Mageknight

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Mageknight

There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The mageknight is at once a student of both philosophies, blending magical ability and martial prowess into something entirely unique, a discipline in which both spell and steel are used to devastating effect. As he grows in power, the mageknight unlocks powerful forms of arcana that allow him to merge his talents further, and at the pinnacle of his art, the mageknight becomes a blur of steel and magic, a force that few foes would dare to stand against.

Class Features

As a mageknight, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per mageknight level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per mageknight level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Acrobatics, Athletics, Arcana, History, Insight, Investigation and Medicine

Equipment

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

  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a scholar's pack or (b) an explorer's pack

Cantrips

You learn two cantrips: Blade Ward and another cantrip of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 4th and 10th level.

Blade Bond

Over the course of 1 hour short rest, you can bond a weapon to you. Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you can summon it to your hand as a bonus action. You can also use your bonded weapon as an arcane focus for your mageknight spells

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty, Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defence

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon,

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Spellcasting

When you reach 2nd levei, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spelllist.

Spell Slots

The Mageknight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these 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 shield and have a 1st level and a 2nd level spell slot available, you can cast shield using either slot. Spells Known of 1st-level and Higher. You know two 1st level wizard spells of your choice.

Spells Known

The Spells Known column of the Mageknight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spelllist. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spell Combat

Begining at 2nd level, when you use your action to attack you can cast a spell as a bonus action. You can only use spells with a range of touch, targeting yourself or a spell with a range of self, that targets only you (no cone, radius, line). You can make somatic components with your bonded weapon while using spell combat.

Archetype

At 3rd level, you choose an archetype that you strive to emulate in your continuing efforts to blend blade and spell. Choose Duskblade, Bladeguardian, or Swordsage, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th and 15th level.

Ability Score Improvement

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

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

Combat Casting

Beginning at 6th level, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls.

Arcane steps

Beginning at 10th level, after moving at least 5 feet you gain the ability to teleport up to 10 feet to an unoccupied space you can see.

Improved Spell Combat

At 10th level, you can use cantrips which use a melee spell attack or a ranged spell attack (No Greenflame Blade or Booming Blade) with spell combat.

Eldritch Strike

At 14th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Channel Spell

At 18th level, you can substitute a melee or ranged spell attack with a weapon attack channeling your spell through your weapon, doing damage with your weapon as normal. You can use this ability only once per turn.

Spell Combat Master

At 20th level, you can use any spell with spell combat.

Archetypes

Duskblade

Heavy Armor

At 3rd level, you gain proficiency with heavy armor.

Enchant Arms or Armor

Starting at 3rd level, at the end of a long rest, touch one nonmagical object that is a suit of armor or a shield or a simple or martial weapon. Until the end of your next long rest, while wielding the object it is a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon. Once you use this feature, you can't use it again until you finish a long rest.

Duskblade spells

At 7th level you gain the enhance ability spell as a bonus spell known. At 11th level you gain the elemental weapon as a bonus spell known. You can cast elemental weapon on your bonded weapon even if it is already magical and use it with spell combat

Enchanted Armor

Starting 15th level, at the end of a long rest, touch one suit of armor. Until the end of your next long rest, While you're wearing said armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Bladeguardian

Arcane Deflection

Starting at 3rd level, when a creature that you can see hits you with an attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing it to miss you.

Project Deflection

Starting at 7th level, when a creature that you can see within 30 feet of you is hit by an attack, you can use your reaction to add your proficiency bonus to its AC for that attack, potentially causing it to miss it.

Spell Deflection

Starting at 15th level you can deflect spells with your arcane deflection. You bestow advantage on the saving throw and resistance against the spell deflected.

Swordsage

Expand Knowledge

At 3rd level, you learn two cantrips of your choice from the wizard spell list.

Spellbook

At 3rd level, you gain a spellbook where you can write your spells and two 1st level wizard spells. These are in addition to the spells gained from your mageknight class. You can add spells to your spellbook in the same way as a wizard. Every level thereafter you gain an extra wizard spell to scribe in your spellbook. You memorize spells as a wizard does. When you do so, choose a number of wizard spells equal to half your mageknight leveI, rounded down (minimum of one spell). The spells must be of a leveI for which you have spell slots.

Ritual Casting

At 7th level, you can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Lesser Spell Mastery

At 15th level, you have achieved such mastery over your lesser spells that you can cast them at will. Choose a 1st-level wizard spell that is in your spellbook. You can cast this spell at it's lowest level without expending a spell slot when you have it prepared. If you want to cast that spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange the spell you chose for a different 1st level spell.

The Mageknight


Mageknight
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Cantrips, Blade Bond 2
2nd +2 Fighting Style, Spellcasting, Spell Combat 2 2 2
3rd +2 Archetype Feature 2 3 3
4th +2 Ability Score Improvement 3 3 3
5th +3 Extra Attack 3 4 4 2
6th +3 Combat Casting 3 4 4 2
7th +3 Archetype Feature 3 5 4 3
8th +3 Ability Score Improvement 3 5 4 3
9th +4 3 6 4 3 2
10th +4 Arcane steps 4 6 4 3 2
11th +4 Improved Spell Combat 4 7 4 3 3
12th +4 Ability Score Improvement 4 7 4 3 3
13th +5 4 8 4 3 3 1
14th +5 Eldritch Strike 4 8 4 3 3 1
15th +5 Archetype Feature 4 9 4 3 3 2
16th +5 Ability Score Improvement 4 9 4 3 3 2
17th +6 4 10 4 3 3 3 1
18th +6 Channel Spell 4 10 4 3 3 3 1
19th +6 Ability Score Improvement 4 11 4 3 3 3 2
20th +6 Spell Combat Master 4 11 4 3 3 3 2

 

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