Tahliat
2019-05-15, 05:07 AM
Hi, this is my first attempt at a pet peeve class of mine: the gish, I would love to hear your feedback on it.
Mageknight
Class Features
As a mageknight, you gain the following class features.
Hit Points
Hit Dice: 1d10 per mageknight level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per mageknight 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 Acrobatics, Athletics, Arcana, History, Insight, Investigation and Medicine
Equipment: You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or (b) leather, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a scholar's pack or (b) an explorer's pack
Cantrips
You learn two cantrips: Blade Ward and another cantrip of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 4th and 10th level.
Blade Bond
Over the course of 1 hour short rest, you can bond a weapon to you. Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you can summon it to your hand as a bonus action. You can also use your bonded weapon as an arcane focus for your mageknight spells
Fighting Style
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.
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Defence: While you are wearing armor, you gain a +1 bonus to AC.
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,
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, 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.
Spellcasting
When you reach 2nd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spelllist.
Spell Slots
The Mageknight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st level spell shield and have a 1st level and a 2nd level spell slot available, you can cast shield using either slot. Spells Known of 1st-level and Higher. You know two 1st level wizard spells of your choice.
Spells Known
The Spells Known column of the Mageknight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spelllist. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spell Combat
Beginning at 2nd level, when you use your action to attack you can cast a spell as a bonus action. You can only use spells with a range of touch, targeting yourself or a spell with a range of self, that targets only you (no cone, radius, line).
You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.
Archetype
At 3rd level, you choose an archetype that you strive to emulate in your continuing efforts to blend blade and spell. Choose Duskblade, Bladeguardian, or Swordsage, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th and 15th level.
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.
Combat Casting
Beginning at 6th level, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls.
Arcane Charge
At 6th level, the extra movement you gain by taking the Dash Action is a teleport. You teleport to an unoccupied space you can see.
Arcane steps
Beginning at 10th level, you gain the ability to teleport as part of your movement up to 10 feet to an unoccupied space you can see.
This is in addition to your normal movement.
Channel Energy
By 11th level, you can channel part of the arcane energies you wield through your weapon strikes. Whenever you hit a creature with a weapon, the creature takes an extra 1d8 damage. The damage type must match the damage type dealt by one of your cantrips. You can change the damage type as an action by channeling energy through your weapon.
Spell Combat Expert
At 14th level, you can use cantrips which use a melee spell attack or a ranged spell attack with spell combat.
Spell Combat Master
At 18th level, you can use Spell Combat to cast any spell with a cast time of 1 action.
Channel Spell
At 20th level, instead of making a melee or ranged spell attack while casting a spell, you can channel the spell through your weapon and substitute the spell attack with a weapon attack, doing damage with your weapon as normal. You can use this ability only once per turn.
Archetypes
Duskblade
Heavy Armor
At 3rd level, you gain proficiency with heavy armor.
Enchant Arms
Starting at 7th level, your bonded weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Enchanted Armor
Starting 15th level, at the end of a long rest, touch one suit of armor. Until the end of your next long rest, While you're wearing said armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Blade Guardian
Arcane Deflection
Starting at 3rd level, when a creature that you can see hits you with an attack (weapon or spell), you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing it to miss you.
Project Deflection
Starting at 7th level, when a creature that you can see within 30 feet of you is hit by an attack, you can use your reaction to add your proficiency bonus to its AC for that attack, potentially causing it to miss it.
Spell Deflection
Starting at 15th level you can deflect spells with your arcane deflection. When a creature that you can see within 30 feet of you casts a spell,
you can use your reaction to bestow advantage on the saving throw and resistance against the spell being cast.
Swordsage
Expand Knowledge
At 3rd level, you learn two cantrips of your choice from the wizard spell list.
Spellbook
At 3rd level, you gain a spellbook where you can write your spells and two 1st level wizard spells. These are in addition to the spells gained from your mageknight class. You can add spells to your spellbook in the same way as a wizard. Every level thereafter you gain an extra wizard spell to scribe in your spellbook. You memorize spells as a wizard does. When you do so, choose a number of wizard spells equal to half your mageknight level, rounded down. The spells must be of a level for which you have spell slots. This is in addition to the spells you known as a mageknight.
Ritual Casting
At 7th level, you can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Quick Study
At 15th level, you can change your memorization during a short rest.
Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
1st
2nd
3rd
4th
5th
1st
+2
Cantrips, Blade Bond
2
-
-
-
-
-
-
2nd
+2
Fighting Style, Spellcasting, Spell Combat
2
2
2
-
-
-
-
3rd
+2
Archetype Feature
2
3
3
-
-
-
-
4th
+2
Ability Score Improvement
3
3
3
-
-
-
-
5th
+3
Extra Attack
3
4
4
2
-
-
-
6th
+3
Combat Casting, Arcane Charge
3
4
4
2
-
-
-
7th
+3
Archetype Feature
3
5
4
3
-
-
-
8th
+3
Ability Score Improvement
3
5
4
3
-
-
-
9th
+4
-
3
6
4
3
2
-
-
10th
+4
Arcane steps
4
6
4
3
2
-
-
11th
+4
Channel Energy
4
7
4
3
3
-
-
12th
+4
Ability Score Improvement
4
7
4
3
3
-
-
13th
+5
-
4
8
4
3
3
1
-
14th
+5
Spell Combat Expert
4
8
4
3
3
1
-
15th
+5
Archetype Feature
4
9
4
3
3
2
-
16th
+5
Ability Score Improvement
4
9
4
3
3
2
-
17th
+6
-
4
10
4
3
3
3
1
18th
+6
Spell Combat Master
4
10
4
3
3
3
1
19th
+6
Ability Score Improvement
4
11
4
3
3
3
2
20th
+6
Channel Spells
4
11
4
3
3
3
2
*Edited to incorporate changes from feedback
Mageknight
Class Features
As a mageknight, you gain the following class features.
Hit Points
Hit Dice: 1d10 per mageknight level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per mageknight 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 Acrobatics, Athletics, Arcana, History, Insight, Investigation and Medicine
Equipment: You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or (b) leather, longbow, and 20 arrows
(a) a martial weapon and a shield or (b) two martial weapons
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a scholar's pack or (b) an explorer's pack
Cantrips
You learn two cantrips: Blade Ward and another cantrip of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 4th and 10th level.
Blade Bond
Over the course of 1 hour short rest, you can bond a weapon to you. Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you can summon it to your hand as a bonus action. You can also use your bonded weapon as an arcane focus for your mageknight spells
Fighting Style
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.
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Defence: While you are wearing armor, you gain a +1 bonus to AC.
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,
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, 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.
Spellcasting
When you reach 2nd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spelllist.
Spell Slots
The Mageknight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st level spell shield and have a 1st level and a 2nd level spell slot available, you can cast shield using either slot. Spells Known of 1st-level and Higher. You know two 1st level wizard spells of your choice.
Spells Known
The Spells Known column of the Mageknight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spelllist. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spell Combat
Beginning at 2nd level, when you use your action to attack you can cast a spell as a bonus action. You can only use spells with a range of touch, targeting yourself or a spell with a range of self, that targets only you (no cone, radius, line).
You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.
Archetype
At 3rd level, you choose an archetype that you strive to emulate in your continuing efforts to blend blade and spell. Choose Duskblade, Bladeguardian, or Swordsage, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th and 15th level.
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.
Combat Casting
Beginning at 6th level, being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged spell attack rolls.
Arcane Charge
At 6th level, the extra movement you gain by taking the Dash Action is a teleport. You teleport to an unoccupied space you can see.
Arcane steps
Beginning at 10th level, you gain the ability to teleport as part of your movement up to 10 feet to an unoccupied space you can see.
This is in addition to your normal movement.
Channel Energy
By 11th level, you can channel part of the arcane energies you wield through your weapon strikes. Whenever you hit a creature with a weapon, the creature takes an extra 1d8 damage. The damage type must match the damage type dealt by one of your cantrips. You can change the damage type as an action by channeling energy through your weapon.
Spell Combat Expert
At 14th level, you can use cantrips which use a melee spell attack or a ranged spell attack with spell combat.
Spell Combat Master
At 18th level, you can use Spell Combat to cast any spell with a cast time of 1 action.
Channel Spell
At 20th level, instead of making a melee or ranged spell attack while casting a spell, you can channel the spell through your weapon and substitute the spell attack with a weapon attack, doing damage with your weapon as normal. You can use this ability only once per turn.
Archetypes
Duskblade
Heavy Armor
At 3rd level, you gain proficiency with heavy armor.
Enchant Arms
Starting at 7th level, your bonded weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Enchanted Armor
Starting 15th level, at the end of a long rest, touch one suit of armor. Until the end of your next long rest, While you're wearing said armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
Blade Guardian
Arcane Deflection
Starting at 3rd level, when a creature that you can see hits you with an attack (weapon or spell), you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing it to miss you.
Project Deflection
Starting at 7th level, when a creature that you can see within 30 feet of you is hit by an attack, you can use your reaction to add your proficiency bonus to its AC for that attack, potentially causing it to miss it.
Spell Deflection
Starting at 15th level you can deflect spells with your arcane deflection. When a creature that you can see within 30 feet of you casts a spell,
you can use your reaction to bestow advantage on the saving throw and resistance against the spell being cast.
Swordsage
Expand Knowledge
At 3rd level, you learn two cantrips of your choice from the wizard spell list.
Spellbook
At 3rd level, you gain a spellbook where you can write your spells and two 1st level wizard spells. These are in addition to the spells gained from your mageknight class. You can add spells to your spellbook in the same way as a wizard. Every level thereafter you gain an extra wizard spell to scribe in your spellbook. You memorize spells as a wizard does. When you do so, choose a number of wizard spells equal to half your mageknight level, rounded down. The spells must be of a level for which you have spell slots. This is in addition to the spells you known as a mageknight.
Ritual Casting
At 7th level, you can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Quick Study
At 15th level, you can change your memorization during a short rest.
Level
Proficiency Bonus
Features
Cantrips Known
Spells Known
1st
2nd
3rd
4th
5th
1st
+2
Cantrips, Blade Bond
2
-
-
-
-
-
-
2nd
+2
Fighting Style, Spellcasting, Spell Combat
2
2
2
-
-
-
-
3rd
+2
Archetype Feature
2
3
3
-
-
-
-
4th
+2
Ability Score Improvement
3
3
3
-
-
-
-
5th
+3
Extra Attack
3
4
4
2
-
-
-
6th
+3
Combat Casting, Arcane Charge
3
4
4
2
-
-
-
7th
+3
Archetype Feature
3
5
4
3
-
-
-
8th
+3
Ability Score Improvement
3
5
4
3
-
-
-
9th
+4
-
3
6
4
3
2
-
-
10th
+4
Arcane steps
4
6
4
3
2
-
-
11th
+4
Channel Energy
4
7
4
3
3
-
-
12th
+4
Ability Score Improvement
4
7
4
3
3
-
-
13th
+5
-
4
8
4
3
3
1
-
14th
+5
Spell Combat Expert
4
8
4
3
3
1
-
15th
+5
Archetype Feature
4
9
4
3
3
2
-
16th
+5
Ability Score Improvement
4
9
4
3
3
2
-
17th
+6
-
4
10
4
3
3
3
1
18th
+6
Spell Combat Master
4
10
4
3
3
3
1
19th
+6
Ability Score Improvement
4
11
4
3
3
3
2
20th
+6
Channel Spells
4
11
4
3
3
3
2
*Edited to incorporate changes from feedback