Magical Knight (5e Class)
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Creating a Magical Knight
- Quick Build
You can make a Magical Knight quickly by following these suggestions. First, strength should be your highest ability score, followed by intelligence. Second, choose the soldier background. Third, choose <!-elaborate on equipment choices->
As a Magical Knight you gain the following class features.
- Hit Points
Armor: Light armor, medium armor
Weapons: Simple weapons, Martial weapons
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Athletics, History, Insight, Investigation and Perception
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) two shortswords or (b) two simple melee weapons
- (a) a dungeoneer's pack or (b) an explorer's pack
- A longbow and a quiver of 20 arrows
|1st||+2||Arcane Source, Sense Magic, Magical Sword||1d6|
|2nd||+2||Weave Channeler, Arcane Strike||1d6|
|3rd||+2||Arcane Order Feature||1d6|
|4th||+2||Ability Score Improvement||1d6|
|5th||+3||Arcane Order Feature||1d8|
|8th||+3||Ability Score Improvement||1d8|
|11th||+4||Arcane Order Feature||1d10|
|12th||+4||Ability Score Improvement||1d10|
|16th||+5||Ability Score Improvement||1d10|
|17th||+6||Arcane Order Feature||1d12|
|19th||+6||Ability Score Improvement||1d12|
At 1st level, you become imbued with the power of the weave. You can call for that energy directly from its source. You have a pool of energy represented by a resource called Arcane Dice, which is a d6. The size of your dice increases as you gain levels in this class, as shown on the Arcane Dice column on the Magical Knight table.
You can use this dice for many Magical Knight features. You start by knowing one such feature: Arcane Ward. You have a number of arcane dice equal to 1 + twice your Magical Knight level. You regain the expended dice when you finish a long rest.
- Arcane Ward
As a reaction when an ally takes damage, you can choose an ally you can see within 120 feet of you and spend a number of those dice up to half your magical knight level or your Intelligence modifier (whichever is higher, minimum of 1). Roll the spent dice and add them together. The damage is reduced by an amount equal to the total. The target also gains 1 temporary hit point per die spent.
At 1st level, you gain the ability to sense the presence of the magic nearby. As an action, you can open your awareness to magically detect magical auras. Until the end of your next turn, you can sense any magical aura within 60 feet of you that isn't behind total cover and that isn't protected from divination magic. This otherwise works as a detect magic spell.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Also at 1st level, you learn how to weave magic with each attack. You learn the cantrips booming blade and green-flame blade. In addition, when you cast these cantrips, you gain the following benefits:
- You can make a ranged attack with a weapon against a creature within 30 feet, as part of the action used to cast the spell.
- You can use your Intelligence, instead of Strength or Dexterity, when you make an attack with a weapon as part of the casting of this spell.
- Choose a number of damage types equal to your proficiency bonus. When you cast the spell, you can replace the damage of the spell from the type you have chosen. Your choices are from the following options: acid, cold, fire, lighting, thunder, poison and psychic.
At 2nd level, you learn to unleash special magical effects with some of your strikes. When you gain this feature, you learn two Arcane Strike options of your choice (see "Arcane Strike Options" below).
Once per turn when you make an attack as part of the Attack action, you can apply one of your Arcane Strike options to that arrow. You decide to use the option when the attack hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.
You gain an additional Arcane Strike option of your choice when you reach certain levels in this class: 5th, 9th, 13th, and 17th level. Each option also improves when you become an 17th-level magical knight.
At 10th level, whenever you roll initiative and have no uses of magical channeling, you regain 1 use.
At 15th level, if you roll initiative and have no uses of Arcane Strike remaining, you regain one use of it.
- Arcane Ward
As a bonus action, you can use your magical channeling to take the Dodge action. In addition, as part of the same bonus action, you gain temporary hit points equal to your magical knight level.
- Arcane Mark
As an action, you can use your magical channeling to choose one creature you can see within 30 feet of you, marking it until the end of your next turn. The next time you or an ally of yours hits the marked creature with an attack, the attack's damage is doubled, and then the mark ends. In addition, the attack becomes force, instead of its normal damage type.
- Arcane Punishment
Immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your magical channeling as a reaction to force the attacker to make a Intelligence saving throw. On a failed save, the attacker takes psychic damage equal to the damage it just dealt. On a successful save, it takes half as much damage.
- Arcane Might
As a bonus action, you can use your magical channeling to grant yourself a +5 bonus to Strength (Athletics) checks for the next 10 minutes.
- Arcane Beguiler
You can use your magical channeling to enchant a creature. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes charmed by you for 1 minute or until you or one of your allies causes damage or other harmful effect to it.
- Arcane Luck
If you fail a saving throw or miss with an attack roll, you can use your magical channeling to add your Intelligence modifier to the total, possibly changing the outcome.
- Arcane True Strike
When you make an attack roll, you can use your magical channeling to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
- Arcane Jaunt
prerequisite: 5th level
As a bonus action on your turn, you can use your magical channeling to gain the benefits of the etherealness spell, lasting until the end of the current turn.
- Arcane Foil
prerequisite: 11th level
When you see a creature casting a spell or teleporting within 60 feet of you, you can use your magical channeling as a reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your arcane save DC, or its spell or teleport fails and is wasted.
- Arcane Accuracy
Prerequisite: 17th level
If you miss with an attack roll, you can use your magical channeling to roll it again with advantage.
Order of the Arcane Wardens
- Arcane Deflection
At 1st level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to roll your arcane dice add at to your AC against that attack or to that saving throw result.
When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.
- Glyph of Defense
Starting at 3rd level, you learn the blade ward cantrip, which you can cast as a bonus action.
Additionally, you can cast blade ward to target an allied creature you can see within 30 feet.
- Warden's Rebuke
Starting at 5th level, you can unleash arcane vengeance on those who attack you. Whenever a creature hits you with an attack, that creature takes force damage equal to your Intelligence modifier (minimum of 1) if you’re not incapacitated.
- Arcane Plate
At 17th level, your magical defenses becomes more powerful. You gain the following benefits:
- You gain immunity to force damage.
- You have resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.
- Arcane Step
At 1st level, you can make short teleport jumps. Whenever you spend a arcane die, you can teleport to an unoccupied place you can see within 5 feet, plus 5 feet per arcane die spent, using your bonus action.
At 2nd level you can also whenever you use Arcane Strike (10 feet) and Magical Channeling (20 feet), using your bonus action.
- Evasive Jaunt
Starting at 3rd level, you can teleport to an unoccupied space you can see up to a distance equal to half your walking speed as a reaction when an enemy ends its turn within 5 feet of you.
- Blink Strike
At 5th level, you gain the ability to teleport and attack with fluidity. When you use the Attack action, you can teleport up to 10 feet to an unoccupied space you can see before making an attack.
After making this attack, you can teleport up to 10 feet and make an attack against a different creature as part of the same action.
- Defensive Jump
At 17th level, your ability to move between planes enables you to slip through the planar boundaries to lessen the harm done to you during battle. When you take damage from an attack, you can use your reaction to give yourself resistance to all of that attack's damage on this turn.
Order of the Weave Dancers
- Blade Flurry
Starting at 5th level, you learn to use the power of magic channeled trough your weapons to increase your speed. If you cast a cantrip that requires an attack with a weapon as part of the casting, you can forgo the cantrip's effects to, instead, make an additional attack.
When you make an attack as part of the blade flurry, the attack is considered magical for the purposes of overcoming resistances and immunity to non-magical damage.
- Avenging Strike
At 11th level, if a creature hits you with a melee attack while you wield a melee weapon you are proficient with, you can use your to cause the damage of your attack using that weapon, without making an attack.
Order of the Weave Fencers
Order of the Pure Force
- Magic Blade
Also at 3rd level, You can manifest your arcane magic as shimmering blades of aracane energy. Whenever you take the Attack action, you can manifest a magic blade from your free hand and make the attack with that blade. This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals force damage equal to 1d6 plus the ability modifier you used for the attack roll. This damage die changes as you gain magical knight levels, as shown in the Arcane Dice column of the Magical Knight table. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 arcane dice to attack with the magic blade twice as a bonus action.
- Arcane Explosion
At 11th level, you gain the ability to create a devastating explosion of pure arcane energy. As an action, you magically create an orb and hurl it at a point you choose within 150 feet, where it erupts into a sphere of radiant light for a brief but deadly instant.
Each creature in that 20-foot-radius sphere must succeed on a Dexterity saving throw or take 2d6 force damage. A creature doesn't need to make the save if the creature is behind total cover.
You can increase the sphere's damage by spending arcane dice, increasing the damage in 1d6 + your Intelligence modifier per dice spent.
- Deflect Energy
Pre-requisite: 5th level
When a creature hits you with a ranged spell attack, you can spend 1 arcane die as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within the attack's range. If the attack is a spell that uses a spell slot, you must spend a number of dice equal to the spell level.
- Blasting Sword
Pre-requisite: 5th level
Immediately after you take the Attack action on your turn, you can spend 2 arcane dice to cast the Magic Missile spell as a bonus action.
You can spend additional arcane dice to cast Burning Hands as a higher level spell. Each additional dice you spend increases the spell's level by 1. The maximum number of dice (2 plus any additional points) that you can spend on the spell equals half your magical knight level.
- Magic Correction
Pre-requisite: 5th level
When you make an ability check, an attack roll, or a saving throw and have disadvantage, you can spend 2 dice to cancel the disadvantage for that roll. You roll the dice and add the result of the lowest to the result of the check, attack or save.
- Elemental Strike
Prerequisite: 5th level
Once per turn when you hit a target with a weapon, you can spend 1 arcane die to cause the weapon to deal extra damage to the target equal to the number rolled on the die. The damage type is your choice between acid, cold, fire, lightning or thunder.
- Arcane Guardian
Prerequisite: 5th level
You can use your bonus action and spend 3 arcane dice and choose one creature you can see within 120 feet to become the protegee of the arcane guardian (including yourself). The arcane guardian is a construct made out of pure arcane energy, and have the statistics of an animated armor, with the following changes:
- At the start of its turn, the guardian can teleport to a place up to 30 feet. The guardian can only teleport to a place on the ground within 5 feet of the protegee.
- The guardian have a number of temporary hit points equal to half your Magical Knight level.
- At the start of its turn, the guardian automatically knows its protegee location.
The guardian appears in an unoccupied space of your choice within 5 feet of the protegee. Roll initiative for the guardian. On its turn, it can move only toward its protegee by the most direct route, and it can use its action only to prepare its action, to trigger its Multi-attack whenever a hostile creature enters in a space within 5 feet of the protegee. While the guardian is within 5 feet of the protegee, all attacks made against the protegee are made at disadvantage, and the protegee have advantage on Dexterity saving throws.
Whenever the protegee takes damage, you can use your reaction to cause that damage to be halved. Then, the guardian takes half that damage.
The guardian disappears if it is reduced to 0 hit points, if its target is reduced to 0 hit points, or after 10 minutes.
- Magic Weapon
Prerequisite: 11th level
As a bonus action, you can expend up to 3 arcane dice to grant one weapon you touch a bonus to attack and damage rolls when you attack with it. The bonus equals the number of arcane dice you spent. This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a magic weapon that already has a bonus to attack and damage rolls.
In addition, once before the duration ends, you can cause additional damage on a hit equal to the number rolled on the dice spent on this ability. Doing so ends the effect.
- Arcane Dreadnought
pre-requisite: 17th level As a bonus action, you can spend 6 arcane dice to transform yourself in an avatar of pure arcane power. Your body start to emit a bright glow of bluish light, that sheds bright light in a 5-foot radius, and dim light for another 5 feet. While in this form, you gain the following benefits:
- You have resistance to all damage types.
- You gain a flying speed of 30 feet.
You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.
Proficiencies. When you multiclass into the Magical Knight class, you gain the following proficiencies: