House of Knights

The House of Knights has a long and storied tradition of melding melee combat and swordplay with the warmage’s simple spellcasting. Unlike other warriors, however, Knights carry neither swords nor shields into combat, for they can forge both out of magical force at a moment’s notice.

 

Level 3: Bonus Proficiencies

You gain proficiency with medium armor and martial weapons.

 

Level 3: Force Breastplate

Plates of magical force reinforce your armor. While you are wearing light or medium armor or are under the effects of mage armor, you can add your Intelligence modifier, instead of Dexterity, to your Armor Class.

 

Level 3: Mystical Weapon

You learn the force weapon cantrip, which doesn’t count against your number of cantrips known.

Additionally, on your turn when you would draw a weapon, you can summon a simple or martial weapon of your choice, made entirely of magical force, to your empty hand. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This weapon vanishes if it leaves your hand.

 

Level 7: Flurry of Blades

When you cast a cantrip that allows you to make multiple spell attacks, such as force weapon or magic daggers, you can use your bonus action to make one additional spell attack with that cantrip.

 

Level 10: Knight's Ward

You learn to forge a hardened magical barrier between you and your foes. As a bonus action on your turn, you can gain a number of temporary hit points equal to twice your warmage level, which last for 1 minute.

Once you use this feature, you can’t use it again until you finish a short or long rest.

 

Level 15: Tactical Maneuver

You can spend your entire movement to teleport up to half your speed to an unoccupied space you can see.

 

Level 18: Field of Blades

You can summon a whirlwind of mystical weapons for a flurry of strikes. As an action on your turn, you can make a melee spell attack against up to five creatures you can see within 30 feet of you, with a separate attack roll for each target. On a hit, a target takes force damage equal to 2d10 + your Intelligence modifier.


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