User:DanielDraco/Mystic Knight (3.5e Class)

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Author: DanielDraco (talk)
Date Created: 2015-08-29
Status: v3.0a
Editing: Corrections only, please.
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Ever wanted to play a gish that neither sucks nor is overpowered? Here you go. 20 1 Good Good Poor Good Alternate Magic Partial


Mystic Knight[edit]

Traditionally, the path of steel and the path of spell are seen as discrete disciplines. Certainly one can study both, but attempts to truly synergize the two are often sloppy at best. Duskblades try to use magic the same as would a wizard, and a sword the same as would a fighter; the little overlap that they achieve in the two studies is unreliable and infrequent. Mystic Knights understand that you can't just use both side-by-side; you must combine them.

Making a Mystic Knight[edit]

Mystic Knights best serve a role somewhere between the tank and the battlefield controller; they can lay the smackdown fairly effectively, and deal out impeding magical effects while they do so. They are also highly effective mage slayers, using Leap Through Aether to close the distance, then Disarm Spell and Arcane Riposte to effectively shut the spellcaster down.

Abilities: As with all fighter-types, Mystic Knights rely heavily on physical ability scores (to differing degrees depending on fighting style). They should not neglect Charisma, however, because it drives their magical talent.

Races: With their dual traditions of martial and magical skill, High Elves are very likely to pursue the path of the Mystic Knight. However, any race that holds both steel and spell in high regard is likely to have some Mystic Knights.

Alignment: Any.

Starting Gold: 5d6×10 gp (175 gp).

Starting Age: Complex.

Table: The Mystic Knight

Hit Die: d<-Die size for Hit Die->

Level Base
Attack Bonus
Saving Throws Special Power
Points/Day
Powers
Known
Maximum Power
Level Known
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +1 +2 +0 +2 <-any class features gained at this level->
2nd +2 +3 +0 +3 <-any class features gained at this level->
3rd +3 +3 +1 +3 <-any class features gained at this level->
4th +4 +4 +1 +4 <-any class features gained at this level->
5th +5 +4 +1 +4 <-any class features gained at this level->
6th +6/+1 +5 +2 +5 <-any class features gained at this level->
7th +7/+2 +5 +2 +5 <-any class features gained at this level->
8th +8/+3 +6 +2 +6 <-any class features gained at this level->
9th +9/+4 +6 +3 +6 <-any class features gained at this level->
10th +10/+5 +7 +3 +7 <-any class features gained at this level->
11th +11/+6/+1 +7 +3 +7 <-any class features gained at this level->
12th +12/+7/+2 +8 +4 +8 <-any class features gained at this level->
13th +13/+8/+3 +8 +4 +8 <-any class features gained at this level->
14th +14/+9/+4 +9 +4 +9 <-any class features gained at this level->
15th +15/+10/+5 +9 +5 +9 <-any class features gained at this level->
16th +16/+11/+6/+1 +10 +5 +10 <-any class features gained at this level->
17th +17/+12/+7/+2 +10 +5 +10 <-any class features gained at this level->
18th +18/+13/+8/+3 +11 +6 +11 <-any class features gained at this level->
19th +19/+14/+9/+4 +11 +6 +11 <-any class features gained at this level->
20th +20/+15/+10/+5 +12 +6 +12 <-any class features gained at this level->

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), Tumble (Dex), Use Rope (Dex).

Class Features[edit]

All of the following are class features of the Mystic Knight.

Weapon and Armor Proficiency: A Mystic Knight is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).

<span id="<-extraordinary class feature->"><-extraordinary class feature-></span> (Ex): <-class feature game rule information->

<span id="<-psi-like class feature->"><-psi-like class feature-></span> (Ps): <-class feature game rule information->

Spellsmite (Sp): Mystic Knights are not spellcasters per se, but they are capable of delivering powerful magic through their attacks. As a standard action, a Mystic Knight may make a normal weapon attack against a single creature. This may be any (including unarmed strikes and attacks with natural weapons, but not weapon-like spells). A spellsmite functions exactly as the attack normally would, and it carries a spell which, if the attack is successful, takes effect on the target of the attack. If the spell offers a save, the struck target receives a -4 penalty to it. If the spell allows multiple saves, the struck target receives the penalty only to the first one. If the spell is targeted and takes multiple targets, the Mystic Knight can designate those as normal for the spell, but only the one struck by the spellsmite attack (who must, if applicable, be the initial target) receives the save penalty. An area effect can be placed as normal, but the struck target must lie somewhere within the affected area, and any areas normally measured by their radius (except cylinders) become cones with a length equal to double their normal radius. A spell that normally requires a touch attack no longer needs one; that necessity is subsumed by the attack roll with the weapon. Using a spellsmite does not provoke an attack of opportunity.

As a standard action, a mystic knight may initiate any spellsmite that she knows by making a melee attack against a single target. If the attack lands, resolve it as normal and then apply the spellsmite's effect.

Many spellsmites are modified versions of existing spells. When a spell is used as a spellsmite, modify it as follows:

Components: A spellsmite has verbal and somatic components if its base spell has them. Your hands do not need to be empty to perform these somatic components, though you must be able to move them.

Casting Time: All spellsmites are standard actions.

Target/Effect/Area: A spellsmite's only target is the creature or object struck by the melee attack.

Rays and touch spells do not require a separate touch attack; this need is subsumed by your melee attack. A spellsmite is discharged immediately whether the attack was successful or not, even if the base spell is a touch spell.

For the purposes of spatially positioned spells, choose one 5 ft. square that the target occupies to be designated the target square. This square must be a valid attack target (and cannot, for example, have total cover relative to the mystic knight).

If the effect or area of a spellsmite is a cylinder or sphere, it is changed to a cone with a length equal to double the original radius. The point of origin for a cone must be the nearest corner of the target square. All areas and all effects which are positioned in space (e.g., fog cloud) must include the target square.

Saving Throw: The target receives a -4 penalty on all saving throws allowed by the base spell. Other creatures affected by the spellsmite (e.g., those caught in an area effect) do not receive this penalty.

<span id="<-supernatural class feature->"><-supernatural class feature-></span> (Su): <-class feature game rule information->

<span id="<-class feature->"><-class feature-></span>: <-class feature game rule information->

<span id="<-subclass feature->"><-subclass feature-></span> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

Epic Mystic Knight[edit]

Table: The Epic Mystic Knight

Hit Die: d10

Level Special
21st <-any improvements to class features gained at this level, including any bonus feats->
22nd <-any improvements to class features gained at this level, including any bonus feats->
23rd <-any improvements to class features gained at this level, including any bonus feats->
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->

4 + Int modifier skill points per level.

<-existing class feature->: <-how this class feature increases or accumulates at epic levels->

<-another existing class feature->: <-how this class feature increases or accumulates at epic levels->

Bonus Feats: The epic Mystic Knight gains a bonus feat (selected from the list of epic Mystic Knight bonus feats) every <-number of feats per level-> levels after 20th.

Epic Mystic Knight Bonus Feat List: <-list of bonus epic feats->.

High Elf Mystic Knight Starting Package[edit]

Weapons: <-Weapon selection for starting at 1st level with this class.->.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->
<-Skill name-> <-4 for class skills and 2 for cross-class skills-> <-Abbreviated key ability-> <-armor check penalty based on starting armor. If inapplicable put "—"->

<-copy and paste the rows as necessary.->

Feat: <-1st-level feat selection->.

Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this sample doesn't get any bonus feats at 1st level. ->.

Gear: <-Starting armor and other equipment outside of weapons.->.

Gold: <-Starting gold using this package.->.





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