cannon. You otherwise create an effect technically identical to the magic missile spell except as noted above. This magic missile adds your Strength and Intelligence bonus to the damage of each missile (minimum of 1).

At 12th level the damage of this attack matches the weapon damage striking the energy ball. This replaces the normal magic missile damage. You may apply either Strength or Intelligence as bonus damage.

At 15th level this effect can be used to twin spells of any ally that casts through/at the magic cannon. The magic cannon duplicates the spell effects.

Magic Cannon
Magic Cannon

Eldritch Strike

At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Perilous Sigil

At 15th level, you gain the ability to cast the symbol spell as part of your Action Surge. The symbol persists until triggered or until the end of the encounter. 

War Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Posted in 5e, Class

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