Magical Knight (5e Class)
Magical Knight
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Creating a Magical Knight
- Quick Build
You can make a Magical Knight quickly by following these suggestions. First, strength should be your highest ability score, followed by intelligence. Second, choose the soldier background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Magical Knight you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Magical Knight level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Magical Knight level after 1st
- Proficiencies
Armor: Medium
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose 3 from Arcana, Athletics, History, Insight, Investigation, Nature, or Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A longsword or (b) A greatsword or (c) 2 daggers
- (a) A short bow with 20 arrows or (b) A longbow with 20 arrows or (c) 2 hand crossbows with 20 bolts
- (a) A chain shirt or (b) Scale mail
- (a) An explorer's pack or (b) A dungeoneer's pack
Level | Proficiency Bonus | Features | Movement Pool |
---|---|---|---|
1st | +2 | Chosen Weapon, Chosen Element, Magical Transformation, | 30 ft |
2nd | +2 | Fighting Style | 35 ft |
3rd | +2 | Magical Weapon +1 | 40 ft |
4th | +2 | Ability Score Improvement, Archetype Bonus | 45 ft |
5th | +3 | — | 50 ft |
6th | +3 | Swift Movement | 55 ft |
7th | +3 | Magical Weapon +2 Archetype Bonus | 60 ft |
8th | +3 | Ability Score Improvement, Signature Move | 65 ft |
9th | +4 | Elemental Strike | 70 ft |
10th | +4 | — | 75 ft |
11th | +4 | — | 80 ft |
12th | +4 | Ability Score Improvement, Archetype Bonus | 85 ft |
13th | +5 | Magical Weapon +3 | 90 ft |
14th | +5 | — | 95 ft |
15th | +5 | — | 100 ft |
16th | +5 | Ability Score Improvement | 105 ft |
17th | +6 | Archetype Bonus | 110 ft |
18th | +6 | — | 115 ft |
19th | +6 | Ability Score Improvement | 120 ft |
20th | +6 | — | 125 ft |
Chosen Weapon
Your Magical Knight powers are granted to you in the form of a Magical Rod, containing the soul of a powerful magical creature. You may choose between the following:
- Great Weapon: Any martial two-handed melee weapon
- Archery: Any martial two-handed ranged weapon
- Duel Wield: Two martial one-handed melee weapons
- Akimbo: Two martial one-handed ranged weapons
- Gladiator: One martial one-handed melee weapon, plus a shield
You gain proficiency in whatever martial weapons you chose. When making your magical transformation, your rod turns into the selected weapons, plus unlimited ammunition.
Your rod is considered an Artifact and cannot be destroyed through normal means. If you lose your rod, you may attune to its current location with a long rest, to track where it is.
Chosen Element
Your transformation has an affinity to a certain element. You must choose among Cold, Fire, or Lightning, though if you choose the Divine Soul archetype, your chosen element becomes Radiant. This does not grant any immediate bonus. You must also choose your Archetype at level 1.
Magical Transformation
Starting at 1st level, as long as you are holding your magic rod, you may use an action to begin a transformation. When performing a transformation, you cannot perform any other actions that round. All creatures who see you begin your transformation must make a Charisma save VS your Spell DC, or be frightened of you until your next turn. At the start of your next turn, your transformation finishes, and you gain the following benefits:
- You gain temporary health points equal to 4 + your Charisma modifier, per level of Magical Knight you have. When these temporary health points are depleted, your transformation ends.
- If you are not wearing armor, magically created ribbons, cloth, and jewelry adorn your body. Your AC becomes equal to 8 + your Charisma bonus + your proficiency bonus, if it was not already higher.
- Any effects that grant temporary health points can compound with the temporary health points granted by your transformation. However, spells such as cure wounds do not increase your temporary health points.
Your transformation lasts 10 hours. Once it ends, you cannot transform again until you make a short rest.
Fighting Style
You gain a bonus depending on your Chosen Weapon. These apply even when not transformed (i.e your chosen weapon is a bow, and you are wielding a mundane bow)
- Great Weapon: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
- Duel Wield: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Akimbo: You may engage in two-weapon fighting as if you were wielding two melee weapons. You do not add your ability modifier to the damage of the second attack.
- Gladiator: When you attack a creature with a melee weapon while wielding a shield, you gain +2 to AC against that creature until the start of your next turn.
Magical Weapon
Starting at 3rd level, you have a +1 bonus to your attack and damage rolls with your chosen weapon. This bonus increases to +2 at 7th level, and +3 at 13th level.
Elemental Strike
Starting at 5th level, while transformed, your weapon attacks deal and additional 1d4 of damage, of your chosen element. This feature can only trigger once per weapon per round.
Swift Movement
Starting at 6th level, your Magical Transformation makes your body fast and lightweight. Using a reaction, you may use points from your Movement Pool in a turn to do as many Movement Feats as you want. You start off with the following Movement Feats:
- Swift Run: Move along the ground by the amount spent; this does not count towards your land speed.
- Wall Run: Run along a wall up to a distance of the amount spent; this does not count towards your land speed.
- Great Jump: Extend the horizontal distance of a running leap by the amount spent, or extend the vertical distance of a vertical jump by half the amount spent; this does not count towards your land speed.
You may not spend more points per turn than your base walking speed. Once your movement pool is depleted, you cannot access it again until your next transformation. You get additional Movement Feats later on.
Signature Move
Starting at 8th level, you gain access to a Signature Move, depending on your Chosen Weapon. You can perform them as an action.
- Cleave (Great Weapon): You swing your weapon, creating a burst of energy that travels along the ground. One target within 30 feet must make a Dex save or take damage equal to four times your weapon's damage, as your Chosen Element. On a successful save, they avoid the attack, which continues moving until it reaches its maximum range or hits a new target.
- Piercing Beam (Archery): You fire your weapon in the form of a giant, all-destroying beam. All enemies along a 60 foot long, 5 foot wide line must make a Dex save or take damage equal to twice your weapon's damage, as your Chosen Element. On a successful save, they take half damage.
- Rushdown (Dual Wield): You move 30 feet towards a target you can see, and immediately make four weapon attacks against them.
- Death Blossom (Akimbo): Make a single weapon attack with either of your ranged weapons against as many creatures in range as you want, ignoring the Loading or Reload property of your weapons. Damage dealt in this way is always as your Chosen Element.
- Explosive Burst (Gladiator): All targets within 25 feet must make a Dex save, or take damage equal to twice your weapon's damage, as your Chosen element. In addition, they are knocked away 5 feet and fall prone. If they succeed the save, they take half damage.
Once you use your Signature Move, you cannot do so again until your next transformation.
Signature Climax
Starting at 14th level, you can use your Signature move, twice.
Hero's Revival
Starting at 20th lev,el, you can now transform twice before needing a short rest, at least one minute after your previous transformation ended. When you transform a second time in this way, you only gain half as many temporary hit points, and you also get two levels of exhaustion after it ends.
Draconic Soul
Your magical rod has the soul of a dragon in it.
- Dragon Scales
Starting at 4th level, the amount of temporary health points you get from your transformation increases from 4 to 6 points per level.
- Double Dragon
Starting at 7th level, you may choose a second Chosen Element. When using a feature that requires a chosen element, you can choose which one you use.
- Dragon Wings
Starting at 12th level, when transformed, you gain a pair of draconic wings. You get the following Movement Feature
- Fly: At the cost of 5 feet from your movement pool, you gain flight speed equal to your land speed.
- Draconic Burst
At 17th level, you gain a super mode that burns through your magical power in exchange for overwhelming might. Activating this super mode requires an action, though you can end it early as a bonus action. While active, you burn through 5 of your temporary hit points per round, and your AC is decreased by 2 regardless of what you are equipping, but you gain the following:
- Elemental Strike adds one die of damage for each of your chosen elements, rather than just one.
- You have advantage on Strength checks
- When you use a reaction to activate a Movement Feature, you may spend an additional 20 points per turn.
Fiendish Soul
Your magical rod has a fiend trapped in it, siphoning its power to keep it trapped.
- Fiendish Nature
When you take this archetype at level 1, spells that affect Fiends also affect you while you are transformed. Your Rod turns up as Evil when detected through detect evil and good, no matter your alignment.
- Great Weapon
Starting at 4th level, you gain the ability to wield oversized weapons as if you were one size category larger, and your magical weapon becomes an oversized variant of itself, increasing its damage by one die category.
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Celestial Soul
Your magical rod does not have a soul in it, but rather a fraction of the power of a Divine being, freely given. If you choose this archetype, your Chosen Element becomes Radiant.
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Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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