



Magiknight
study to obtain them. No, my power was thrust upon
me, as a painful, horrendous curse that granted me my freedom from the torment and experiment that I had suffered through at the whims of my captors. Now I control the arcane, and all I have left to show is this scar, that grows across my body as the arcane mutates me further."
-- Capti Glaiste, Retribution of the Slave
Lying upon the cold stone floor of the lab, he had lost all control of his body. Feeling the cold seep into his bone, with his conscious slipping, he could do nothing to save himself, but silently beg to whatever powers out there could save him from this hell he had now found himself in for 5 years. Suddenly, a searing hot pain formed upon his left shoulder blade, and spread through his veins, before returning and solidifying where it had first sprung up. regaining enough strength to open his eyes, he saw a dog wreathed in flames standing before him.
Arcane banes, and front-line casters, magiknights are those who enhance their battle prowess with the power of arcane energies that have been transplanted within them. Using this magic, they can add the powers of the elements to their attacks, or send out bolts of arcane energy at their enemies.
Arcane Experiments
Different to the wizards and bards who spend years of study to unlock the secrets of the arcane, the sorcerers who have it as their birthright, or the likes of warlock and clerics who find power granted to them by a higher being, magiknights find themselves with magic thrust upon them by a curious individual, and often those with no qualms about the risks to their test subjects.
Magicknights are created as a byproduct of wizards experiments. Attempting to forcefully create arcane beings and man made sorcerers, wizards have taken to attempting the replacements of a mortals life force with arcane energy, and chaos magic. The byproduct of these experiments are often corpses and monstrosities of what use to be humanoids, however, on rare occasion, a persons body will fuse with the arcane energy, developing into a curse mark and granting control over chaos magic and other newfound abilities.
Lost Children
Most magiknights are kidnapped and taken at a young age, removed from their families, and brought to hidden towers and forgotten laboratories where they will spend years of their lives, usually hidden away from the rest of civilization, and monitored, tortured, and subjected to dark rituals constantly.
This often causes magiknights who survive their torment and gain their freedom to have broken personalities, and experience difficulties in communication with other people, having little experience being treated as a person or an equal.
Magiknight
Level | Proficiency Bonus | Features | Ultima | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1st | +2 | Unarmored Defense, Magiknight training | — | — | — | — | — | — |
2nd | +2 | Fighting Style, Spellcasting, Ultima | 2 | 2 | — | — | — | — |
3rd | +2 | Arcane Blood, Curse Mark | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Increase | 4 | 3 | — | — | — | — |
5th | +3 | Extra Attack, Chaos Control (Optional) | 5 | 4 | 2 | — | — | — |
6th | +3 | Thunder Slash | 6 | 4 | 2 | — | — | — |
7th | +3 | Curse Mark feature | 7 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Increase | 8 | 4 | 3 | — | — | — |
9th | +4 | ─ | 9 | 4 | 3 | 2 | — | — |
10th | +4 | Magical Secrets | 10 | 4 | 3 | 2 | — | — |
11th | +4 | Improved Thunder Slash | 11 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Increase | 12 | 4 | 3 | 3 | — | — |
13th | +5 | ─ | 13 | 4 | 3 | 3 | 1 | — |
14th | +5 | Magical Secrets | 14 | 4 | 3 | 3 | 1 | — |
15th | +5 | Curse Mark feature | 15 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 16 | 4 | 3 | 3 | 2 | — |
17th | +5 | ─ | 17 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Magical Secrets | 18 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Increase | 19 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Curse Mark feature | 20 | 4 | 3 | 3 | 3 | 2 |
Quickbuild
You can make a magiknight quickly by following these suggestions. First make Intelligence your highest ability score, followed by Dexterity, and Constitution. Second, choose the Haunted One Background.
Class Features
As a magiknight, you gain the following class features.
Hit Points
Hit Dice: 1d8 per magiknight level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per magiknight 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 Athletics, Arcana, History, Insight, Investigation, Religion and Stealth
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a shortsword
- (a) dungeoneer's pack, or (b) an explorer's pack
- studded leather armor
Unarmored Defense
Beginning at 1st level, While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit. strength
Magiknight Training
At 1st level, your training as a Magiknight gives you mastery of combat styles that use any simple weapons or any martial weapons that don't have the two-handed or heavy property. While you are wielding simple weapons or martial weapons and are not wearing heavy armor, you gain the following benefits:
- You can use your Intelligence modifier in place of your Strength modifier to determine your melee weapon attack and damage rolls.
- Weapon Beam: When you take the Attack action, you can forego one of your attacks to fire a beam of chaos from your weapon at an enemy within 15ft of you, dealing 1d4 + your intelligence modifier worth of force damage. This can be used a number of times equal to your proficiency bonus, all expended used being regained after completing a long rest.
Fighting Style
Starting 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.
Arcane Adept
You learn two cantrips of your choice from the Wizard spell list. They count as Magiknight spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Wizard spell list.
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.
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.
Spellcasting
Once you reach 2nd level, you have learned to draw on your curse mark to harness the power of arcane and chaos to cast your spells.
Spell Slots
The Magiknight table shows how many spell slots you have to cast your spells. To cast one of your magiknight spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Preparing Spells
You prepare the list of magiknight spells that are available for you to cast, choosing from the magiknight spell list. When you do so, choose a number of magiknight spells equal to your Intelligence modifier + half your magiknight level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level magiknight, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of magiknight spells requires time spent training your mind harnessing the power of your curse mark: at least 1 minute per spell level for each spell on your list.
Spell Casting Ability
Intelligence is your spellcasting ability for your magiknight spells, since their power from your curse mark has to be mentally focused. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a magiknight spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Spellcasting Focus
You can use any martial or simple weapon in at least one hand as a spellcasting focus for your magiknight spells.
Ultima
Starting at 2nd level, Your curse mark allows you to tap into your life essence and draw out volatile magic. Your access to this magic is represented by a number of Ultima Points. Your Magiknight level determines the number of points you have, as shown in the Ultima Points column of the Magiknight table.
You can spend these points to fuel various ultima features. You learn two such features at 2nd level: Splintering Winter and Scorching Flames. You learn more Ultima features as you gain levels in this class.
Your ultima points refill after you complete a short or long rest, as you reabsorb all of the volatile magic back into your body.
Some of your ultima features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ultima Save DC
Splintering Winter. Immediately after you cast a ranged spell attack on your turn, you can spend 1 Ultima point to cause ice to Splinter off the spell causing an additional 1d8 cold damage.
Scorching Flames. You can spend 1 Ultima point, as a reaction you can call upon flames to burn any hostile creature within 5ft of you. They must make a Dexterity saving throw or it takes 1d10 fire damage. on a failed save, they take half as much damage.
Arcane blood
By 3rd level, the Arcane infused blood flowing through your veins grants you resistant to poison and immunity to disease.
Curse Mark
When you reach 3rd level, you can draw more Arcane Magic from your mark. now you can draw your full power. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include Curse Mark spells.
Curse Mark spells
Each curse mark has a list of associated spells. You gain access to these spells at the levels specified in the Curse Mark description. Once you gain access to a curse mark spell, you always have it prepared. curse mark spells don't count against the number of spells you can prepare each day.
If you gain a curse mark spell that doesn't appear on the magiknight spell list, the spell is considered a magiknight spell for you.
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.
Lightning Slash
Starting at 6th level, when you hit a creature with a melee weapon attack, you can expend 2 ultima points to deal 2d8 lightning damage to the target, in addition to the weapon's damage. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Magical Secrets
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Magiknight table.
The chosen spells count as magiknight spells for you and are included in the number in the Spells Known column of the magiknight table.
You learn two additional spells from any class at 14th level and again at 18th level.
Improved lightning Slash
By 11th level, lightning arcs almost uncontrollably from your curse mark it causes your melee weapon strikes to carry pure plasma with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 lightning damage.
Optional Class Features
This section offers additional features that you can gain as a magiknight. Unlike the features from the core class, you don't gain the features here automatically. Consulting with your DM, you decide whether to gain a feature in this section if you meet the level requirement.
Chaos Control
At 5th level, when you miss with an attack roll, you can spend 1 to 3 ultima points to increase your attack roll by 2 for each of these ultima points you spend, potentially turning the miss into a hit.
Curse Marks
Curse marks are the basis of what makes a magiknight what they are. Brands of the dark experiments performed upon them in their pasts. These brands come in many shapes, sizes, and forms, but can be categorized into groups. These groups dictate the arcane abilities that a magiknight would unlock through their trainings and experiences.
Curse Mark of Kratt
Many who wish to control the power of healing would simply pray to a divine being or earn its favor, however, some attempted to create healers by force. The byproduct curse mark allowed the magiknights to control life and death as they saw fit, dubbing it the Curse Mark of Kratt
Curse Mark of Kratt Features
Magiknight Level | Features |
---|---|
3rd | Curse Mark Spells, Hand of Light |
7th | Life Grip |
15th | Nature Curse |
20th | Ultima Healing |
Curse Mark spells
You gain Curse Mark spells at the Magiknight levels listed.
Curse Mark of Kratt Spells
Magiknight Level | Spells |
---|---|
3rd | cure wounds, bless |
5th | healing spirit, prayer of healing |
9th | beacon of hope, life transference |
13th | aura of purity, resistance |
17th | mass cure wounds, holy weapon |
Hand of Light
At 3rd level, your hand is consumed by your curse mark, but the magic from your hand is not destructive. When healing hit point damage or dealing radiant damage, your curse mark adds your level to the healing or damage done.
Life Grip
Beginning at 7th level, As an action you can spend 2 ultima points to choose an Ally within 30 ft. They get grabbed by a hand made of roots, and get dragged toward the magiknight, landing adjacent to them. This may be used once per short or long rest.
Nature Curse
Starting at 15th level, As an action you can expend 4 ultima points to place the nature curse on a creature you can see within 60 ft. When this creature takes damage, roots wrap around them and they heal 2d8 hit points + intelligence modifier. After this healing resolves, the curse moves to a random ally of the magiknight within 30 ft.
Ultima Healing
Starting at 20th level, when you expend 6 ultima points, you can now instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
Curse Mark of Fellten
Fused with a foreign substance, in an attempt to invoke the powers of the thunderborn hunter. As a byproduct, those who survive the fusing process are granted control over the tempest itself, along with other traits of the hunter.
Curse Mark of Fellten Features
Magiknight Level | Features |
---|---|
3rd | Curse Mark Spells, The Hunters Eyes |
7th | Nova Slash |
15th | Tempest Keeper |
20th | Levin Halo |
Curse Mark spells
You gain Curse Mark spells at at the Magiknight levels listed.
Curse Mark of Fellten Spells
Magiknight Level | Spells |
---|---|
3rd | fog cloud, thunderwave |
5th | gust of wind, shatter |
9th | call lightning, blink |
13th | elemental bane, storm sphere |
17th | maelstrom, steel wind strike |
The Hunters Eyes
At 3rd level, your eyes are consumed by your curse mark giving you the ability to cast True Strike as a bonus action. You add the True Strike Cantrip to your spell list if it is not there already. This may be used a number of times equal to your proficiency bonus every short or long rest.
Nova Slash
Beginning at 7th level, As a bonus action you can spend 2 ultima points and you can imbue your weapon with pure Thunder. Your weapon rings with thunder that is audible
within 130 feet of you, and the attack deals an extra 1d8 thunder damage + Intelligence modifier to one creature you hit with an attack if you have advantage on the attack roll. This feature can be used with your Weapon Beam. This can only be used once per long rest.
Tempest Keeper
Starting at 15th level, you can expend 4 ultima points to cause plasma to wreath from your body for one minute, shedding bright light in a 5-foot radius and dim light for an additional 5 feet.
The Tempest Keeper feature grants you resistance to thunder and lightning damage. Whenever a creature within 5 feet of you hits you with a melee attack, your body erupts with plasma, causing the attacker to take 2d8 lightning damage. You can end this feature early by using a bonus action to dismiss it or if you are knocked unconscious or die. this feature can be used twice per long rest.
Levin Halo
Starting at 20th level, Lightning starts to form from your eyes and arc around your head from your curse mark. Using your action, you can expend 6 ultima points, For 1 minute, you gain the following benefits:
- You surround yourself in an aura of plasma. All hostile creatures within 30 feet of yourself suffer lightning damage equal to 2d12 + intelligence modifier.
- Wings of lightning form from your back, granting you flight speed equal to 50 feet.
Curse Mark of Mephistopheles
Grafted with powers of brimstone and hellfire, you were the byproduct of an experiment with the devil himself. Now capable of calling upon devils powers, and manifesting devilish properties, you are to be considered a devilkin walking the mortal planes.
Curse Mark of Mephistopheles Features
Magiknight Level | Features |
---|---|
3rd | Curse Mark Spells, Dirge of Cerberus |
7th | Rest for the Wicked |
15th | Devil on your Shoulder |
20th | Full of Sin |
Curse Mark spells
You gain Curse Mark spells at at the Magiknight levels listed.
Curse Mark of Mephistopheles Spells
Magiknight Level | Spells |
---|---|
3rd | charm person, hellish rebuke |
5th | flame blade, summon beast |
9th | fear, summon lesser demons |
13th | summon greater demon, wall of fire |
17th | flame strike, summon celestial |
Dirge of Cerberus
At 3rd level, your face has been consumed by your curse mark, as a bonus action you can expend 2 ultima points to summon your Cerberus.
The Cerberus appears in an unoccupied space of your choice that you can see within 30 feet of you. The Cerberus is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Cerberus stat block, which uses your proficiency bonus in several places.
In combat, the cerberus shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the cerberus can take any action of its choice, not just Dodge.
The Cerberus manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the Cerberus again, or until you die.
Rest for the Wicked
Beginning at 7th level, As an action you can spend 4 ultima points to infuse your body with infernal power. For one minute, at the beginning of each of your turns you gain a number of temporary hit points equal to your Intelligence modifier. this can only be used if your Cerberus is summoned.
Devil on your Shoulder
Beginning at 15th level, you have resistance to fire damage, and your hit point maximum can't be reduced. Your Mark has spread through your body making you look fiendish.
Full of Sin
Starting at 20th level, as an action you can expend 6 ultima points, to cause your fiendish nature to Imbue your attacks for one minute. Your weapon beam's range increases to 25-35ft, and your weapon beam deals an additional 2d12 fire damage + your intelligence modifier. if your Cerberus is summoned you can take some of their hit points to heal yourself. This can only be used once per long rest.
Curse Mark of Eltem
experiments involving dragon parts are ancient throughout the world. From forgotten rituals, to arcane rites, taking in the power of a dragon is a goal of many mortals. However, sacrifices often have to be made, in order to find the perfect procedure to fuse mortal with monster.
Curse Mark of Eltem Features
Magiknight Level | Features |
---|---|
3rd | Curse Mark Spells, Frozen breath |
7th | Relentless winter |
15th | Flesh to Scales |
20th | Dragonheart |
Cerberus
Small (at 5th level it's size becomes medium, and 10th it becomes large) Fiend (devil)
- Armor Class 10 + your dexterity modifier (natural armor)
- Hit Points 5 + five times your Magiknight level
- Speed 35 ft.
STR DEX CON INT WIS CHA 15 (+2) 13 (+1) 14 (+2) 6 (-2) 13 (+1) 6 (-2)
- Damage Immunities fire, poison
- Condition Immunities poisoned
- Senses 60 ft., passive Perception 12
- Languages Infernal, understands the languages you speak
- Challenge —
- Proficiency Bonus equals your bonus
Keen Hearing and Smell. Cerberus has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Multiple Heads. Cerberus has three heads. While it has more than one head, Cerberus has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Whenever Cerberus loses half of their hit points or more, its extra heads die.
Actions
Bite. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + PB piercing damage
Claw. Melee Weapon Attack: your spell attack modifier to hit, reach 10 ft., one target. Hit: 1d6 + PB slashing damage
Fire Breath. One of Cerberus heads releases a 15 ft. cone of flames. Each creature in the area must succeed on a Dexterity saving throw against your spell save DC, taking 1d6 + PB fire damage on a failed save, or half as much damage on a successful saving throw.
Curse Mark spells
You gain Curse Mark spells at the Magiknight levels listed.
Curse Mark of Eltem Spells
Magiknight Level | Spells |
---|---|
3rd | Armor of Agathys, Ice Knife |
5th | Dragon's Breath, Hold Person |
9th | Sleet Storm, Slow |
13th | Freedom of Movement, Ice Storm |
17th | Cone of Cold, Hold Monster |
Frozen Breath
At 3rd level, your curse mark spreads through your back. As an action you can spend 2 ultima points to exhale destructive energy. it releases a 15ft line of Ice. Each creature in the area must succeed on a Dexterity saving throw against your spell save DC, taking 1d6 cold damage + your intelligence modifier on a failed save, or half as much damage on a successful saving throw.
Relentless Winter
Beginning at 7th level, you conjure a storm of winter that circles around you. As an action you can expend 4 ultima points, to designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a dexterity saving throw. On a failed save, the creature takes 1d8 cold damage + your intelligence modifier On a successful save, the creature takes half as much damage.
Flesh to Scales
Beginning at 15th level, you have resistance to cold damage, you gain a permanent + 2 to your AC. Your Mark has spread through your back making it look like dragon scales now.
Dragonheart
At 20th level, you can partially assume the form of a dragon, taking on an appearance you choose. For example, your skin might turn Platinum or take on a scaly texture, you might sprout horns or you grow reptile-like talons.
Using your action, you can expend 6 ultima points, to undergo a transformation. For 1 minute, you gain the following benefits:
At the start of each of your turns, you regain 5 hit points. Whenever you cast a Magiknight spell that has a casting time of 1 action, you can cast it using a bonus action instead. Enemy creatures within 10 feet of you have disadvantage on saving throws against your Magiknight spells and Ultima features.
Once you use this feature, you can't use it again until you finish a long rest.
Curse Mark of Hyrsam
Sometimes, fey who bear ownership over a pore soul will use them as testing grounds for arcane tricks and other whimsical wills, possibly leading to a creature developing a Curse Mark of Hyrsam.
Curse Mark of Hyrsam Features
Magiknight Level | Features |
---|---|
3rd | Bink's Sake, Curse Mark Spells, Lust for Life |
7th | Sirens Call |
15th | Mandrakes Cry |
20th | Curse of the Sea Witch |
Curse Mark spells
You gain Curse Mark spells at the Magiknight levels listed.
Curse Mark of Hyrsam Spells
Magiknight Level | Spells |
---|---|
3rd | Dissonant Whispers, Charm Person |
5th | Pyrotechnics, Shatter |
9th | Tongues, Fast Friends |
13th | Compulsion, Charm Monster |
17th | Rary's Telepathic Bond, Mislead |
Bink's Sake
Starting at 3rd level, you gain proficency in a musical instrument what uses a piece to play the instrament, such as drumsticks, picks, and bows of your choice, such as a drums, guitar, or violin respectfully.
With this instrument you can spread your cursemark through the bow, allowing you to use it as a shortsword (this counts towards your spellcasting focus).
Lust for Life
At 3rd level, your voice is consumed by your curse mark, causing you to be fueled by your allies who hear it. Whenever you play your instrument in battle, you can use your bonus action to gain a benefit to your attack roll equal to the amount of people (maximum of +5) who are able to hear your song within 30ft of you. The maximum increases by 1 at 5th, 9th, 13th, and 17th level. This may be used a number of times equal to half of your proficiency bonus (rounded down) every short or long rest.
Sirens Call
Beginning at 7th level, As an action you can spend 2 ultima points to play a beautiful tune, casting charm person without using a spell slot. You can use 1 additional ultima points to cast the spell at higher levels, to a maximum of points being used in total. Using this does not count as afflicting the target by magic. This uses your spellcasting saving throw.
Mandrakes Cry
Starting at 15th level, As an action you can expend 4 ultima points to screech loudly causing all within 30ft of you to have to make a constitution saving throw, on a failed save they take 2d6 + your Intelligence modifier thunder damage, as well as be deafened for 1 minute or until they succeed on the saving throw. on a success they take half damage and aren't deafened.
Curse of the Sea Witch
Starting at 20th level, when you expend 6 ultima points, to mute yourself, placing your voice into what you use to play your instrument. while this is in effect, you can double your intelligence in the use of attack and damage rolls, as well as your spellcasting modifier and saving throws. this last for 10 minutes or until you become unconscious or die.
Curse Mark of Iselder
Sometimes a curse mark develops where no one will see it, and spreads into the unknown. Those who develop the curse mark of Iselder have a curse mark grow across their mind, granting them many psychic abilities along with the typical arcane control.
Curse Mark of Iselder Features
Magiknight Level | Spells |
---|---|
3rd | Curse Mark Spells, Psionic Augment, Psionic Ward |
7th | Despondency |
15th | Psionic Plates |
20th | Mental Backlash |
Curse Mark spells
You gain Curse Mark spells at the Magiknight levels listed.
Curse Mark of Iselder Spells
Magiknight Level | Spells |
---|---|
3rd | command, heroism |
5th | detect thoughts, Tasha's mind whip |
9th | fear, incite greed |
13th | banishment, compulsion |
17th | antilife shell, telekinesis |
Psionic Augment
Starting at 3rd level when you select this subclass, you learn to augment your weapons with psionic energy. Whenever you finish a long rest, you can touch one weapon that you are proficient with. When you attack with that weapon the damage type changes to psychic. This augment lasts until you finish a long rest.
Psionic Ward
At 3rd level, you also learn to defend yourself with bursts of psionic energy. As a reaction to being hit by another creatures attack, you can expend 1 ultima point to cause a wave of psionic energy to launch them back. The creature takes 1d6 psychic damage, and must make a Constitution save against your spell save DC, or be pushed 5 ft. away from you.
When you reach 7th level, the knock back increases by 5 ft. to 10 ft., 15 ft. at 11th level, and 20 ft. at 17th level. Additionally, the damage die increases to 1d10 at 11th level.
Despondency
Once you reach the 7th level, you can manipulate the minds of those around you. As an action, you can spend 2 ultima points to force a creature that knows at least 1 language to make an Intelligence save against your spell save DC. Upon failure the creature becomes frightened. You can do this a number of times equal to your proficiency bonus per long rest.
Psionic Plates
Starting at 15th level, you can expend 4 ultima points to form a number plates of psionic energy equal to your Intelligence modifier around your body for one minute. While these plates exist, you have resistance to psychic damage, and advantage on all intelligence checks and saving throws. Additionally, you can use a bonus action to launch one of you psychic plate towards an enemy as a ranged spell attack. On a hit, the plate deals 4d4 + your Intelligence modifier psychic damage, and the plate is consumed. this feature ends early if you use all of your psychic plates or if you are knocked unconscious or die. this feature can be used twice per long rest.
Mental Backlash
Beginning at 20th level, you learn to unleash a large wave of psionic energy to disrupt and harm the minds of those around you. As an action, you can expend 5 ultima points to send out a wave of psionic energy targeting a number of creatures equal to you Intelligence modifier within 30 ft. of you. A creature that has been targeted must make an intelligence save against your spell save DC, taking 4d6 + your Intelligence modifiers worth of psychic damage, and being stunned until the end of their next turn, or taking half damage on a save.
Magiknight Spell List
1st Level
- Absorb Elements
- Arms Of Hadar
- Burning Hands
- Cause Fear
- Chaos Bolt
- Chromatic Orb
- Comprehend Languages
- Detect Magic
- Ensnaring Strike
- Feather Fall
- Guiding Bolt
- Hex
- Identify
- Inflict Wounds
- Magic Missile
- Shield
- Sleep
- Hideous Laughter
- Thunderwave
- Zephyr Strike
2nd Level
- Cloud of Daggers
- Crown of Madness
- Darkness
- Enhance Ability
- Find Steed
- Flaming Sphere
- Invisibility
- Knock
- Mind Spike
- Mirror Image
- Misty Step
- Moonbeam
- Pass Without Trace
- Ray of Enfeeblement
- Shadow Blade
- Snilloc's Snowball Storm
- Spiritual Weapon
- Suggestion
- Web
3rd Level
- Blink
- Counterspell
- Create Food and Water
- Crusader's Mantle
- Dispel Magic
- Fireball
- Fly
- Haste
- Lightning Bolt
- Melf's Minute Meteors
- Phantom Steed
- Revivify
- Spirit Guardians
- Spirit Shroud
- Tidal Wave
- Vampiric Touch
4th Level
- Aura of Life
- Blight
- Elemental Bane
- Evard's Black Tentacles
- Find Greater Steed
- Grasping Vine
- Gravity Sinkhole
- Stoneskin
5th Level
- Bigby's Hand
- Circle of Power
- Cloudkill
- Destructive Wave
- Immolation
- Modify Memory
- Steel Wind Strike
- Temporal Shunt
Starting Equipment
When you create your magiknight, you receive equipment based on a combination of your class and background. You can however choose to instead start out with a number of gold pieces based on the following chart and spend the gold on items from the equipment lists in Chapter 5 of the Players Handbook.
Starting Wealth
Class | starting gold |
---|---|
Magiknight | 3d4 x 10 gp |
Multiclassing
Multiclassing can allow you to gain levels in multiple classes. The following information will help you with multiclassing into the magiknight class.
Prerequisites
To qualify for a new class, you must meet the ability score prerequisites for both your current class, and the class you wish to multiclass into.
Prerequisites
Class | Ability Score Minimum |
---|---|
Magiknight | Constitution 13 and Intelligence 13 |
Proficiencies
When you gain a level in a class other than your first, you only gain some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.
Multiclassing Proficiencies
Class | Proficiencies Gained | |
---|---|---|
Magiknight | Light armor, medium armor, shields, simple weapons, martial weapons |
Credits
Created by Jory C.
Contributors: Kegan C., Nicholas H.
Proofreaders/Balancers: David D.D., J. Zowan, Kegan C., Nicholas H., Ryan K.Art in Order of Appearance
"rogue/wizard, Odd Stonemantle!" by Jake Siano "alchemist's house" by Sergey Rechkin
"thing" by Open Clip Art
"Assassin" by Jang Tae-Hwan