Mystic Knight
A Goliath's blade crackles with lightning as sweat drips from their brow. They turn their gaze up the mountain where the general of the enemy army resides. He orders the archers to fire, each arrow striking true on their target, splintering against a thin, opalescent armor that glistens from the Goliath’s body - they smile as they charge up the mountain, ensuring that the general's last words are to call his dwindling forces to a hasty retreat.
A Human blademaster levels their sword at their opponent - a noble scorned for their malicious deeds. They stand ready, breath calm, as the noble strikes, only to be easily thwarted. The human's blade ignites into a crackling flame as a bright red scar flashes across the noble's chest, their singed clothing and skin aglow with embers that linger in the night.
An Elf covered in scars wanders onto the battlefield, looking as strong as when the fighting began. Their enemies cower, running away at the mere sight of them. One brave soldier strikes, and for a moment appears to gain the upper hand, before the Elf's eyes change to that of a bloodthirsty monster. They easily carve through the soldier, ignoring the blows of their sword against their flesh, before charging at the cowards who dare to run away.
These warriors are Mystic Knights, arcane combatants who follow strict codes as they travel the world. Mercenaries, generals, warlords, and other more tactical combatants, or pursuers of specific, deadly knowledge share one particular trait: the desire to be strong. They define combat as a trial by which to test their skills, and strive to bend the world to their will.
Might of Mind
Mystic Knights are highly intelligent fighters, trained heavily in bladework and taught to ignore the hindrance of armor. Early in their training, they subscribe to a code which informs how they may approach combat, and from which they can draw further magical energy in the heat of battle. All Mystic Knights are adept with skills that rely on the powers of the elements, drawing upon these powers to better dispatch their foes.
Knight's Honor
Mystic Knights require a great deal of training, and often travel the world to hone their skills and uphold their goals. They are longtime friends with the mysteries of the arcane, as well as kin to war and death.
Many Mystic Knights find themselves innately drawn towards danger - after all, opposition breeds ingenuity. While many Mystic Knights belong to specific organizations and orders, it would be well within the realm of reason for a Crownsguard to develop their own style.
Creating a Mystic Knight
When designing your Mystic Knight, think of answering these two questions: How did you develop your arcane abilities, and what ideals do you strive for? Were you trained in a traditional temple by a Knight Commander who adopted you while you were young, or were you a naturally talented wizard who yearned for the chance to prove yourself on the battlefield? What do you fight for? Do you covet ancient and powerful artifacts? Was your family home under attack and you simply fought back however you could, accidentally discovering the path along the way?
You may have spent time in service to a warlord, acting as their champion, or as the bodyguard to a powerful noble. You may simply be self-taught, developing your own style within the limited magical energies that you can manipulate. Did you learn through a difficult encounter what you were capable of? Did your powers simply spark to life due to necessity, or did you spend months upon months struggling just to create a single spark? Are you confident in your abilities, knowing full well that you are able to stand against the greatest of warriors in single combat? Or are your powers something that you lack control over, frightening you as much as they should your enemies?
The Mystic Knight
| Level | Proficiency Bonus | Features | Arcanum Points |
|---|---|---|---|
| 1st | +2 | Code of Knighthood, Tactical Guard | - |
| 2nd | +2 | Spellsword, Fighting Style | 4 |
| 3rd | +2 | Code of Knighthood Feature | 4 |
| 4th | +2 | Ability Score Improvement | 6 |
| 5th | +3 | Extra Attack | 6 |
| 6th | +3 | Armor Arcanum | 6 |
| 7th | +3 | Code of Knighthood Feature | 14 |
| 8th | +3 | Ability Score Improvement | 14 |
| 9th | +4 | - | 14 |
| 10th | +4 | Aether Tear | 17 |
| 11th | +4 | Greater Spellsword | 17 |
| 12th | +4 | Ability Score Improvement | 17 |
| 13th | +5 | - | 27 |
| 14th | +5 | Evoker's Pardon | 27 |
| 15th | +5 | Code of Knighthood Feature | 27 |
| 16th | +5 | Ability Score Improvement | 32 |
| 17th | +6 | - | 32 |
| 18th | +6 | Master Spellsword | 32 |
| 19th | +6 | Ability Score Improvement | 38 |
| 20th | +6 | Code of Knighthood Feature | 38 |
Quick Build
You can make a Mystic Knight quickly by following these suggestions: First, make Intelligence your highest ability score, followed by Constitution. Finally, make Strength your third highest skill, or Dexterity if you wish to use Ranged or Finesse weapons.
Optional Rule: Multiclassing
If your group uses the rule for Multiclassing in the Player's Handbook, here's what you need to know if you choose Mystic Knight as one of your classes.
Ability Score Minimum. In order to multiclass, you must have at least 13 in Intelligence and Constitution to take a level in this class, or to take a level in another class if you are already a Mystic Knight.
Proficiencies Gained. If Mystic Knight isn't your initial class, you gain proficiency with shortswords, longswords, greatswords, and glaives when you take your first level in this class.
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 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Mystic Knight level after 1st
Proficiencies
- Armor: None
- Weapons: Simple Weapons, Shortsword, Longsword, Greatsword, Glaive
- Tools: None
- Saving Throws: Constitution, Intelligence
- Skills: Choose two from Athletics, Arcana, History, Intimidation, Investigation, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a longsword, (b) a greatsword or (c) a glaive
- (a) a shortsword or (b) any simple weapon
- A shield (if proficient)
- A scholar's pack and two daggers.
Tactical Guard
Beginning at 1st level, you rely on your natural resilience and strategic prowess to protect yourself in combat. While you are not wearing any armor, your Armor Class equals 10 + your Constitution Modifier. You may equip a shield and still gain this benefit.
Additionally, you may enter a Tactical Guard stance as a bonus action, reducing your movement speed by half. While in this stance, your Armor Class equals 10 + your Constitution modifier + your Intelligence modifier. You may end this defensive stance as a bonus action.
Code of Knighthood
Also at 1st level, you must choose a code to live by. This code details all that you strive to be, both as a warrior and as a person. Up to this point, you have been focusing your meditation on who you wish to be as a fully realized warrior. Now you choose a Code detailed at the end of the class description or one from another source. Your choice grants you features at 1st level, and again at 3rd, 7th, 15th, and 20th level.
Spellsword
At 2nd level you gain the ability to enhance your combative prowess by utilizing your arcane knowledge. While wielding a weapon with which you are proficient, you may activate a Spellsword Form to gain its listed benefits. You may only activate one Spellsword Form on your turn, unless otherwise stated.
You also gain a number of Arcanum Points with which to activate your Mystic Knight abilities. Your Mystic Knight level determines the number of points you have, as shown in the Arcanum Points column of the Mystic Knight table. You regain all expended points upon completion of a long rest.
Choose two Spellsword forms from the list below, gaining two additional forms at 5th, 9th, 14th, and 17th level. Whenever you take a level in this class, you may exchange one known Spellsword form for another.
Some Spellsword forms will require your target to make a Saving Throw against your Spellsword DC, which is equal to 8 + proficiency bonus + your Intelligence modifier
Blade of the Typhoon
As an action, you may spend an Arcanum Point to create a sharp gust of wind in the shape of a blade that extends 5 feet beyond the end of your weapon for 1 minute.
While this effect is active, you may make a special melee spell attack against a target within range, dealing 1d12 Slashing damage on a successful hit, and adding your Intelligence modifier to the damage roll.
Blinding Radiance
On a successful attack roll, you may spend an Arcanum Point to cause your weapon to emit a blinding flash of light, forcing the target of your attack to succeed on a Constitution saving throw, or be Blinded until the end of their next turn.
Corrosive Touch
On a successful grapple check, you may attempt to magically sunder the armor of the creature as acid drips from your hands. You may spend a number of Arcanum Points up to your Intelligence modifier (minimum of 1) to force them to make a Constitution saving throw, and on a failed save, reduce their AC by a number of points equal to the amount of Arcanum Points spent. Upon being freed from the grapple, the AC of the target creature returns to normal at the end of their next turn.
Fang of the Viper
As an action, you may spend an Arcanum Point to cause your weapon to drip with deadly poison. As part of this action, make an attack roll against a creature within range, and on a hit they must succeed on a Constitution saving throw, taking 2d6 Poison damage on a failed save, and becoming subject to the poison for a number of rounds equal to your Intelligence modifier (minimum of 1), taking 1d6 poison damage at the beginning of each of their turns.
The target may reattempt this saving throw at the end of each turn, freeing themselves of the poison on a success.
Grasp of the Dying
While you have a target grappled, as an action, you may spend an Arcanum Point to force them to make a contested Strength (Athletics) check against your Spellsword Save DC. On a failed save, both you and the target are Restrained as you press your weapon against their body, and the target will take 1d6 Necrotic damage at the beginning of each of their turns as a noxious black energy digs into their body.
This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Heart of the Glacier
As an action, you may spend an Arcanum Point to cause a flurry of ice and snow to swirl around you in a 10 ft. sphere for 1 minute. A creature that begins its turn within the flurry, or enters it for the first time on their turn must succeed on a Constitution saving throw, taking 1d6 Cold damage on a failed save.
This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Hypnotic Strike
On a successful attack roll, you may expend a number of Arcanum Points up to your Intelligence modifier (minimum of 1) and force the targeted creature to make an Intelligence saving throw. On a failed save, the creature's next attack roll is reduced by the number of Arcanum Points spent.
Storm Cycle
As an Action, you may spend an Arcanum Point to encase yourself in a small aura of lightning for 1 minute. The aura extends 5 feet from you in all directions, and any creature within its area is unable to take reactions until they begin their turn outside of it.
Strike of the Wildfire
When you take the Attack action, you may spend an Arcanum Point to wreathe your weapon in flames, causing it to deal an additional 1d4 Fire damage.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action by spending an additional Arcanum Point.
This damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
Thunderous Heart
As an action, you may slam your weapon against the ground and create a powerful shockwave, accompanied by a loud burst of thunder. You target a number of creatures up to your Intelligence modifier within 5 feet of you, spending 1 Arcanum Point for each creature, forcing them to succeed on a Strength saving throw or be pushed back 10 feet and knocked prone.
If a creature within range is one size larger than you or larger, you must expend 2 Arcanum Points, or they automatically succeed on their save.
Torrential Thrust
As an action, you may spend an Arcanum Point to make a ranged spell attack using Intelligence as your spellcasting modifier, thrusting your weapon forward to send a piercing blast of water at a target you can see within 60 feet. On a hit, the target takes 1d10 Piercing damage.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action by spending an additional Arcanum Point.
This damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.
Tremor Step
When you move 10 feet or more on your turn, you may expend an Arcanum Point for every 10 feet you travel, and drive your weapon into the ground as you move, causing the path you walked on as well as 5 feet on either side of it to become crumbled and unstable, making it difficult terrain for 1 minute until the quakes settle.
Wall of the Vanguard
As an action, you may spend a number of Arcanum Points up to your Constitution modifier (minimum of 1) to erect a solid wall of kinetic energy nearby you for 1 minute. The wall has a number of hit points equal to 5 x the number of Arcanum Points spent (minimum of 5), is immune to psychic damage, and has resistance to non-magical Slashing, Piercing, and Bludgeoning damage. Choose if it is in front of you, on your left, your right, or behind you. A creature must succeed on a DC 15 Perception check to notice the barrier. While active, the barrier grants you half cover.
Fighting Style
Also at 2nd level, you adopt a 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.
Agile Weapon Fighting
When you are wielding a weapon that has the Versatile property with both hands, you may use your Dexterity modifier in place of your Strength modifier.
Arcane Combatant
You learn 2 cantrips of your choice from the Wizard spell list. Intelligence is your spellcasting modifier for these spells.
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.
Interception
When a creature you can see hits a target other than you within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
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. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Ability Score Improvement
When you reach the 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. You can’t increase an ability score above 20 using this feature. Using the optional Feats rule, you can forgo taking this feature to take a Feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Armor Arcanum
At 6th level you have you learned to wrap your body in arcane energy.
As an action, you may spend a number of Arcanum Points up to your Mystic Knight level to grant yourself temporary hit points equal the amount of points spent + your Intelligence modifier. These temporary hit points last for 1 minute.
Aether Tear
At 10th level you can manipulate your arcane energy to provide mild protection against detrimental effects. When you would fail on a saving throw, you may spend a number of Arcanum Points up to your Constitution modifier (minimum of 1), adding that number to your roll, potentially changing its outcome.
You can choose to do this after you roll, but before the DM tells you whether or not you succeed.
Greater Spellsword
At 11th level, your skill with Spellsword forms has improved, granting your currently known forms additional strengths and abilities. By expending additional Arcanum Points, you may further empower these forms, as detailed in the list below.
Blade of the Typhoon
When you activate your Blade of the Typhoon form, you may expend 2 additional Arcanum Points to create a powerful gust of wind around you, extending 5 feet in every direction for the duration. Creatures that attempt to move within this area must succeed on a Strength Saving throw, or be pushed back 5 feet, and Ranged Weapon attacks that pass through your area are made at disadvantage.
Additionally, it hedges out vapor, gas, and fog that can be dispersed by strong wind.
Blinding Radiance
When you activate Blade of Radiance, you may spend 2 additional Arcanum Points and cause the target to take 2d6 Radiant damage on a failed save.
Corrosive Touch
While a target is under the effect of Corrosive Touch, you may spend 2 Arcanum Points on your turn to deal 4d8 Acid Damage to the target.
Fang of the Viper
When you activate Fang of the Viper, you may spend 2 Arcanum Points to also grant the target the Poisoned status condition, as well as Disadvantage on saving throws to end the affliction.
Grasp of the Dying
When a creature would take damage from Grasp of the Dying, you may spend 2 Arcanum Points to regain a number of Hit Points equal to the damage dealt.
Heart of the Glacier
When you activate Heart of the Glacier, if a creature fails their Constitution saving throw, you may spend an Arcanum Point to cause ice to form around their legs as though they were Grappled. The ice has a number of Hit Points equal to your Mystic Knight level + your Constitution modifier, and an AC of 14. It is resistant to non-magical slashing and piercing damage, immune to cold damage, and vulnerable to fire damage. For each turn spent inside of the flurry, the ice regains 2d6 hit points.
Hypnotic Strike
When making an attack roll as part of Hypnotic Strike, you may expend 2 additional Arcanum Points to grant the effected creature disadvantage on their next saving throw.
Storm Cycle
When you activate Storm Cycle you may spend 2 additional Arcanum Points to force creatures who begin their turn within your aura to succeed on a Dexterity saving throw, or take Lightning damage equal to half your Mystic Knight level + your Intelligence modifier.
Strike of the Wildfire
When you activate Strike of the Wildfire, you may expend 2 additional Arcanum Points to change the damage die to a d8.
Thunderous Heart
When you activate Thunderous Heart, you may spend 2 additional Arcanum Points to double the range of the effect, and deal 3d8 Thunder damage to any creatures that fail their saving throw.
Torrential Thrust
When making an attack roll with Torrential Thrust, you may spend 2 additional Arcanum Points to cause the attack to pierce through the target, and use the same attack roll against another target, reducing the speed of all creatures that have been hit by 10 feet. Additionally, the form's range is extended to 120 feet.
Tremor Step
When you activate Tremor Step, you may choose to spend an additional Arcanum Point for every 10 feet traveled to cause the ground to become more volatile. Any creature that begins its turn within the area, or enters for the first time on its turn, must make a Dexterity saving throw, taking 4d6 Bludgeoning damage on a failed save.
Wall of the Vanguard
When you activate Wall of the Vanguard you may spend 2 Arcanum Points to increase its potency, granting you three-quarters cover and gaining immunity to Force damage. Additionally, as a bonus action, you may move the wall to a different side of your body.
Evoker's Pardon
Beginning at 14th level, if you would roll Initiative with a number of Arcanum Points fewer than your Proficiency Bonus, regain a number of points equal to your Intelligence and Constitution modifier.
Master Spellsword
At 18th level, you have become a master of your craft. You gain powerful tertiary functions to your currently known forms, which you may activate by spending additional Arcanum Points after having activated a Greater Spellsword form.
Blade of the Typhoon
When you succeed on an attack roll while your Blade of the Typhoon form is active, you may spend 3 Arcanum Points to force the target creature to succeed on a Strength saving throw. On a failed save, the creature is pushed back up to 40 feet, taking an additional 4d12 Slashing damage.
Blinding Radiance
When you activate Blinding Radiance, you may spend an additional 3 Arcanum Points to cause the burst of light to envelop all enemies within 5 feet of you, causing the target to take 4d6 Radiant damage on a failed save.
Corrosive Touch
While a target is under the effect of Corrosive Touch, you may spend 3 additional Arcanum Points to allow the corrosion to linger, lasting for 1 minute regardless of whether or not the creature is grappled. The target may use an action to attempt a Constitution saving throw at Disadvantage to end the effect early.
Fang of the Viper
When you activate Fang of the Viper, you may spend 3 additional Arcanum Points to increase the potency of your venom. The target creature will take 4d6 poison damage on a failed save, and 2d6 poison damage at the beginning of each of their turns.
The target is also Frightened for the duration.
Grasp of the Dying
When you activate Grasp of the Dying, you may spend 3 Arcanum Points to place a necrotic mark on a creature, which will remain for 1 minute. As a bonus action, you may detonate the mark, causing all creatures within 5 feet of the mark to make a Constitution saving throw, taking 6d6 Necrotic damage on a failed save, or half as much on a successful one.
Heart of the Glacier
When you activate Heart of the Glacier, you may spend 3 Arcanum Points to double size of the sphere, and further empower the snowstorm. A creature that fails their constitution saving throw is Restrained. The Hit Points of the ice are doubled, and it gains an AC of 18.
Additionally, the ice regains 4d6 hit points for each turn it remains within the flurry.
Hypnotic Strike
When making an attack roll as part of Hypnotic Strike, you may spend 3 Arcanum Points to further hinder the target creature. For the next minute, before the creature can make an attack roll or cast a harmful spell, they must succeed on a Wisdom saving throw. On a failed save, their attempt fails.
Storm Cycle
For the duration of Storm Cycle, you may spend spend 3 Arcanum Points as an action to launch a bolt of lightning at a target within 30 feet, forcing them to make a Dexterity saving throw, taking 6d8 Lightning damage on a failed save, or half as much on a successful one.
Strike of the Wildfire
When you activate Strike of the Wildfire, you may expend 3 additional Arcanum Points to change the damage die to a d12.
Thunderous Heart
When you activate Thunderous Heart, you may spend 3 additional Arcanum Points to extend the range of the effect up to 20 feet, dealing 4d8 Thunder damage to any creatures that fail the save, pushing them back 20 feet, and knocking them prone. Creatures that fail the save are also Deafened for 1 minute.
Torrential Thrust
When making an attack roll with Torrential Thrust, you may spend 3 additional Arcanum Points to allow these special attacks to gain +5 to their attack and damage rolls, and ignore half and three-quarters cover.
Tremor Step
For the duration of Tremor Step, you may spend 2 additional Arcanum Points to further strengthen your control of the earth. For as long as the difficult terrain is in effect, you may use a Bonus Action to move the terrain up to 20 feet in any direction. If this would pass over the space of a creature, they must succeed on the Dexterity saving throw to avoid the form's effects.
Wall of the Vanguard
When you activate Wall of the Vanguard, you may spend 3 additional Arcanum Points to grant yourself even greater control of your barrier. While the wall is active, when you would be targeted by an attack roll or forced to make a Dexterity saving throw, you may use your reaction to encase yourself and up to 2 creatures within 5 feet of you within a grand wall, granting you full cover until the beginning of your next turn. Upon the start of your turn, the wall will dissipate.
Optional Class Features
1st Level
In place of Tactical Defense you may take one of the following features instead:
Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
Rigors of Knighthood
You gain proficiency with Light and Medium armor, as well as Shields. If you take the Code of the Crownguard at 1st level, you gain proficiency with Heavy Armor.
Additionally, if Mystic Knight is your starting class, you may take the following in addition to your starting equipment:
- (a) leather armor and a shield or (b) a chain shirt.
4th Level
Martial Versatility
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to Mystic Knights. This replacement represents a shift of focus in your martial practice.
Codes of Knighthood
Code of the Bladereaver
Practioners who find themselves taking the Code of the Bladereaver are oft-renowned duelists in their own regard, seeking to enhance their bladwork with a gentle touch of the arcane. By focusing on particular techniques, they are able to gain advantages that their peers could hardly dream of.
Bonus Proficiecny
Upon taking this code at 1st level, you gain proficiency with the Persuasion skill if you don't already possess it. You also gain proficiency with Rapiers and Scimitars.
Dire Gouge
Also at 1st level, you may choose either Fire, Lightning, or Cold damage to affect your Code of the Bladereaver features.
When you roll a critical hit, you deal an additional 1d4 damage of your selected type. The damage die changes to 1d6 at 9th level, and 1d8 at 17th level.
Whenever you take a level in Mystic Knight, you may change your currently chosen element for another.
Arcane Momentum
At 3rd level, your attunement to an element provides you a degree of succor when subjected to its effects. Whenever you succeed on a saving throw against your chosen element, or take damage of that element from a magical source that did not originate from you, you may use your reaction to regain a number of Arcanum Points equal to your Proficiency Bonus.
Once you have used this feature, you must complete a short or long rest before doing so again. You gain an additional use of this feature at 9th and 17th level.
Elemental Rend
At 7th level, as a bonus action, you may imbue your weapon with your chosen element, changing its damage type for 1 minute. While this is active, you gain resistance to the active element, and immediately after taking the Attack action on your turn you may make an additional weapon attack as a bonus action.
You may use this feature a number of times equal to your Intelligence modifier, regaining all expended uses upon completion of a long rest.
Heart of the Blade
At 15th level, your mastery of swordplay is apparent to all who see you draw a blade. While your weapon is drawn, you may make a Charisma (Intimidation) roll against a creature's Wisdom (Insight) roll. On a success, the creature is Frightened until the end of their next turn.
Additionally, you may spend 3 Arcanum Points to gain advantage on the first attack roll you make in a round.
Arcane Reaver
At 20th level, you are an unparalleled combatant, having mastered channeling your magic into your blade. As an action, you may center yourself and become one with your weapon for 1 minute, gaining the following benefits.
- You gain a bonus to your AC equal to your Intelligence modifier.
- You add your Intelligence modifier to all weapon attack and damage rolls made.
- Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20.
Once you use this feature, you can’t use it again until you finish a long rest.
Code of the Bloodletter
The Code of the Bloodletter is the mark of one who has a powerful thirst for violence. Through the use of dark magics, they are able to steal the vitality of their opponents and convert it into power for themselves, or choose to sacrifice their own life force to gain near-endless stamina.
Bonus Proficiency
Upon taking this Code at 1st level, you gain proficiency with the Medicine skill if you don't already possess it. You also gain proficiency with Morningstars and Tridents.
Forced Transfusion
Beginning at 1st level you have learned how to steal the lifeblood of a creature to bolster your vitality. Upon making a successful attack roll, you may regain half of the damage dealt as Temporary Hit Points.
Once you gain your Armor Arcanum feature at 6th level, the Forced Transfusion can be used to restore the barrier granted, but it cannot exceed the maximum amount of Temporary Hit Points granted at its activation.
Once you have used this feature once, you must complete a short or long rest before doing so again. You gain an additional use of this feature at 9th and 17th level.
Sanguine Reserves
At 3rd Level, you have learned to draw latent magical energy from your own vital essence. During a short rest, you may expend 5 Hit Points to regain 1 Arcanum Point. If your Hit Points are reduced to half or less in this manner, you must succeed on a Constitution saving throw, taking a level of Exhaustion on a failed save.
You may use this feature to regain a number of Arcanum Points equal to your Mystic Knight level, regaining all expended uses at the end of a long rest.
Arcane Siphon
At 7th level, you can steal arcane energies from foes you have grappled. While you are grappling a target, as an action you may force them to make a Constitution saving throw. On a failed save, the target takes 2d12 Necrotic damage as you drain them of their essence, regaining half of the damage dealt as Arcanum Points.
You may use this feature a number of times equal to your Intelligence modifier, regaining all expended uses upon completion of a long rest.
Crimson Purge
At 15th level, as a bonus action you may expunge a single negative status condition effecting you by expending a number of Hit Points equal to the Save DC.
Blood Frenzy
At 20th level, your thirst for blood provides you with overwhelming strength. As an action, you may enter a Blood Frenzy, lasting for 1 minute, gaining the following benefits.
- Resistance to non-magical bludgeoning, piercing, and slashing damage.
- +6 to attack and damage rolls.
- Upon taking an action, you may make a single weapon attack as a bonus action.
While in your Blood Frenzy, if you end your turn without making an attack roll against a creature, you take 1d8 Necrotic damage. This damage ignores resistances and immunities, and cannot be reduced by any means.
Once you use this feature, you can’t use it again until you finish a long rest.
Code of the Crownguard
Those who choose the Code of the Crownguard are natural born protectors. They often swear themselves into the service of royalty, or other important figures, utilizing their internal magics to act as a bulwark for those who cannot defend themselves. They are known for their stamina and resilience, acting as shining beacons of leadership on the field.
Bonus Proficiency
Upon taking this Code at 1st level, you gain proficiency with the Insight skill if you don't already possess it. You also gain proficiency with Shields and Battleaxes
Devoted Protector
Also at 1st level, you dedicate yourself to the protection and safety of your allies. As an action, you can choose a number of creatures equal to your proficiency bonus within 30 feet of you, magically bolstering their defense. They gain temporary Hit Points equal to 1d4 + your Proficiency bonus.
The die becomes a d6 at 9th level, and a d8 at 17th level.
Once you have used this feature, you must complete a short or long rest before doing so again. You gain an additional use of this feature at 9th and 17th level.
Arcanum Regalis
At 3rd level, you have learned to convert the damage you take into magical energy. When you would take damage from an attack roll or spell save DC, as a reaction you may roll a d4, reducing the damage taken from the attack by the number shown, and regaining an equal number of Arcanum Points. The die changes to 1d8 at 9th level, and 1d12 at 17th level
Once you have used this feature, you must complete a short or long rest before doing so again. You gain an additional use of this feature at 9th and 17th level.
Aetheric Vanguard
At 7th level, you have learned to imbue a shield with arcane energy. When taking the Dodge action, up to two creatures within 5 feet of you gain +2 AC until your Dodge action ends. Additionally, if a creature succeeds on an attack roll against you while in this state, you may use your reaction to force them to make a Constitution saving throw, pushing them back 10 feet on a failed save.
You may use this feature a number of times equal to your Constitution modifier, regaining all expended uses upon completion of a long rest.
Mystic Bastion
At 15th level, you are acutely aware of effects that would tamper with your mind, and how to protect yourself against them. You gain advantage on Wisdom saving throws made to resist being Charmed or Frightened, provided that you are aware of the source of the spell.
Additionally, you gain advantage on Wisdom (Insight) checks made to perceive whether or not a creature intends harm against you or an allied creature.
Arcane Fortress
At 20th level, you have become a master of the art of protection. As an Action, you may focus all of your energy on the defense of your allies, gaining the following benefits for 1 minute.
- You emit an aura 15 feet in all directions, granting allies resistance to all forms of damage.
- When a hostile creature would cast a harmful spell against you or an allied creature within the aura, you may use a reaction to force that hostile creature to make on a Wisdom saving throw. On a failed save, the spell fails.
- Allied creatures within the aura are unaffected by difficult terrain, and are immune to any effects that would hinder their movement.
Code of the Etherwalker
Those who take the Code of the Etherwalker have dedicated themselves to understanding the realms beyond normal perception, adopting a particular fascination with the Ethereal plane. They are able to tread briefly between the Material and Ethereal planes, allowing them to maneuver around a battlefield in highly unpredictable ways and granting them advantages that other fighters lack.
Bonus Proficiency
Upon taking this Code at 1st level, you gain proficiency with the Stealth skill, if you don't already possess it. You also gain proficiency with Hand Crossbows and Longbows.
Aether Step
Beginning at 1st level, you have gained the ability to move through the Ethereal Plane when you have narrowly avoided danger. If an attack roll misses you by 5 or more, you may use your reaction to step into the Ethereal Plane and move 10 feet in any direction. If you end within melee range of the creature that attacked you, you may make a single weapon attack against them as a part of the same reaction.
Once you have used this feature, you must complete a short or long rest before doing so again. You gain an additional use of this feature at 9th and 17th level.
Arcane Interlude
At 3rd level, you have learned how to draw energy from the Ethereal Plane directly. As an action, you may enter a meditative state for up to 1 minute, regaining 1 Arcanum Point for each round spent meditating. This state will end early if you take an Action, move, or take damage.
Once you have used this feature, you must complete a short or long rest before doing so again.
Blitz Warp
At 7th level, you have learned how to magically imbue your weapon with your own energy. As part of your Attack action, you may grant a weapon with which you are proficient a normal throwing range of 30 feet, and a long range of 90 feet. On a successful hit, you may expend your movement to teleport directly to your target. If your attack roll fails, you appear in a random space within 15 feet of your intended target, chosen by your DM.
You may use this feature a number of times equal to your Intelligence modifier, regaining all expended uses upon completion of a long rest.
Ocular Arcanum
At 15th level, your exposure to the Ethereal Plane allows you to passively gaze through the veil. You can see 15 feet into the Ethereal Plane, as well as make attack rolls against creatures residing within it.
Additionally, you may spend 2 Arcanum Points as a Bonus Action to vanish into the Ethereal Plane as though under the effect of the Blink spell. At the start of your next turn, you return to an unoccupied space of your choice that you can see within 15 feet of the space from which you vanished.
Planar Crossing
At 20th level, your power is such that you may draw a portion of the Ethereal Plane into the Material Plane, creating a 60-foot sphere around yourself as an Action. This sphere lasts or 1 minute. While you are within this area, you may perform the following actions:
- As a Bonus Action, you may instantly teleport to any area within the sphere.
- As an Action, you may change the location of any two objects or willing creatures. If a creature wishes to resist, they must succeed on a Wisdom saving throw.
- As a Reaction, if an attack roll would miss you by 5 or more, you may make a weapon attack, adding +5 to your attack roll.
Once you use this feature, you can’t use it again until you finish a long rest.
Code of the Mindbreaker
The Code of the Mindbreaker appeals to one who has developed acute psionic abilities that allow them to keenly touch the minds of those around them. Mindbreakers are often considered to be armies in their own right, and frequently find themselvess hired as mercenaries or inquisitors.
Bonus Proficiency
You gain proficiency in the Deception skill, if you don't already possess it. You also gain proficiency with Pikes and Heavy Crossbows.
Psionic Profile
Also at 1st level, you gain the ability to create a powerful psychic link into the subconscious of a creature. After spending at least 1 minute interacting with a creature, as an Action you may roll a single d20 and record the number rolled. You may replace any Attack roll, saving throw, or ability check made by this creature, or made by yourself when interacting with this creature. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Once you have used this feature, you must complete a short or long rest before doing so again. You gain an additional use of this feature at 9th and 17th level.
Mind Prison
At 3rd level, you have learned to entrap the minds of creatures while feeding on their essence. As an Action, you may force a creature to make a Wisdom saving throw, and on a failed save the creature is grappled for a number of rounds equal to your Intelligence modifier. They may reattempt this save as an Action, ending the effect early on a success.
While they are grappled, you may spend an Action to drive your mind into theirs, leeching their mental energies to bolster your own strength. This Action deals Psychic damage equal to your Intelligence modifier (minimum of 1), and allows you to regain a number of Arcanum Points equal to half the damage dealt.
Once you have used this feature, you must complete a short or long rest before doing so again. You gain an additional use of this feature at 9th and 17th level. Additionally, at 9th and 17th level, you may target one additional creature.
Mental Fortitude
At 7th level, your mind is powerful enough to resist effects that would grant another creature dominion over you. As a Reaction, when you would be subject to a spell that would force you to act against your will (such as Suggestion or Command) you may expend a number of Arcanum Points equal to the spell level to resist its effects.
Additionally, you gain resistance to Psychic damage.
Negative Zone
At 15th level, your psionic abilities have begun to truly extend beyond your body. You may expend 3 Arcanum Points to create an area of palpable telekinetic energy around you in a 15-foot sphere for 1 minute. The sphere appears as a distorted purple bubble.
If a creature outside the sphere attempts to make a ranged weapon or spell attack at a creature within it, you may use your Reaction to roll a d20 against their attack roll, adding your Intelligence modifier and Proficiency bonus. If your roll is higher, you may redirect their attack at any target outside of the sphere within 120 feet.
Master of the Mind
At 20th level, you are an unparalleled psionic. As an Action, you may focus your energy, gaining the following benefits for 1 minute.
- You hover 5 feet off the ground at all times, and gain a flying speed of 60 ft. While flying, you do not provoke attacks of opportunity.
- You are immune to Psychic and Force damage, and cannot be Charmed or Frightened.
- If a creature within 120 feet of you attempts to move, you may use a reaction to force them to make a Wisdom saving throw. On a failed save, their movement speed drops to 0 until the beginning of their next turn.
Once you use this feature, you can’t use it again until you finish a long rest.
Code of the Voidstriker
Followers of the Code of the Voidstriker have honed their bodies to inhuman standards, allowing magic to flow through their body, or forcing it through an opponent to disrupt their capabilities. They are often perceived as superhuman or even monsters, but none can argue their skill.
Bonus Proficiency
Upon taking this Code at 1st level, you gain proficiency with the Acrobatics skill, if you don't already possess it. You also gain proficiency with Warhammers and Mauls.
Arcane Impediment
Also at 1st level, you gain the ability to disrupt the vital energies within your foes by imposing a portion of your own magic into them. As an Action, you may make a special unarmed attack roll against a creature, and on a success, force the target creature to make a Constitution saving throw. On a failure the creature is unable to take Reactions until the end of their next turn.
Once you have used this feature, you must complete a short or long rest before doing so again. You gain an additional use of this feature at 9th and 17th level.
Inner Release
At 3rd level, you have learned how to allow the arcane energies within you flow like a vast river, restoring some of your stamina. As an Action, you may regain Arcanum Points equal to 1d4 + Your Proficiency Modifier.
The die becomes 1d8 at 9th level, and 1d12 at 17th level.
Once you have used this feature, you must complete a short or long rest before doing so again
Counter Strike
At 7th level, when you provoke an attack of opportunity from a creature, you may use your Reaction to make a single attack roll against the attacking creature, provided they are within range. While attacking in this manner, on a successful hit, you deal an additional 2d8 Force damage.
You may use this feature a number of times equal to your Intelligence modifier, regaining all expended uses upon completion of a long rest.
Body Arcana
At 15th level, you can channel your energy through your body, magically bolstering your physical aptitude. You gain advantage on Strength (Athletics) and Dexterity (Acrobatics) checks.
Additionally, as a Bonus Action you may spend 1 Arcanum Point to triple your jump height until the end of your turn, as though you were under the effect of the Jump spell, or to increase your speed by 10 feet as though you were under the effect of the Longstrider spell.
Arcana Unleashed
At 20th level, your body becomes a conduit solely for arcane energies. As an action, you may bolster yourself to the fullest, causing your eyes to glow an otherwordly color, gaining the following benefits for 1 minute:
- Your movement speed is doubled.
- You may make a special unarmed strike as an Action. On a hit, you deal an additional 4d12 Force damage, emitting a powerful shockwave into the target creature.
- As an Action, you may force a creature you can see within 60 feet to make a Constitution saving throw, as you thrust your fist towards them with magical force. On a failed save, they take 4d8 Force damage, or half as much on a successful one.
Once you use this feature, you can’t use it again until you finish a long rest.
Spellsword Form Master List
Blade of the Typhoon
Spellsword (2nd Level)
As an action, you may spend an Arcanum Point to create a sharp gust of wind in the shape of a blade that extends 5 feet beyond the end of your weapon for 1 minute.
While this effect is active, you may make a special melee spell attack against a target within range, dealing 1d12 Slashing damage on a successful hit, and adding your Intelligence modifier to the damage roll.
Greater Spellsword (11th Level)
When you activate your Blade of the Typhoon form, you may expend 2 additional Arcanum Points to create a powerful gust of wind around you, extending 5 feet in every direction for the duration. Creatures that attempt to move within this area must succeed on a Strength Saving throw, or be pushed back 5 feet, and Ranged Weapon attacks that pass through your area are made at disadvantage.
Additionally, it hedges out vapor, gas, and fog that can be dispersed by strong wind.
Master Spellsword (17th Level)
When you succeed on an attack roll while your Blade of the Typhoon form is active, you may spend 3 Arcanum Points to force the target creature to succeed on a Strength saving throw. On a failed save, the creature is pushed back up to 40 feet, taking an additional 4d12 Slashing damage.
Blinding Radiance
Spellsword (2nd Level)
On a successful attack roll, you may spend an Arcanum Point to cause your weapon to emit a blinding flash of light, forcing the target of your attack to succeed on a Constitution saving throw, or be Blinded until the end of their next turn.
Greater Spellsword (11th Level)
When you activate Blade of Radiance, you may spend 2 additional Arcanum Points and cause the target to take 2d6 Radiant damage on a failed save.
Master Spellsword (18th Level)
When you activate Blinding Radiance, you may spend an additional 3 Arcanum Points to cause the burst of light to envelop all enemies within 5 feet of you, causing the target to take 4d6 Radiant damage on a failed save.
Corrosive Touch
Spellsword (2nd Level)
On a successful grapple check, you may attempt to magically sunder the armor of the creature as acid drips from your hands. You may spend a number of Arcanum Points up to your Intelligence modifier (minimum of 1) to force them to make a Constitution saving throw, and on a failed save, reduce their AC by a number of points equal to the amount of Arcanum Points spent. Upon being freed from the grapple, the AC of the target creature returns to normal at the end of their next turn.
Greater Spellsword (11th Level)
While a target is under the effect of Corrosive Touch, you may spend 2 Arcanum Points on your turn to deal 4d8 Acid Damage to the target.
Master Spellsword (18th Level)
While a target is under the effect of Corrosive Touch, you may spend 3 additional Arcanum Points to allow the corrosion to linger, lasting for 1 minute regardless of whether or not the creature is grappled. The target may use an action to attempt a Constitution saving throw at Disadvantage to end the effect early.
Fang of the Viper
Spellsword (2nd Level)
As an action, you may spend an Arcanum Point to cause your weapon to drip with deadly poison. As part of this action, make an attack roll against a creature within range, and on a hit they must succeed on a Constitution saving throw, taking 2d6 Poison damage on a failed save, and becoming subject to the poison for a number of rounds equal to your Intelligence modifier (minimum of 1), taking 1d6 poison damage at the beginning of each of their turns.
The target may reattempt this saving throw at the end of each turn, freeing themselves of the poison on a success.
Greater Spellsword (11th Level)
When you activate Fang of the Viper, you may spend 2 Arcanum Points to also grant the target the Poisoned status condition, as well as Disadvantage on saving throws to end the affliction.
Master Spellsword (18th Level)
When you activate Fang of the Viper, you may spend 3 additional Arcanum Points to increase the potency of your venom. The target creature will take 4d6 poison damage on a failed save, and 2d6 poison damage at the beginning of each of their turns.
The target is also Frightened for the duration.
Grasp of the Dying
Spellsword (2nd Level)
While you have a target grappled, as an action, you may spend an Arcanum Point to force them to make a contested Strength (Athletics) check against your Spellsword Save DC. On a failed save, both you and the target are Restrained as you press your weapon against their body, and the target will take 1d6 Necrotic damage at the beginning of each of their turns as a noxious black energy digs into their body.
This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Greater Spellsword (11th Level)
When a creature would take damage from Grasp of the Dying, you may spend 2 Arcanum Points to regain a number of Hit Points equal to the damage dealt.
Master Spellsword (18th Level)
When you activate Grasp of the Dying, you may spend 3 Arcanum Points to place a necrotic mark on a creature, which will remain for 1 minute. As a bonus action, you may detonate the mark, causing all creatures within 5 feet of the mark to make a Constitution saving throw, taking 6d6 Necrotic damage on a failed save, or half as much on a successful one.
Heart of the Glacier
Spellsword (2nd Level)
As an action, you may spend an Arcanum Point to cause a flurry of ice and snow to swirl around you in a 10 ft. sphere for 1 minute. A creature that begins its turn within the flurry, or enters it for the first time on their turn must succeed on a Constitution saving throw, taking 1d6 Cold damage on a failed save.
This damage increases to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
Greater Spellsword (11th Level)
When you activate Heart of the Glacier, if a creature fails their Constitution saving throw, you may spend an Arcanum Point to cause ice to form around their legs as though they were Grappled. The ice has a number of Hit Points equal to your Mystic Knight level + your Constitution modifier, and an AC of 14. It is resistant to non-magical slashing and piercing damage, immune to cold damage, and vulnerable to fire damage. For each turn spent inside of the flurry, the ice regains 2d6 hit points.
Master Spellsword (17th Level)
When you activate Heart of the Glacier, you may spend 3 Arcanum Points to double size of the sphere, and further empower the snowstorm. A creature that fails their constitution saving throw is Restrained. The Hit Points of the ice are doubled, and it gains an AC of 18.
Additionally, the ice regains 4d6 hit points for each turn it remains within the flurry.
Hypnotic Strike
Spellsword (2nd Level)
On a successful attack roll, you may expend a number of Arcanum Points up to your Intelligence modifier (minimum of 1) and force the targeted creature to make an Intelligence saving throw. On a failed save, the creature's next attack roll is reduced by the number of Arcanum Points spent.
Greater Spellsword (11th Level)
When making an attack roll as part of Hypnotic Strike, you may expend 2 additional Arcanum Points to grant the effected creature disadvantage on their next saving throw.
Master Spellsword (18th Level)
When making an attack roll as part of Hypnotic Strike, you may spend 3 Arcanum Points to further hinder the target creature. For the next minute, before the creature can make an attack roll or cast a harmful spell, they must succeed on a Wisdom saving throw. On a failed save, their attempt fails.
Storm Cycle
Spellsword (2nd Level)
As an Action, you may spend an Arcanum Point to encase yourself in a small aura of lightning for 1 minute. The aura extends 5 feet from you in all directions, and any creature within its area is unable to take reactions until they begin their turn outside of it.
Greater Spellsword (11th Level)
When you activate Storm Cycle you may spend 2 additional Arcanum Points to force creatures who begin their turn within your aura to succeed on a Dexterity saving throw, or take Lightning damage equal to half your Mystic Knight level + your Intelligence modifier.
Master Spellsword (18th Level)
For the duration of Storm Cycle, you may spend spend 3 Arcanum Points as an action to launch a bolt of lightning at a target within 30 feet, forcing them to make a Dexterity saving throw, taking 6d8 Lightning damage on a failed save, or half as much on a successful one.
Strike of the Wildfire
Spellsword (2nd Level)
When you take the Attack action, you may spend an Arcanum Point to wreathe your weapon in flames, causing it to deal an additional 1d4 Fire damage.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action by spending an additional Arcanum Point.
This damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
Greater Spellsword (11th Level)
When you activate Strike of the Wildfire, you may expend 2 additional Arcanum Points to change the damage die to a d8.
Master Spellsword (18th Level)
When you activate Strike of the Wildfire, you may expend 3 additional Arcanum Points to change the damage die to a d12.
Thunderous Heart
Spellsword (2nd Level)
As an action, you may slam your weapon against the ground and create a powerful shockwave, accompanied by a loud burst of thunder. You target a number of creatures up to your Intelligence modifier within 5 feet of you, spending 1 Arcanum Point for each creature, forcing them to succeed on a Strength saving throw or be pushed back 10 feet and knocked prone.
If a creature within range is one size larger than you or larger, you must expend 2 Arcanum Points, or they automatically succeed on their save.
Greater Spellsword (11th Level)
When you activate Thunderous Heart, you may spend 2 additional Arcanum Points to double the range of the effect, and deal 3d8 Thunder damage to any creatures that fail their saving throw.
Master Spellsword (18th Level)
When you activate Thunderous Heart, you may spend 3 additional Arcanum Points to extend the range of the effect up to 20 feet, dealing 4d8 Thunder damage to any creatures that fail the save, pushing them back 20 feet, and knocking them prone. Creatures that fail the save are also Deafened for 1 minute.
Torrential Thrust
Spellsword (2nd Level)
As an action, you may spend an Arcanum Point to make a ranged spell attack using Intelligence as your spellcasting modifier, thrusting your weapon forward to send a piercing blast of water at a target you can see within 60 feet. On a hit, the target takes 1d10 Piercing damage.
When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action by spending an additional Arcanum Point.
This damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.
Greater Spellsword (11th Level)
When making an attack roll with Torrential Thrust, you may spend 2 additional Arcanum Points to cause the attack to pierce through the target, and use the same attack roll against another target, reducing the speed of all creatures that have been hit by 10 feet. Additionally, the form's range is extended to 120 feet.
Master Spellsword (18th Level)
When making an attack roll with Torrential Thrust, you may spend 3 additional Arcanum Points to allow these special attacks to gain +5 to their attack and damage rolls, and ignore half and three-quarters cover.
Tremor Step
Spellsword (2nd Level)
When you move 10 feet or more on your turn, you may expend an Arcanum Point for every 10 feet you travel, and drive your weapon into the ground as you move, causing the path you walked on as well as 5 feet on either side of it to become crumbled and unstable, making it difficult terrain for 1 minute until the quakes settle.
Greater Spellsword (11th Level)
When you activate Tremor Step, you may choose to spend an additional Arcanum Point for every 10 feet traveled to cause the ground to become more volatile. Any creature that begins its turn within the area, or enters for the first time on its turn, must make a Dexterity saving throw, taking 4d6 Bludgeoning damage on a failed save.
Master Spellsword (18th Level)
For the duration of Tremor Step, you may spend 2 additional Arcanum Points to further strengthen your control of the earth. For as long as the difficult terrain is in effect, you may use a Bonus Action to move the terrain up to 20 feet in any direction. If this would pass over the space of a creature, they must succeed on the Dexterity saving throw to avoid the form's effects.
Wall of the Vanguard
Spellsword (2nd Level)
As an action, you may spend a number of Arcanum Points up to your Constitution modifier (minimum of 1) to erect a solid wall of kinetic energy nearby you for 1 minute. The wall has a number of hit points equal to 5 x the number of Arcanum Points spent (minimum of 5), is immune to psychic damage, and has resistance to non-magical Slashing, Piercing, and Bludgeoning damage. Choose if it is in front of you, on your left, your right, or behind you. A creature must succeed on a DC 15 Perception check to notice the barrier. While active, the barrier grants you half cover.
Greater Spellsword (11th Level)
When you activate Wall of the Vanguard you may spend 2 Arcanum Points to increase its potency, granting you three-quarters cover and gaining immunity to Force damage. Additionally, as a bonus action, you may move the wall to a different side of your body.
Master Spellsword (18th Level)
When you activate Wall of the Vanguard, you may spend 3 additional Arcanum Points to grant yourself even greater control of your barrier. While the wall is active, when you would be targeted by an attack roll or forced to make a Dexterity saving throw, you may use your reaction to encase yourself and up to 2 creatures within 5 feet of you within a grand wall, granting you full cover until the beginning of your next turn. Upon the start of your turn, the wall will dissipate.
The Mystic Knight
A Spellsword designed for Dungeons & Dragons 5th Edition - Choose from the Bladereaver, the Bloodletter, the Etherwalker, the Crownguard, the Mindbreaker, or the Voidstriker to take control of the battlefield with Martial Arcane Combat!
This is the first version of the 10th iteration of this class, and as such, may not properly be balanced for standard gameplay. Thank you for your understanding, and I hope you like it!
Art Credit: Omri Kadim
Changelog
1.1
- Changed starting proficiencies and equipment
- Changed Unarmored Defense to match Barbarian's description
- Corrected Agile Weapon Fighting phrasing.
- Added the Protection fighting style.
- Clarified Corrosive Touch and when it's effect ends.
- Added a limit to Arcane Momentum for Bladereaver
- Corrected phrasing throughout the Spellsword forms
- Corrected phrasing throughout the Subclasses
- Added "Code of the Crownguard"
- Added "Code of the Mindbreaker"
- Added Changelog
1.2
- Various Phrasing Corrections
- Updated the Quick Build suggestions
- Updated Greater Tremor Step's description to be less wordy
- Updated cost of Tremor Step on all levels
- Fixed targeting limit on Thunderous Heart
- Updated description for Corrosive Touch, changed the effect to end after the grapple after the target creature finishes a turn in combat.
- Changed Heart of the Glacier from a buff to crowd control.
- Swapped Unarmored Defense for Tactical Guard
- Added optional class features: Unarmored Defense, Rigors of Knighthood, and Martial Versatility
- Altered Blade of the Typhoon's functionality
- Changed Gentle Repose to Arcane Interlude to avoid confusion with the Necromancy Spell of the same name that I had somehow forgotten.