Magical Knight (5e Subclass)

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Magical Knight[edit]

Fighter Archetype

Using the pure force energy from the weave, magical knights use magic in its raw form. Instead of drawing from the weave the energy to cast spells, magical knights learn how to channel the energy in its pure form, and use it to infuse their bodies and weapons with arcane power, or to release it in a destructive blast of arcane power. Magical knights not necessarily understand magic on an academic level, but instead, they are able to feel the streams of magic around them, and bend this natural arcane power using their own strength of will, and sometimes their own vital force.

Loosely based on the Runechild homebrew, by Mathew Mercer.

Weave Control

At 3rd level, you can control the weave in its raw form. This control is represented by an amount of weave points you have. You can have a maximum of weave points equal to your Fighter level.

Whenever you spend hit dice to regain hit points during a short rest, you can also meditate to channel the weave trough your body. When you do so, you gain 1 weave point per hit dice spent, up to your maximum.

Alternatively, you can spend 1 hit die as a bonus action to gain 1 weave point. Doing so doesn't restore your hit points. If you have 5 or more weave points, you can feel magical auras (see detect magic) within 10 feet of you.

You lose all your unspent Weave Points when you finish a long rest.

Arcane Release

Also at 3rd level, you can release your magical power to boost your strikes, your defenses or to unleash arcane destruction. You have the following arcane release options:

Magical Shield. When you take damage, you can spend any amount of Weave Points as a reaction, to reduce the damage taken by 1d10 per point spent.
Arcane Smite. When you hit a creature with a melee weapon attack, you can spend a number of Weave Points up to half your proficiency bonus (rounded up), causing 1d10 damage per point spent.
Force Expulsion. You can use your action and spend a number of Weave Points up to your proficiency bonus to force all creatures in a 10-foot radius to make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, they take 1d10 force damage per point spent and are pushed 10 feet back. On a success, they take half that amount.
Arcane Rending

At 7th level, you can channel your arcane power to bypass your target's defenses. When you take the Attack action, you can spend 1 Weave Point to cause your melee weapon attacks to ignore any damage resistance or immunity until the start of your next turn.

Magical Enhancement

At 7th level, you can enhance your natural abilities by infusing yourself with magic. You can use your bonus action and spend 1 Weave Point to choose your Strength, Dexterity or Constitution. You have Advantage on Checks and Saving Throws made with the chosen ability until the start of your next turn.

You can choose to maintain this benefit additional rounds by expending a Weave Point at the start of each of your following turns.

Absorb Magic

At 10th level, whenever you take damage from a spell, you gain a number of Weave Points equal to the level of the spell + 1 (or 1 weave point if it is a cantrip).

In addition, you can spend 3 weave points to cast counterspell or dispel magic at their lowest level, without spending spell slots.

Magical Fountain

At 15th level, magic is constantly drawn to your body. When you roll initiative and have no Weave Points left, you regain 2 points.

Arcane Form

Beginning at 18th level, you can use a bonus action and expend 6 or more Weave Points to temporarily become a being of pure magical energy. This new form lasts for 1 minute. While you are in your arcane form, you gain the following benefits:

  • You have a flying speed of 40 feet.
  • You gain a bonus of +2 to your melee weapon attacks and damage rolls.
  • You have resistance to damage from spells.
  • When you use Action Surge, Indomitable or Second Wind while in this form, you regain hit points equal to your proficiency bonus.

When your arcane form ends, you can’t move or take actions until after your next turn, as your body recovers from the transformation. Once you use this feature, you must finish a long rest before you can use it again.

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