Mystic Knight A knight clad head to toe in steel stands stoic on the battlefield. An aura of confidence radiates from within her.

Eyes like cold steel flash from beneath her helmet, as the shimmering glow of her enchanted mace illuminates her person.

She stands firm alongside her allies, willing to defend them at any cost, cutting down any foolish enough to mean them harm. Her eyes never stray from their target, even in the face of certain death. After a fierce battle, she turns to her wounded allies. Without even uttering a single word, they can see the determination in her spirit, rising to the occasion despite impossible odds, ready to face the next onslaught. Mystic Knights do not follow Gods, nor do they pledge themselves to the crown. They ally themselves with those who stand beside them on the battlefield, and fight until the very end to protect those they call friends. Trained From Birth Mystic Knights are no common knights. Hailing from Eiceon's Eastern city of Moonhallow, they are the product of centuries of specialized training as a result of the ruler of Moonhallow, Vanya, wanting a force of powerful knights to defend her people from outside threats. Vanya combined the raw power of an armour-clad knight with the magical might of a wizard to give birth to what is now known in Moonhallow as the Mystic Knight. Loyalty to their city Mystic Knights are not world travellers. To leave the walls of Moonhallow, abandoning their post requires something of great importance, and to the Mystic Knights, few things are more important than protecting their people.

If a Mystic Knight should choose a life of adventure, something of great importance must charge them to leave the walls of Moonhallow. Creating a Mystic Knight Mystic Knights are not natural adventurers. They rarely know much of the world outside of their home city and the surrounding areas.

Large wars in surrounding areas may attract the attention of the Mystic Knights, as they may cascade out towards Moonhallow. Such a situation may require a knight to travel far and wide in order to protect their people. Mystic Knights will always protect those close to them, fighting to the death if required. They do not expect praise nor admiration for their deeds. They do not wish to go down in history for their life's accomplishments. But, if they died for a good cause, they can die happy.

The Mystic Knight of Moonhallow Level Proficiency Bonus Features Mystic Knight Spells Slots Enchantment Bonus Damage 1st +2 Mystic Defense ─ ─ 2nd +2 Fighting Style, Mystic Spellcasting 2 1d4 3rd +2 Knightly Order 2 1d4 4th +2 Ability Score Improvement 2 1d4 5th +3 Extra Attack 3 1d6 6th +3 Stalwart Defense 4 1d6 7th +3 Knightly Order Feature 5 1d6 8th +3 Ability Score Improvement 6 1d6 9th +4 ─ 7 1d6 10th +4 Strength of Mind 7 1d6 11th +4 Improved Enchantments 8 1d8 12th +4 Ability Score Improvement 9 1d8 13th +5 ─ 10 1d8 14th +5 Knightly Order Feature 11 1d8 15th +5 Mystic Bastion 11 1d8 16th +5 Ability Score Improvement 12 1d8 17th +6 ─ 13 1d10 18th +6 Enhanced Enchantments 15 1d10 19th +6 Ability Score Improvement 16 1d10 20th +6 Knightly Order Feature 20 1d12 Quick Build You can make a Mystic Knight quickly by following these suggestions. First, make Strength your highest ability score, following with Intelligence. Second, choose the Knight of the Order background. Class Features As a Mystic Knight you gain the following class features Hit Points Hit Dice: 1d8 per Mystic Knight level.

Hit Points at 1st Level: 1d8 + your Constitution modifier.

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Mystic Knight level after 1st. Proficiencies Armour: All armour, shields.

Weapons: Simple weapons, longsword, Morningstar, Warhammer.

Tools: None.

Saving Throws: Strength, Intelligence.

Skills: Choose two from Athletics, Arcana, History, Insight, Medicine or Religion. Equipment You start with the following equipment, in addition to the equipment granted by your background. (a) Chain mail or (b) Scale mail.

(a) Longsword or (b) Morningstar.

(a) Any simple melee weapon or (b) 10 Darts.

(a) Explorer's Pack or (b) Scholar's Pack.

Magick Shield

Mystic Defense Beginning at the 1st level, you are able to augment your defense against magical attacks at the cost of physical defense.

Your physical AC is reduced by 1 point, your AC against magical attacks that require an attack roll is increased by 2. (Calculated from the new value.) Mystic Spellcasting Beginning at 2nd level, you have become versed in the art of Mystic Spellcasting. You now have the ability to cast spells from the Mystic Knight Spell list using Intelligence as your casting ability. The amount of spell slots you have are listed on the Class Table on the previous page. These are replenished after a long rest. When using Mystic Knight Spells that require the enemy to make a saving throw, the saving throw is calculated as follows. Mystic Knight Spell DC = 8 + your proficiency modifier + your Intelligence modifier.

When using spells that require you to make a ranged spell attack, your spell modifier is calculated as follows. Mystic Knight Spell Attack Modifier = Your proficiency modifier + your Intelligence Modifier. Fighting Style Beginning 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 more than once, even if you later get to choose again. Defense While you are wearing armour, you gain a +1 bonus to AC. Duelling 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. Protection When a creature attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Vigor At the start of combat when initiative is rolled, you gain temporary Hit Points equal to your Mystic Knight level + your Intelligence modifier + your proficiency bonus. The temporary Hit Points fade at the start of your turn.

Mystic Spellcasting - Spell List Mystic Knights do not draw their power from the same sources as Wizards or Paladins. They have their own magic, developed over centuries in Moonhallow to defend the city from attackers.

The Mystic Knight knows all spells from the Mystic Spellcasting list, and does not need to prepare them. Refer to the class table for the amount of spell slots available, and the damage bonus for weapon Enchantments. Mystic Knight Spell List Level Learned Spell Name 2 Alarm 2 Detect Magic 2 Identify 2 Fire Enchantment 2 Frost Enchantment 3 Lightning Enchantment 3 Acid Enchantment 4 Holy Enchantment 4 Dark Enchantment 5 Cure Wounds (3rd level) 6 Holy Wall 7 Fire Counter 7 Frost Counter 8 Lightning Counter 9 Acid Counter 9 Freedom of Movement 10 Holy Counter 11 Dark Counter 13 Dark Anguish 15 Holy Furor 18 Thunderstorm Feint 19 Blizzard Evocation Enchantments Concentration, 1 hour. Full action.

These spells imbue your weapon with the chosen element, changing your weapon's damage type to your chosen Enchantment, and providing the damage boost listed on the class table. Holy Wall Concentration, 1 minute. Full Action.

A wall of holy light imbues your shield, providing protection from projectile attacks such as arrows, bolts and darts from the direction you are facing.

Your movement speed is halved while concentrating on this spell, and you are unable to attack. Counters Instant, 1 minute. Bonus Action.

Counters imbue your Magick Shield with the element chosen. Enemies who strike you from within 10ft will suffer the same damage as Enchantments as seen on the class table. Dark Anguish Concentration, 10 minutes. Full Action.

Abyssal energy imbues your weapon. Each strike sends dark tendrils forth to attack your enemies.

Your reach is extended by 5ft, and your weapon's damage type is changed to Necrotic. Holy Furor Instant, 1 minute duration. Full Action

The area around you is engulfed in a brilliant white light, as beams of Radiant energy smite foes who enter this area.

In a 20-ft. radius centered on your location, all enemies who enter, or start their turn in this area suffer 6d8 Radiant damage.

The area of this spell does not move with you. Thunderstorm Feint Concentration, 1 minute. Bonus Action.

A powerful spell only known by some of the most powerful Mystic Knights.

Enemies who strike you will suffer the damage of your Enchantment as per the class table.

Any enemies who strike you must succeed on a Constitution saving throw, or become stunned until the end of their next turn. If they fail this saving throw by 5 or more, they are paralyzed instead.

The Stun/Paralyze aspect of this spell may be utilized 3 times before requiring re-casting. Blizzard Evocation Concentration, 1 minute. Full Action

You channel the power of a blizzard into your Magick Shield. If an enemy strikes you, and fails its attack roll by more than 5, you may use your reaction to release the blizzard in a 40-ft cone in the enemy's direction.

Any enemy's in range must make a Dexterity saving throw, suffering 6d8 Cold damage on a failed save, or half as much on a success.

In addition, the area also becomes difficult terrain until the end of your next turn.

Knightly Orders At the 3rd level, you choose which order of the Mystic Knights to follow. The Order of Hope is more focused on melee prowess, The Order of Tenacity focuses on defense and battlefield control and The Order of Spirit uses their greater knowledge of magic to destroy their foes. 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. Stalwart Defense Beginning at 6th level, your knowledge of defending against magical attacks has reached new heights.

Your Mystic Defense ability now reduces your physical AC by 2, but your defense against magical attacks has increased to +4. Strength of Mind Beginning at 10th level, your experience on the battlefield has vastly improved your mental fortitude.

Enemies cannot make their way into your mind through magical means.

You are immune to the Charmed status effect, and have advantage on Intelligence saving throws. Improved Enchantments Beginning at 11th level, your experience as a Mystic Knight allows you to extend your weapon Enchantments to your allies.

When you cast a weapon Enchantment, any allies within 15ft at the time of casting also gain the benefits of your chosen Enchantment.

The enchantment persists as long as the affected allies are within 60-ft of you. Mystic Bastion Beginning at 15th level, your knowledge of how to avoid magical attacks has reached its peak. Your physical AC is reduced by 3, but your AC against magical attacks that require an attack roll is increased by 6. You also gain advantage on all saving throws to avoid magical effects. Enhanced Enchantments Beginning at 18th level, your elemental weapon Enchantments have reached new heights. In addition to the additional damage provided by the Enchantment, they also have additional effects added to them depending on the element chosen.

Fire Enchantment - Inflicts burning. The target creature must make a Dexterity saving throw. On a fail, they are set alight for 1d4 rounds, taking 1d10 damage at the start of each of their turns. They may spend their action to put out the fire.

Frost Enchantment - The enemy is inflicted with extreme cold. The target must make a Constitution saving throw, or have their speed halved until the end of its next turn.

Lightning Enchantment - Thunder follows the lightning Enchantment in your weapon. The target must make a Strength saving throw or be knocked back 5ft. If it fails the saving throw by 5 or more, it is also knocked prone.

Acid Enchantment - Acid splashes onto the target causing extreme pain. The target must make a Constitution saving throw or become Poisoned until the end of its next turn.

Holy Enchantment - Searing Radiant energy tears into the enemy as you strike. If this strikes an undead, deal an extra Enchantment damage die.

Dark Enchantment - Abyssal energy leaps from your weapon to your enemy. The target must make a Dexterity saving throw or become blinded until the end of its next turn.

Ever Loyal to their City Mystic Knights are often trained from a young age to become the defenders of Moonhallow. The Orders of the Mystic Knights exist to cover the others' weaknesses.

This has provided Moonhallow with one of the most fearsome military forces for hundreds of miles.

Outside of the protective walls of their city, Mystic Knights are often mistaken for Paladins, with their heavy armour and use of magic, but this is simply because most people have never encountered one before. The Order of Hope is the vanguard of Moonhallow, focused on melee combat and frontline battles. They charge into battle without fear, looking to stop advancing forces before they even have the chance to react .

The Order of Tenacity trains their Knights new forms of magic, allowing them to control the battlefield to their advantage. In addition to this, they devote themselves to studying the tactics of warfare, making them excellent battlefield tacticians.

The Order of Spirit focus their training on the magical aspects of the Mystic Knights. Preferring to fight on the backlines, they use their magic to support their allies from afar, or wreak havoc on enemy ranks. The Order of Hope Those who choose to go down the path of The Order of Hope choose to forgo advancing their magical knowledge in place of improving their ability in close-combat.

Knights of this order combine their knowledge of combat with rigorous physical training to improve their durability in combat. Training Regimen Beginning at the 3rd level, your hard work has paid off.

Your time in The Order of Hope has strengthened your body and mind beyond that of a typical Mystic Knight. You gain proficiency in two of the following skills of your choice: Athletics, Acrobatics, Intimidation, Medicine, Survival. Resilient Soldier Beginning at the 7th level, you have become accustomed to the frontlines.

Your times as a Hope Order Knight has trained your body to prepare for incoming attacks.

At the beginning of each of your turns, you gain temporary Hit Points equal to half your Mystic Knight level.

You also gain proficiency in Constitution saving throws. Shield Strike Beginning at the 14th level, you have not only mastered combat with your weapon, but your Magick Shield as well.

As a bonus action, you may choose one of the following options:

Shield Bash - Attempt to bash your target with your shield. The target must make a Dexterity saving throw or be knocked back 5ft.

Feint - Feint your opponent to lower their guard. Your next attack has advantage. You can only benefit from this feature once every two turns. Battlefield Champion Beginning at the 20th level, your knowledge of the battlefield has made you a force that everyone fears. For 1 minute, you can use your bonus action to channel your Mystic Energy into your body to increase your combat ability.

For the duration, you gain the following benefits:

Unkillable - While this ability is in effect, you cannot be incapacitated or knocked unconscious. If reduced to 0 hitpoints, you will fall unconscious at the end of the duration.

Fleet of Foot - Your movement speed is doubled for the duration of this ability.

Relentless - If you attack two enemies in a single turn, you may use your bonus action to move up to half your movement speed and make a third attack on any enemy in range. This does not provoke opportunity attacks.

Painful Enchantments - If you score a critical hit and a weapon Enchantment is active, add an extra Enchantment damage die. Once you use this feature, you can't use it again until you finish a long rest. The Order of Tenacity Those in the army of Moonhallow who are exceptionally wise or intelligent tend to join The Order of Tenacity. Their superior mental capacity lends itself well to becoming a battlefield tactician.

Tenacity Order knights learn to channel new forms of magic through their weapons and magick shields to control and alter the battlefield to their favour. Stone Forest Beginning at the 3rd level, you can destroy the ground, making it difficult for enemies to cross.

Using a full action, you can cause a section of terrain within 30ft of you to become difficult terrain. The radius of this spell is 30ft, and cannot be used again until you have completed a short or long rest.

Ruinous Sigil Beginning at the 7th level, the Order has taught you about the use of Sigils to control the battlefield and alter it to your advantage.

As an action, you may case Ruinous Sigil.

In a 30-foot radius centered on your location, all enemies within range must make a Dexterity saving throw. On a failure that creature is knocked prone. You may activate this instantly from your location, or place it underneath your person, and it will activate when an enemy steps within range. If cast as a trap, it will last for 1 hour before the magic dissipates. After this Sigil has been used twice, it cannot be used again until you complete a short or long rest. Magick Cannon Beginning at the 14th level, you have learned a new Mystic spell known as Magick Cannon.

Using an action, you may create a magical orb anywhere within 15 feet that you can see.

This orb of light lasts for 1 minute. Any time it is struck by an attack, by an ally or enemy, it will launch 10 darts of magical energy. Each dart has a range of 120-feet, and will spread evenly between the nearest 4 enemies.

If struck with an Enchanted weapon, the darts will take on that element. Each dart deals 1d4 + 1 damage.

The Magick Cannon can be struck a total of 6 times. After this spell has been used twice, it cannot be used again until you complete a short or long rest. Mystic Tactician Beginning at the 20th level, you have unconvered techniques to greatly augment your battlefield control using your magical ability.

For 1 minute, you can use your action to channel this energy into your tactical spells, greatly increasing their power and potential for battlefield control.

For the duration, your spells are augmented in the following ways:

Stone Jungle - Your Stone Forest has been upgraded. The range for casting is now 120-feet, and the radius of the difficult terrain is 90-feet. Your allies do not suffer the detriments of this difficult terrain.

Perilous Sigil - Your Ruinous Sigil has been upgraded.

You may now choose a location within 120-feet to place the sigil. It's radius has been increased to 60-feet.

Enemies affected by this upgraded sigil automatically fail the Dexterity saving throw. If your weapon is Enchanted, the sigil will take that element. Enemies who trigger the sigil will take damage equal to double your Enchantment damage die + 20.

Great Cannon - Your Magick Cannon has been upgraded.

You may place the Great Cannon anywhere within 60-feet of you, and you may also choose the targets which these darts strike. In addition to these, the damage dice of the Great Cannon are D6s. Once you use this feature, you can't use it again until you finish a long rest. The Order of Spirit The Order of Spirit is home to the most gifted mages throughout the ranks of the Mystic Knights. Rather than relying on the brute force of their weaponry, Spirit Order knights prefer to wreak havoc and support allies from a distance. Mystic Initiate Beginning at the 3rd level, you have undergone significant training with quarterstaves. When using a quarterstaff, its damage die is 1d8 (Versatile, 1d10), and may be used as your spellcasting focus.

You also gain expertise in either Arcana or Insight. Spirit Knight Beginning at the 7th level, you have been taught many more ways to utilize magic to your advantage. You may cast Halidom, as well as several spells. These spells have a set level, and will use your Mystic Knight Spell Slots. Halidom This spell removes harmful effects from your allies.

Create an area of warmth with a radius of 20-feet at a location you can see within 90-feet of you. This lasts for 1 minute. Any ally who steps into this area is cured of the following conditions: Blind, Charmed, Deafened and Poisoned. Spells Learned Spell Name Spell Level Beacon of Hope 3 Counterspell 3 Lightning Bolt 3 Sleep 5 Spirit Guardians 5 Unshakeable Beginning at the 14th level, your training in the mystic arts has made your mind unbreakable.

You have advantage on checks to maintain concentration and you may add your proficiency bonus to concentration checks. You have also learned a new Mystic Knight spell. High Miasma Choose an area within 60-feet and create a poisonous cloud. This cloud has a radius of 30-feet. Any creature who walks into this cloud or begins its turn inside its area of effect must make a Constitution saving throw. On a fail, it is poisoned, blinded and deafened for 1 minute, They can retake this saving throw at the end of each of its turns to end one condition. The poison deals 2d10 damage at the start of each turn. This cloud lasts for one minute.