Mystic Knight (5e Class)

From D&D Wiki

Jump to: navigation, search

Mystic Knight[edit]

The world itself is full of color. From the earth underfoot to the heavens above, all things stand apart from each other with the clarity and intensity of the color. Even the softest of colors can shine brightly in a world where the views held by those living in that world are so narrowly defined in black and white. To most people in the world, all things can be defined by two simple views: It is or it isn’t. You either are a gifted artisan or you aren’t. You either have the strength to be a great warrior or you don’t. You either have the talent to be a mage or you don’t. In this world of black and white, it is so easy to forget that there is a third color that gives both white and black it’s clarity: grey. Mystic Knights seem to exist outside of the conventions of traditional understanding. They are neither a gifted mage nor a talented warrior, but in spite of this, they are defined by a single characteristic that defies the understanding of both: They are not what you’d expect and that makes them exceptional.

The Art of Runeforging[edit]

Coming from a background of failure as both squire and mage, it would be easy to allow oneself to lose focus and purpose. However, for a mystic knight, you learn to embrace your failures as a means forging new paths once old ones can no longer be tread. Turning their mind to histories long past, the early mystic knights uncovered a lost truth that would eventually form the foundation for their unusual strengths.

Ancient history reports that the earliest forms of magic were granted by divine beings or fell demons as a means of spreading their influence in a young and blooming world. However, this was only part of the story. In truth, some people developed magic by tapping into natural phenomena that seemed to harbor incredible energy. Over time, these phenomena would manifest themselves as the Primordial Runes of Earth, Fire, Water, and Wind, the very elements that gave rise to life as people have come to know it. Those individuals that drew power from these fonts of magical energy did so with the use of tools etched with lost arcane script. As the Primoridal Runes fell into obscurity, the process of making tools capable of tapping into their aetheric energy would become refined into a process known as Runeforging.

Using this newfound knowledge of the past, those who had failed to become warriors worthy of praise or mages worthy of renown would find a reason to keep pursuing the life of an adventurer. They would take up the art of runeforging and combine the ancient histories with their own talents until the day where they created something entirely new: something mystical and worthy of recognition.

Creating a Mystic Knight[edit]

Mystic Knights are often failed mages or warriors who couldn’t balance their interest in magic with their martial profession. Though the study and understanding of various walks of life, the Mystic Knight have developed the ability to adapt both the martial and magical arts in a way that no one had considered and it is has allowed them to be seemingly invisible to others. This wizened view makes them capable diplomats, researchers, loyal friends, and fierce adversaries.

As you create a mystic knight, the most important question to consider is what element speaks to your heart and what principles do you hold. The Primordial Runes that this class draws power from are often attributed with strong emotions and feelings: Fire for Passion and Fury, Wind for Intelligence and Clarity, Water for Fear and Compassion, and Earth for Strength and Resolve. Choose an element that reflect the values that your mystic knight holds. For example, a mystic knight that believes that every situation can be resolved with careful consideration might associate with the Wind element while a mystic knight consumed with a desire for vengeance against an ancient foe might associate with the element of Fire.

Quick Build

You can make a mystic knight quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Constitution. Second, choose the sage background

Class Features

As a Mystic Knight you gain the following class features.

Hit Points

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


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


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
  • (a) Leather Armor or (b) Scale Mail
  • (a) A scholar's Pack or (b) A dungeoneer's Pack

Table: The Mystic Knight

Level Proficiency
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Cantrips, Runeforging 4
2nd +2 Spellcasting, Arcane Scholar 4 2 2
3rd +2 Retaining Rune, Augmenting Arts, Elemental Aspect 4 3 3
4th +2 Ability Score Improvement 5 3 3
5th +3 5 4 4 2
6th +3 Improved Runeforging, Extra Attack 5 4 4 2
7th +3 Combat Arts, Elemental Aspect Feature 5 5 4 3
8th +3 Ability Score Improvement 5 5 4 3
9th +4 5 6 4 3 2
10th +4 Iron Will 6 6 4 3 2
11th +4 Elemental Aspect Feature 6 7 4 3 3
12th +4 Ability Score Improvement 6 7 4 3 3
13th +5 6 8 4 3 3 1
14th +5 Improved Augmenting Arts, Aetheric Accumulation 6 8 4 3 3 1
15th +5 Elemental Aspect Feature 6 9 4 3 3 2
16th +5 Ability Score Improvement 6 9 4 3 3 2
17th +6 6 10 4 3 3 3 1
18th +6 Improved Combat Arts 6 10 4 3 3 3 1
19th +6 Ability Score Improvement 6 11 4 3 3 3 2
20th +6 Rune of Enlightenment 6 11 4 3 3 3 2


Using Arcane Energy, you inscribe a unique set of runes into a weapon with which you are proficient as part of a ritual that takes 1 hour. During this process, the weapon gains the ability to channel magical energy, allowing it to be used as an Arcane Focus for spells. A weapon that undergoes Runeforging is considered to be a Runic Weapon.

When a Mystic Knight wields a Runic Weapon, they may make attacks using their Intelligence Modifier in place of Dexterity or Strength. At 6th level, attacks made by a Mystic Knight using a Runic Weapon are considered to be magical for the purpose of overcoming damage reduction.

A Mystic Knight may only have 2 runic weapons at one time. You may remove the runes from a Runic Weapon in a ritual that takes 4 hours to perform.


Channeling the power of the Primordial Runes, you can cast mystic knight spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and Appendix A for the mystic knight spell list.


At 1st level, you know four cantrips of your choice from the mystic knight spell list. You learn additional mystic knight cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mystic Knight table.

Spell Slots

The Mystic Knight 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.

Additionally, when you gain a level in this class or spend 7 days studying a scroll or under another spellcaster, you can choose one of the mystic knight spells you know and replace it with another spell from the mystic knight spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your mystic knight spells, since the power of your magic relies on your self-discipline and insight.

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

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

Arcane Scholar[edit]

At 2nd level, your familiarity with magical runes and sigils allows you to gleam deeper understanding of complex matters. You gain proficiency in the Arcana and Investigation skills. If you are already proficient with these skills, you may add twice your Proficiency bonus when making Arcana or Investigation checks.

You may spend 1 hour to decipher written messages in secret languages such as Thieves’ Cant or Druidic. You can also find messages hidden within other messages using this feature.

Retaining Rune[edit]

At 3rd level, you expand the runes etched into your Runic Weapon to enhance its potential. When you cast a spell using a Runic Weapon as an Arcane Focus, your Runic Weapon retains some of that magical energy in the form of a Runic Charge. You gain 1 Runic Charge per level of the spell you cast. Your Runic Weapon may have a number Runic Charges up to your Mystic Knight level. Runic Charges last for 8 hours or until you have a short or long rest.

Augmenting Arts[edit]

At 3rd level, you have learned to draw upon a runic weapon's stored energy to augment your physical and mental abilities. You spend Runic Charges to use powerful and unique abilities known as Techniques. The Augmenting Arts teaches you two simple techniques: Arcane Shroud and Insightful Wellspring.

Arcane Shroud

You may spend 1 Runic Charge to take the Dodge action as a Bonus Action.

Insightful Wellspring

When you make a skill check, you may expend 1 Runic Charge to give yourself Advantage on that check.

At 14th level, your use of the Augmenting Arts has reached the point of mastery. When you activate Arcane Shroud, you gain Resistance to all attacks and spells until the start of your next turn. Additionally, as a Reaction, you can use Insightful Wellspring to give yourself Advantage on a single saving throw.

Elemental Aspect[edit]

At 3rd level, you choose an Elemental Aspect associated with one of the primary elemental runes: Earth, Fire, Water, and Wind. Each Aspect provides you with unique features and abilities associated with that element and reflect your personality, strengths, and desires.

Ability Score Improvement[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.

Improved Runeforging[edit]

At 6th level, the effect of your runes have imbued your runic weapon with magical energy. They are now considered to be magical for the purpose of overcoming Resistance.

Extra Attack[edit]

Beginning at 6th level, you may attack twice, instead of once, whenever you take the Attack action on your turn.

Combat Arts[edit]

Beginning at 7th level, you've learned expand on the basic techniques taught to you through the Augmenting Arts. Using your newfound understanding, you are now able to utilize the Augmenting Arts to a greater extent in battle. You learn two new Techniques: Sundering Strike and Repulsing Force. These techniques deal elemental damage matching your Elemental Aspect: Fire for Aspect of the Pyre, Cold for Aspect of the Tides, Force for Aspect of the Gale, and Acid for Aspect of the Stones

Sundering Strike

As an action, you may expend 1 Runic Charge to use the Dash Action to rush an opponent and land a deft and powerful blow. Choose an opponent within 30 feet and make a charge against them. This attack deals an additional 2d6 damage and scores a critical hit on a 19 or 20. In order to use this technique, you must be able to see your opponent and move at least 10 feet. You do not provoke attacks of opportunity when using this technique but any distance you move is counted against your movement speed for the turn.

Repulsing Force

As an action you may expend 1 Runic Charge to unleash a cone for force to repulse attacker and remove yourself from danger. Any creatures or objects within a 15-foot cone must succeed on a Constitution Saving Throw. If they fail, they take 2d6 Damage and are knocked back 10 feet. On a success, they take half damage and are not knocked back. Regardless of failure or success, the force released by this technique knocks you back 10 feet, potentially allow you to escape from danger.

At 18th level, you have honed your use of these techniques to mastery. The damage from these techniques increases to 4d6 and they may be used as either Bonus Actions or Actions.

Iron Will[edit]

At 10th level, your tenacity and strong resolve allows you to readily overcome inherit danger. Whenever you must make a saving throw, you gain a bonus to the saving throw equal to your Wisdom modifier (minimum of +1). You must be conscious to gain this benefit. You also learn a defensive technique: Arcane Shroud

Arcane Shroud

As a Bonus Action, you may expend 2 Runic Charges to enter into a defensive stance and erect a protective barrier around yourself. While in this stance, attacks against you have Disadvantage and you have Resistance to all attacks and spells. This bonus lasts until the start of your next turn.

Aetheric Accumulation[edit]

At 14th level, your Runic Charges no longer expire when you have a Short Rest. The duration of Runic Charges is increased to 8 hours. Additionally, when you have a short rest, you may meditate with one runic weapon, granting it 1d4 Runic Charges.

Rune of Enlightenment[edit]

After rigorous study, practice, and understanding, you have learned how to engrave a rune into your own mind, increasing your Intelligence by 4. Your maximum Intelligence score is 24. This also enables the ultimate technique of the Mystic Knight: Aetherseize


When you are subjected to a spell that allows for a saving throw, you may expend 3 Runic Charges and your Reaction to immediately negate the effect of that spell instead of making a saving throw. This works like the spell Counterspell but applies to spells regardless of their level and only to spells that allow you to make a Saving Throw. As such, spells such as Heat Metal and Magic Missle cannot be negated using Aetherseize. You recover a number of spell slots up to the level of the negated spell. For example, if you use Aetherseize to negate the effect of a Fireball that was cast using a 4th level spell slot, you may recover two 2nd level spell slots.

Elemental Aspect[edit]

It was the development of Runeforging and their close association with elemental runes that allowed the first Mystic Knights to earn their place in the world. Now, when a Mystic Knight reaches a suitable point in their development, they choose to link themselves with one of the elemental Runes by forever linking their soul to it. Through this rite of bonding, Mystic Knights becoming living Elemental Aspects, channeling their chosen element to carve their own path.

Aspect of the Pyre[edit]

Drawing on the power of the Rune of Fire, Aspects of the Pyre wield the flame of their own souls as a weapon against their foes, using it to lay waste to those unfortunate enough to cross them on the battlefield and to cut through the strongest defenses. With fire being the element of Passion, Aspects of the Pyre are often seen as reckless by their peers but their ability to push through and achieve their end goal has garnered them significant respect from their peers.

Bonus Spells

You gain a number of bonus spells as shown on the table below. These spells do not count against the number of spells you know.

1st Level - Burning Hands

2nd Level - Aganazzer's Scorcher

3rd Level - Fireball

4th Level - Fire Shield (Warm Shield Only)

5th Level - Flame Strike

Agent of the Pyre

When you use the "Cast a Spell" action to cast a spell or use a technique that deals elemental damage, you may choose to have that spell deal Fire damage instead of its normal elemental damage type. If a spell deals more than one type of elemental damage, you may only change one of them to Fire. This also gives you access to the technique Fury of the Pyre

Fury of the Pyre

When you take the attack action, you may spend Runic Charges to cast one of your bonus spells as a Bonus Action. In order to cast these spells, you must spend Runic Charges equal to the level of the bonus spell and you must be able to cast spells of that level using a spell slot. You do not gain Runic Charges for casting spells using Fury of the Pyre.

Wrath of the Pyre

At 7th level, When you would be damaged by a creature within 30 feet, you may spend your Reaction and any number of Runic Charges to cast lash out at your attacker using a gout of flame. This functions as the spell Hellish Rebuke cast at a level equal to the number of Runic Charges you spend.

Engulfing Flames

At 11th level, Your flames burn with such speed and vigor that you can easily ensnare enemies. When you cast one of your Bonus Spells that allows for a Dexterity Saving Throw, your opponents are at Disadvantage on their save. If a spell you cast would deal damage to you, it instead deals no damage to you.

Ardent Wildfire

At 15th level, you have learned to draw upon the Rune of Fire to the greatest extent. Whenever you deal Fire Damage, you gain Temporary Hit Points equal to your Mystic Knight level plus your Intelligence Modifier and your runic weapon gains 1 Runic charge.

Aspect of the Gale[edit]

Drawing on the power of the Rune of Wind, Aspects of the Gale channel of the winds of their own soul to throw off the balance of their foes. With wind being the element of both calm and frenzy, Aspects of the Gale are often seen as excellent negotiators as they gifted in finding weaknesses within the ranks and exploiting it to give their allies an edge.

Bonus Spells

You gain a number of bonus spells as shown on the table below. These spells do not count against the number of spells you know.

1st Level - Thunderwave

2nd Level - Gust of Wind

3rd Level - Thunder Step

4th Level - Storm Sphere

5th Level - Steel Wind Strike

Agent of the Gale

When you move at least 10 feet during your turn, you may expend Runic Charges to cast one of your bonus spells a Bonus Action. In order to cast these spells, you must spend Runic Charges equal to the level of the bonus spell and you must be able to cast spells of that level using a spell slot. You do not gain Runic Charges for casting spells this way.


At 7th level, when another creature damages you with a melee attack, you can use your reaction and any number of Runic Charges to make a Dexterity Saving Throw and reduce the damage by the number you roll plus the number of charges you expend. If you reduce the damage of the attack to 0, you teleport into an unoccupied space that you can see that but not further away than 5 feet per expended Runic Charge

Severing Wind

At 11th level, you have learned to muster greater force when manipulating space around you. Whenever you cast a spell or use a technique that can move or knock back an opponent, such as Gust, Thunderwave, Lightning Lure, or Repulsing Force, your opponent has Disadvantage on their saving throw. Additionally, these spells and techniques deal additional Slashing damage equal to your Mystic Knight level plus your Intelligence Modifier.

Eternal Squall

At 15th level, you have learn to draw upon the Rune of Wind to the greatest extent. After you move 10 feet during your turn, you gain the benefit of the spell Zephyr Strike until the end of your turn. Whenever you deal Force damage, your runic weapon gains 1 Runic Charge.

Aspect of the Tides[edit]

Drawing on the power of the Rune of Water, Aspects of the Tides channel of the the flow of their own life to protect their allies and slow the encroachment of their foes. With water being the element of both Fear and Compassion, Aspects of the Tides often serve as battlefield medics, channeling the nourishing waters of life to restore those who have injuried in battle while bringing the weight of the world's oceans to crush down on aggressors who interfere with their duties.

Bonus Spells

You gain a number of bonus spells as shown on the table below. These spells do not count against the number of spells you know.

1st Level - Cure Wounds

2nd Level - Misty Step

3rd Level - Tidal Wave

4th Level - Ice Storm

5th Level - Cone of Cold

Agent of the Tides

If you use you cast a spell during your turn, you may expend Runic Charges to cast one of your Aspect of the Tides spells as a Bonus Action. In order to cast these spells, you must spend Runic Charges equal to the level of the bonus spell and you must be able to cast spells of that level using a spell slot. You do not gain Runic Charges when casting spells this way.

Misty Presence

At 7th level, your link to the Primordial Rune of Water gives you a presence that extends beyond your physical form. Whenever you cast a spell, you can cast that spell as if you were in a different location within 15 feet. The spell that you cast is treated as though you cast it from that space instead of where you are physically located. If you use this feature to cast a spell that restores Hit Points, that spell restores additional Hit Points equal to your Intelligence Modifier.

Cascading Waves

At 11th level, you have learned to become free-flowing like water itself. You may now benefit from Agent of the Tides when you use your mystic knight techniques and Runic Charge cost of combat techniques are reduced by 1. Additionally, whenever you deal Cold damage to an opponent, they must made a Constitution Saving Throw or be knocked prone and stunned for 1 round.

One with the Lifegiving Sea

At 15th level, you have learned to draw upon the Primordial Rune of Water to the greatest extent. You permanently gain the benefit of the spell Freedom of Movement and Water Breathing. Additionally, whenever you deal Cold damage, your runic weapon gains 1 Runic Charge.

Mystic Knight Spell List[edit]


Blade Ward, Booming Blade, Control Flames, Dancing Lights, Druidcraft, Fire Bolt, Friends, Frostbite, Green-Flame Blade, Gust, Light, Lightning Lure, Magic Stone, Mending, Message, Mold Earth, Prestidigitation, Primal Savagery, Ray of Frost, Resistance, Shape Water, Shocking Grasp, Thaumaturgy, Thorn Whip, Thunderclap

1st Level

Absorb Elements, Alarm, Animal Friendship, Armor of Agathys, Bane, Bless, Burning Hands, Catapult, Chaos Bolt, Charm Person, Chromatic Orb, Command, Create or Destroy Water, Cure Wounds, Earth Tremor, Expeditious Retreat, Faerie Fire, Feather Fall, Hellish Rebuke, Heroism, Hex, Jump, Longstrider, Mage Armor, Magic Missle, Protection from Evil and Good, Purify Food and Drink, Shield, Sleep, Snare, Thunderwave, Witch Bolt, Zephyr Strike

2nd level

Aganazzar's Scorcher, Aid, Alter Self, Animal Messenger, Arcane Lock, Barkskin, Calm Emotion, Continual Flame, Crown of Madness, Darkness, Darkvision, Dragon's Breath, Earthbind, Enhance Ability, Enlarge/Reduce, Enthrall, Gust of Wind, Heat Metal, Hold Person, Knock, Lesser Restoration, Levitate, Magic Weapon, Maximillian's Earthen Grasp, Melf's Acid Arrow, Pass without Trace, Protection from Poison, Pyrotechnics, Rope Trick, Scorching Ray, Shatter, Snilloc's Snowball Swarm, Spider Climb, Spike Growth, Suggestion, Warding Bond, Warding Wind, Zone of Truth

3rd Level

Aura of Vitality, Blink, Catnap, Counterspell, Daylight, Dispel Magic, Elemental Weapon, Erupting Earth, Fireball, Fly, Gaseous Form, Gylph of Warding, Haste, Leomund's Tiny Hut, Lightning Bolt, Magic Circle, Meld into Stone, Melf's Minute Meteors, Nondetection, Protection from Energy, Remove Curse, Sending, Slow, Wall of Sand, Wall of Water, Water Breathing, Water Walk, Wind Wall

4th level

Aura of Life, Aura of Purity, Banishment, Charm Monster, Compulsion, Confusion, Control Water, Death Ward, Dominate Beast, Elemental Bane, Fabricate, Fire Shield, Freedom of Movement, Ice Storm, Mordenkainen's Private Sanctum, Otiluke's Resilient Sphere, Polymorph, Stone Shape, Stoneskin, Storm Sphere, Vitriolic Sphere, Wall of Fire

5th Level

Animate Objects, Awaken, Bigby's Hand, Circle of Power, Cone of Cold, Control Winds, Dawn, Destructive Wave, Dispel Evil and Good, Dominate Person, Flame Strike, Greater Restoration, Hold Monster, Immolation, Maelstrom, Mass Cure Wounds, Modify Memory, Passwall, Planar Binding, Reincarnate, Skill Empowerment, Swift Quiver, Synaptic Static, Telekinesis, Transmute Rock, Wall of Force, Wall of Light, Wall of Stone


Prerequisites. To qualify for multiclassing into the mystic knight class, you must meet these prerequisites: Intelligence 13, Dexterity 13

Proficiencies. When you multiclass into the mystic knight class, you gain the following proficiencies: Medium armor, Martial weapons

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!