Knight of the Mystic Fire (5e Subclass)
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Knight of the Mystic Fire[edit]
Fighter Subclass
Knights of the mystic fire are magical fighters that can control the primordial mystical flame, a flame made out of raw magic, and use this flame in combat. Mystical fire warriors use a mystic weapon as a device to channel this primordial energy, unleashing elemental destruction with each attack made against their opponents.
- Unarmored Defense
At 3rd level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.
- Mythic Weapon
At 3rd level, when you finish a long rest, you can touch a weapon and turn it into a mystic weapon, a device used by you to channel the mystic fire. Your mystic weapon has the following properties:
- You have a bonus of +1 to attacks and damage rolls with it. At 10th level, the bonus increases to +2. If the weapon already has a similar bonus, use the highest one (they do not stack).
- You can cause fire damage, rather than regular damage, whenever you make an attack with it.
- You can cast produce flame while wielding this weapon. The flames produced are blue, and you add your Wisdom modifier to the damage caused by this cantrip.
- You can use your Wisdom modifier, instead of Strength or Dexterity for attacks and damage rolls with it.
- Flaming Weapon
At 3rd Level, your Mystic Weapon you can sheathe your weapon in blue flames at the start of your turn, not using an action. While in flames, your weapon shed bright light in a 10-foot radius, plus dim light in an additional 10 feet. You can deactivate the flames on your turn, without an action.
In addition, you cause additional 1d4 fire damage with this weapon. A creature can take this additional damage only once per turn. The fire damage increases to 1d6 at 15th level.
- Mythic Smite
At 7th level, when you hit a creature with your Mystic Weapon, you can choose to unleash its full power in a powerful smite. The attack causes additional 3d8 fire damage. The damage increases to 3d8 at 10th level, 4d8 at 15th level and 5d8 at 18th level.
You can use this feature once, and regain your uses after finishing a short or a long rest. You can also spend an use of your Action Surge to do it again.
- Fiery Teleportation
At 10th level, you can disappear in a burst of flames using your bonus action. You and each willing creature of your choice within 5 feet of you teleport up to 60 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space you left must succeed on a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier, or take 1d6 + PB fire damage.
- Mythic Wrath
At 15th level, you may ignore resistance and immunity to fire as your flames are unparalleled to those made normally. In addition, you gain immunity to fire damage.
- Mystical Fire
Your flames are now the same flames as the fire spirit that blessed you with this power. At 18th level, you can choose to cause radiant damage with your features, rather than fire.
Additionally, whenever you cause your Flaming Weapon or Mythic Smite additional damage, you can force the target to make a Dexterity saving throw against a DC of 8 + your proficiency bonus + your Wisdom modifier, or be blinded until the end of your next turn.
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