Jervis
2022-04-09, 03:37 AM
https://www.enworld.org/attachments/17-nightmare-2003-dungeon-100-polyhedron-159-jpg.80487/
It's not edgy I swear
As part of my never ending quest to adapt cool stuff from 3.5 into 5e so i might actually get to play it instead of just running it, i bring you, knight phantom. The best worst ebberon prestige class for wizard gishes. It was basically just a less boring eldritch knight that got some SLAs relating to the Phantom Steed spell. It was no Abjurant Champion but it was fun and had some neat flavor too it.
As for design i made this to be a Gish that doesn't have to use Dex. Bladesingers are the strongest gishes in the game and follow the long trend of making dex the superior modifier for weapon damage. This annoys me greatly and honestly the lack of respect that sword and board or heavy weapons get in Gishes makes me angry. You have Sorcadins but thats about it, and you can make those as much a strength as a dex based fighter, and they usually go hexblade 1 anyway. from a mechanical perspective i would rather this be a sorcerer origin but it doesn't make any sense unless i scrap the porting and make it some kind of war born sorcerer or something. The lack of blade song AC in my mind justifies shield profs and the armor profs are important to not make another dex build only subclass.
Wizard: Knight Phantom
Knight Phantom is a title bestowed to wizards following in a long tradition of casters serving in times of warfare to bring magic to the frontlines as mounted skirmishers. They often serve as escorts to important dignitaries in times of conflict or elite guards to generals and other important officials.
Their martial training allows them to better defend themselves in times of trouble and their use of their illusory steeds allows them to move away from the heat of a battle and cast spells or to perform hit and run maneuvers. Their power is impressive but needs intelligent tactical choices to shine.
Battlefield Training
At 2nd level, you gain proficiency in Medium Armor, Shields, and Simple and Martial weapons. You also gain proficiency in the animal handling skill and with land vehicles if you didn't have them already.
You also gain the ability to use a shield or any weapon with the Two-Handed property with a value of at least 1 sp as an Arcane focus for your Wizard spells.
Phantom Familiar
Also at 2nd level, you learn the Find Familiar spell if you didn't already. You can cast the spell as a ritual even if you don't have it prepared or have your spellbook with you. When you summon your familiar using this spell you can choose to have it take the form of a shadowy phantasmal Pony, Mastiff, Mule, or Riding Horse. Regardless of which of these forms you choose, the familiar may serve as a mount for you so long as it is the same size as you or larger. When doing so the familiar always acts on your initiative.
A DM may allow other more exotic forms for your familiar so long as it is a creature suitable as a mount but should exorcise caution when allowing a form with a CR above 1/4th.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Shadow March
At 10th level you gain the ability to phase briefly in and out of shadow during a charge. When your familiar takes the Dash action while serving as a mount for you, you and it gain the following benefits for the rest of the turn.
Neither you nor it provoke attacks of opportunity for the rest of the turn
You both ignore nonmagical difficult terrain
Your familiar may walk on water
If your familiar walks off of a surface it may fly for up to 10 feet in any direction but up, falling if it is not standing on a surface after moving that distance
You both have advantage on stealth checks
Phantom Charge
At 14th level and beyond, when you move at least 10 feet before attacking you may add an additional 1d8 damage to any weapon attack you make this turn.
It's not edgy I swear
As part of my never ending quest to adapt cool stuff from 3.5 into 5e so i might actually get to play it instead of just running it, i bring you, knight phantom. The best worst ebberon prestige class for wizard gishes. It was basically just a less boring eldritch knight that got some SLAs relating to the Phantom Steed spell. It was no Abjurant Champion but it was fun and had some neat flavor too it.
As for design i made this to be a Gish that doesn't have to use Dex. Bladesingers are the strongest gishes in the game and follow the long trend of making dex the superior modifier for weapon damage. This annoys me greatly and honestly the lack of respect that sword and board or heavy weapons get in Gishes makes me angry. You have Sorcadins but thats about it, and you can make those as much a strength as a dex based fighter, and they usually go hexblade 1 anyway. from a mechanical perspective i would rather this be a sorcerer origin but it doesn't make any sense unless i scrap the porting and make it some kind of war born sorcerer or something. The lack of blade song AC in my mind justifies shield profs and the armor profs are important to not make another dex build only subclass.
Wizard: Knight Phantom
Knight Phantom is a title bestowed to wizards following in a long tradition of casters serving in times of warfare to bring magic to the frontlines as mounted skirmishers. They often serve as escorts to important dignitaries in times of conflict or elite guards to generals and other important officials.
Their martial training allows them to better defend themselves in times of trouble and their use of their illusory steeds allows them to move away from the heat of a battle and cast spells or to perform hit and run maneuvers. Their power is impressive but needs intelligent tactical choices to shine.
Battlefield Training
At 2nd level, you gain proficiency in Medium Armor, Shields, and Simple and Martial weapons. You also gain proficiency in the animal handling skill and with land vehicles if you didn't have them already.
You also gain the ability to use a shield or any weapon with the Two-Handed property with a value of at least 1 sp as an Arcane focus for your Wizard spells.
Phantom Familiar
Also at 2nd level, you learn the Find Familiar spell if you didn't already. You can cast the spell as a ritual even if you don't have it prepared or have your spellbook with you. When you summon your familiar using this spell you can choose to have it take the form of a shadowy phantasmal Pony, Mastiff, Mule, or Riding Horse. Regardless of which of these forms you choose, the familiar may serve as a mount for you so long as it is the same size as you or larger. When doing so the familiar always acts on your initiative.
A DM may allow other more exotic forms for your familiar so long as it is a creature suitable as a mount but should exorcise caution when allowing a form with a CR above 1/4th.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Shadow March
At 10th level you gain the ability to phase briefly in and out of shadow during a charge. When your familiar takes the Dash action while serving as a mount for you, you and it gain the following benefits for the rest of the turn.
Neither you nor it provoke attacks of opportunity for the rest of the turn
You both ignore nonmagical difficult terrain
Your familiar may walk on water
If your familiar walks off of a surface it may fly for up to 10 feet in any direction but up, falling if it is not standing on a surface after moving that distance
You both have advantage on stealth checks
Phantom Charge
At 14th level and beyond, when you move at least 10 feet before attacking you may add an additional 1d8 damage to any weapon attack you make this turn.