How did you learn about the Magic Knights? How were the entrance trials for you? Or perhaps you were automatically enrolled into the Magic Knights by a captain you're close to.
Also think about how you ended up in your current area? Were you assigned as a spy to check out this new land? Or were you exiled from the Clover Kingdom?
Hit Points
Hit Dice: 1d8 per Magic Knight level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier per Magic Knight level after 1st
Proficiencies
Armor: None
Weapons: Simple Weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Insight, Medicine, and Nature
Equipment
Mana Casting
When determining the amount of mana you need to use when casting a spell, double the level of the spell you're casting. For example, a 1st level spell costs 2 mana, a 2nd level spell costs 4 mana, and so on.
Casting at a Higher Level
When casting a spell at a higher level than initially, you add an extra 2 mana cost per spell level
Mana Regeneration
Every time you take a short rest, you recover an amount of mana equal to Your Level + Intelligence modifier. Mana regenerates completely after a long rest. ### Magic Type Beginnning at 1st level, there are certain categories that magic falls under. Choose your magic type which describes the innate ability of your magic. ### Spellcasting
You are able to expell and use the mana flowing inside your body to your will.
Spellcasting Focus
Spellcasting Ability
Constitution is your spellcasting ability for your Magic Knight spells due to your spells being based off of mana, the very life that brings forth your magic.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
6th level, you are able to send out your mana further from your body. As an action, you spend 5 mana to activate the transformation. Your mana spreads outwards up to 10 feet. You can spend an action to determine what stance you are in, you can choose between either an offensive stance or defensive stance. This transformation lasts for 1 minute.
The offensive stance: you can attack anything within those 10 feet with either a weapon attack or an unarmed strike. You can also launch your spell from anywhere within that space.
The defensive stance: all attacks within your Mana Zone have disadvantage to hit you. You also gain truesight within that space.
Spatial Strike
Beginning at 1st level, you learn the Mind Sliver cantrip
Spatial Portal
Beginning at 1st level, you learn a new spell to assist your allies in battle. When casting the spell out of combat, you are able to keep the portal open for 1 minute, allowing anything to come through.
Spatial Control
At 3rd level, you are now able to use a reaction to divert an attack directed at you away, making the attack miss in exchange for 2. If the attack is a spell, the mana cost is 2 per spell slot the attacking spell is.
Spatial Strength
At 7th level, you learn the new spell listed below.
Increased Spatial Knowledge
Also at 7th level, you are able to perform a 1 hour ritual to place a marker down. You are now able to summon your Fallen Angel Gate portal there. When trying to send a hostile creature there, they have advantage on the saving throw. The amount of markers you have is equal to half your proficiency level.
Spatial Assault
At 11th level, you are able to cast the spell listed below.
Mass of Destruction
At 15th level, you are able to cast the spell listed below.
Magic Control
At 18th level, you are able to cast the spell listed below. You are able to cast this spell once per long rest. Twice at 20th level
Element Type
Elemental Magic List
Signature Moves
Fire Elemental Signature Moves
Water Elemental Signature Moves
Lightning Elemental Signature Moves
Wind Elemental Signature Moves
Plant Elemental Signature Moves
Ultimate Move
Fire Elemental Ultimate Move
Water Elemental Ultimate Move
Lightning Elemental Ultimate Move
Wind Elemental Ultimate Move
Plant Elemental Ultimate Move
Spirit Avatar
Beginning at 1st level, you choose between the great spirit of fire, Salamander, the great spirit of wind, Sylph, or the great spirit of water, Undine. As you gain levels, your spirit size will adjust depending on the spirit chosen. As a bonus action, you may summon your spirit, increasing your AC by +1. You also have advantage on Charisma checks when your spirit is revealed.
Salamander Features
Salamander's Fury
Salamander's Protection
Salamander Armor
Salamander Upgrade
Shared Mana
Perfect Salamander
Sylph Features
Sylph's Blessing
Sylph's Grace
Spirit Dive
Extroadinary Mana
Spirit Summoning
Spirit of Boreas
Undine Features
Oceanic Sight
Whirlpool Protection
Chains of the Deep
Followers of the Depths
All Seeing Spirit
Ludic Sanctuary
Demonic Power
Demonic Form
Devil Union
Anti Magic Features
Anti Magic
Demon Slayer Sword
Demon Dweller Sword
Bull Thrust
Extra Attack
Black Meteriorite
Demon Destroyer Sword
Black Hurricane
Demon Slasher Sword
Black Abyss
Completed Devil Union
Gravity Magic Features
Wielder of Gravity
Gravity Distortion
Gravitational Creation
Devil Union: 50%
While in this transformation, you may also make an unarmed strike as a bonus action
Gravitational Increase
Demonic Fury
Devil Union: 100%
V 1.0 - 05/12/21
V 2.0 - 05/14/21