Knight of the Mystic Fire (5e Class)

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Knight of the Mystic Fire[edit]

This knight was blessed by a mythical fire spirit the powers of Mystic Fire which can prove to come in handy when the time comes...




Creating a Knight of the Mystic Fire[edit]

Quick Build

You can make a Knight of the Mystic Fire quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Dexterity. Second, choose the noble background

Class Features

As a Knight of the Mystic Fire you gain the following class features.

Hit Points

Hit Dice: 1d8 per Knight of the Mystic Fire level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Knight of the Mystic Fire level after 1st

Proficiencies

Armor: Light, Medium, Heavy
Weapons: Simple Weapons, Martial Weapons
Tools: none
Saving Throws: Wisdom, Charisma
Skills: Choose two from Athletics, Arcana, Insight, Perception, Persuasion and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A longsword or (b) A quarterstaff
  • (a) A shortbow with quiver of 20 Arrows or (b) A light crossbow with a quiver of 20 bolts
  • Leather Armor
  • (a) A scholar's Pack or (b) A dungeoneer's Pack

Table: The Knight of the Mystic Fire

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Cantrips,Spellcasting,Unarmored Defense 3 2
2nd +2 Mythic Weapon,Mythic Smite 3 3
3rd +2 Flaming Weapon 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Extra Attack 4 4 3 2
6th +3 4 4 3 3
7th +3 Flaming Weapon Upgrade 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 Fiery Teleportation 4 4 3 3 3 1
10th +4 5 4 3 3 3 2
11th +4 Mythic Wrath, Extra Attack (2) 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 Flaming Weapon Upgrade 5 4 3 3 3 2 1 1
14th +5 5 4 3 3 3 2 1 1
15th +5 Fiery Teleportation Upgrade 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 Flaming Weapon Upgrade 5 4 3 3 3 2 1 1 1 1
18th +6 Fiery Teleportation Upgrade 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Mystical Fire 5 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

You gain access to Druid and Wizard Spells, See chapter 10 of the Player's Handbook for the general rules of spellcasting and Appendix A for the Knight of the Mystic Fire spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the Druid and Wizard spell lists. You learn additional Knight of the Mystic Fire cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Knight of the Mystic Fire table.

Spell Slots

The Knight of the Mystic Fire table shows how many spell slots you have to cast spells of 1st level or higher. To cast one of these mystic knight 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 burning hands and have a 1st and a 2nd level slot slot available, you can cast burning hands using either slot.

Spells known of 1st Level and Higher

You learn two 1st-level spells of your choice from the mystic knight spell list at 2nd level.

The Spells Known column of the Mystic Knight Table shows when you learn more mystic knight spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.


Spellcasting Ability

Wisdom is your spellcasting ability for your mystic knight spells, since the power of your magic relies on your Mythical Fire Spirit.

Your Spell Save DC is equal to 8 + Prof. Bonus + Wisdom

Your bonus to hit with Spells is equal to Prof. Bonus + Wisdom

Unarmored Defense[edit]

At first level you gain unarmored defense as the power of the fire spirit envelops your armor with protective flames. Your unarmored defense is equal to 10+Dex+Wis and can be used with a shield.

Mythic Weapon[edit]

At 2nd level you gain a weapon which can become a plus 1 one weapon at 4th then upgrades up to a plus 3 at 8th and 12th levels. This weapon is considered magical and you may change it to fire damage if you would like you may also use your wisdom modifier instead of strength or dexterity to determine your to hit bonus and your added damage rolls.

Mythic Smite[edit]

At 2nd level, you gain mythic smite this works the same as divine smite but it is fire damage. Also if you are using a ranged weapon and you are within 30 feet of the target you may use this feature.

Flaming Weapon[edit]

At 3rd Level, you gain the feature flaming weapon. Your weapon is always considered to be on fire and does an extra d6 fire damage on hit this damage increases as you level up. The levels it increases at are on the table


Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally you gain another attack beginning at 11th level


Fiery Teleportation[edit]

At 9th level you gain a Teleport speed equal to your current walking speed without features such as dash or feline agility. This upgrades as you level up. Look at the table for when this happens.


Mythic Wrath[edit]

At 11th level, you may ignore resistance and immunity to fire as your flames are unparalleled to those made normally.

Mystical Fire[edit]

Your flames are now the same flames as the fire spirit that blessed you with this power... at 20th level you may change any fire damage to radiant and any radiant to fire. Additionally when ever you hit an attack with your flaming weapon/mythic weapon the target has to make a dexterity saving throw on a failed save you get advantage on the one attack because your flames are blinding the target.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Knight of the Mystic Fire class, you must meet these prerequisites: Wisdom 13, Dexterity 13

Proficiencies. When you multiclass into the Knight of the Mystic Fire class, you gain the following proficiencies: Medium armor, Martial weapons


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