The Knight Mystic Level Proficiency Bonus Features Breath 1st +2 Psunomancy 4 2nd +2 Fighting Style, Quick Breath 5 3rd +2 Mystic Paradigm 6 4th +2 Ability Score Improvement 7 5th +3 Extra Attack 8 6th +3 Mystic Paradigm Feature 9 7th +3 ----- 10 8th +3 Psuno Accelerant, Ability Score Improvement 11 9th +4 ----- 12 10th +4 Mystic Paradigm Feature 13 11th +4 Psunomantic Defense 14 12th +4 Ability Score Imrovement 15 13th +5 Extra attack 16 14th +5 Mystic Paradigm Feature 17 15th +5 ----- 18 16th +5 Ability Score Imrpovement 19 17th +6 ----- 20 18th +6 Mystic paradigm feature 20 19th +6 Ability Score Imrpovement 20 20th +6 Mastery of the Self 20 Quick build You can make a Knight mystic quickly by following these suggestions. First take Strength or dexterity as you highest ability score depending on what fighting style you prefer, followed by wisdom. Follow it up with consitution. Class Features As a Knight Mystic, you gain the following class features. Hit Points Hit Dice: 1d8 per Knight mystic level Hit Points at 1st level: 8 + you Constitution modifier. Hit Points at Higher Levels: 1d8(or 5) + your Constitution modifier per Knight Mystic level after the first Proficiencies Armor: Light, Medium armors, shields

Light, Medium armors, shields Weapons: Simple Weapons, All Swords and Axes

Simple Weapons, All Swords and Axes Saves: Strength, Wisdom

Strength, Wisdom Skills: Choose two skills from Acrobatics, Athletics, Arcana, History, Insight, Perception, and Survival. Psunomancy The magic used by a knight mystic is not real magic in comparison to the magical acts done by wizards. The methods used to cast Psunospells and psuno magics is comparable to that of a monk. The power comes from the self, the knight mystic draws free floating magical energy into himself and forms it to his will, using his self as a reovoir and a medium, and uses the power to cast small, yet potent, psunospells. The limitaions of using psunomacy are directly tied to the limits of the mortal body. Psunospells are either cast as bonus actions or reactions, and cost a number of breath points to cast. Breath represents your stored magical power. You have a total resovoir of breaths equal to your level on the knight mystic table + your wisdom modifier. You regain all expended breaths after you finish a short or long rest. You do not need a focus or an open hand to cast psunospells. Spellcasting Ability Wisdom is your spellcasting ability for your pseudo spells. Your magic comes from the magic you have laerned to absorb into yourself and form into your mind. You release it with a thought or gesture, using yourself as the medium. You use your Wisdom whenever a spell refers to your spellcasting ability modifier. In addition, you use your Wisdom modifier when setting the saving throw DC for a psuno spells you cast and when making an attack roll with one. Fighting Style At 2nd level you adopt a style of fighting as your specialty. Choose one of the foolowing options. You can't take a Fighting Style option more than once, even if you later get to choose again. Defense 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 +2 bonus to damage rolls with that weapon Great Weapon fighting When you roll a 1 or 2 on a damage dice for an attack you make with a melee weapon that your 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 benfit. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the the attack roll. You must be wielding a shield. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage ofthe second attack.

Mystic Paradigm At 3rd level, you choose an paradigm that best fits your style of play. The paradigm you choose grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level. Quick Breath At 3rd level, you've learned how to take in a small amount of breath very quickly. On your Turn, you can use a bonus action to regain 1d10+ you wisdom modifier breaths. Once you use this feature, you must finish a short or long rest before you can use it again. You gain two use of this ability every short rest at 15th level. Addtionally, if you or a creature within 20ft of you is targeted by a spell, if it is not countered, you may use your reaction to regain a number of breaths equal to the spells level as you quickly breath in some of the excess magic. You cannot gain breaths back from your own psunospells. 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. You gain an additional attack at 13th level. Psuno Accelerant At 8th level, you have learned to use the energies you have gathered within your body to accelerate, reinforce and push your body's limits. As an action you may enter one of the three states listed below. The effects of a state last for one minute, after which you must spend 5 breaths as a free action to extend it for another minute. You may not extened a second time. Additionally, you cannot enter an accelerant state while wearing heavy armor. You regain the use of this ability after a short rest. Accelerated: You gain a +10 bonus to your movement speed. Focused: You gain an additional reaction. Reinforced: You gain +1 to AC and have advantage on dexterity checks and constitution saving throws Psunomantic defense at 11th level, you have learned to safeguard yourself agasint both phsycial threats and incorporeal ones. At 11th level, whenever your roll a wisdom or intelligence saving throw, you may treat all rolls on the d20 as being equal half of your current number of breaths. Additionally, whenever you use your quick breath feature, you gain a number of temporary hitpoints equal to the number of breaths you gain. Greater Fighting styles At 15th level you have combined the arts of martial prowess and psunomancy into one powerful martial art. The fighting style you chose earlier in this class gains an additional effect. You must meet the requirment for the original fighting style in order to gain the benefits. Defense. If you are wearing armor and you take damage that you are resistant to, you may store half the damage resisted in your armor. You may use a reaction to release the damage and make a creature who hits you with a melee attack take the stored damage unless they make a DC 17 dexterity saving throw; only taking half if they succeed. Deuling. If a creature misses you with an melee spell attack, you may use your reaction to cast a psunospell that requires a bonus action or than strike. Great weapon Fighting. Whenever you roll the maximimum number on a die from a weapon damage roll, you may roll an aditional die of the type you rolled. Extra dice may be rerolled on a 1 or 2 as nomrmal. Protection. When a creature you can see attacks a target other than you that is within 15 feet of you, you may use your reaction to impose disadvantage on the attack deal 1d10 lightning damage to the target. This damage is dealt before the targets attack deals damage. Two-weapon fighting. Every time you hit with a melee attack, you gain an extra d4 bonus to damage. This d4 stacks with subsequent attacks, but you lose all the d4 bonuses if you miss. Mastery of the Self at 20th level, you have attained total mastery over every element of your own body and mind. You are immune the being charmed, paralyzed, put to sleep, and magically controlled in any way.

Mystic Paradigm The magic done by the Knight mystic is in no way uniform. There are hundreds of styles of knight mysticism but only a few are well known or easily attainable. The mystic paradigm reflects your style of combat. Some paradigms have abilties that have effects based on how many a tiered system. Cards will be provided at the end of the class descprition that will help you keep track of these effects. Bladed Jester The bladed jester paradigm was a form of knight mysticism found by the old assassin masters when psunomancy was first discoevered. Jesters are masters of battlefield trickery. They use illusions and allies to distract enemies, while maneuvering around and debilitating targets on the field with arcane trip-ups. Joker's Psunomancy At 3rd level, some of your Psunospells gain addiointal effects based around control and trickery Burst: I a creature fails their dexteiry save You may reduce their movement speed to 0 until the end of their next turn instead being pushed back. Mark: When you mark an enemy you may make make them look like you, as you shourd them in an illusion. Stride: When you use your movement, you leave a illusion where you were Shadow Twin The Shadow twin is a warrior who is never alone in combat. They are a rare breed who have used psunomancy to not only extend themself, but create a etheral clone of their own bodies that is as much a danger to enemies as the original is. Psunomantic splinter When you choose this paradigm at 3rd level, you gain acces you a shadowy twin of your self that aids you in combat. You may summon your splinter as a bonus action. When you do, you infuse the splinter with power by reducing your maximum breaths by an amount of your choice, but no less than 3. This number will effect how the splinter acts. Your regain your maximum breath limit if the splinter is destroyed or dispelled, but you only regain half of the breaths you infused. The splinter is obiously an illusion and can be pointed out as one by any creature. Creatures may also move through splinters and take oppurtunity attack from splinters as normal. They cannot be dealt damage and cannot move through walls. They cannont wield ranged weapons, even if you are, can be dispelled by things such as the dispel magic spell and are dispelled if you are knocked unconscious. While summoned, the splinter counts as being on your space and will watch your back while you focus on fighting, acting on your command. It has one action that can be used on your turn to attack, or a reaction which can be used for oppurtunity attacks or the martyr ability. I cannot do both in one round. Attack: Your splinter attacks a target within melee range. It uses your spell attack bonus on attacks, and even though the splinter does copy your weapon and its properties, it only deals 1d6 force damage + an additional 2 force damage for every 3 breaths you infuse into the splinter after the 3. Martyr: You may use your's or your Splinter's reaction to sacrifice it, and reduce the damage of any attack or spell by an amount equal to the number of breaths that were infused into the splinter. Broken Bonds At 6th level, your splinter can now move freely around you when you summon it. It can move away from you a number of feet equal to 5 X the number of infused breaths, and you may also summon it at that distance. You may have it move and attack on your turn as a bonus action, similar to the spirtual weapons spell. Splinters may only be ordered to attack once on your turn. You may also have a splinter uses its martyr abiltiy on allies, and reposte attacks made agasint allies. Through the eyes of shadow At 6th level, you can see through the eyes of your splinter, reguardless of the distance between you. While you are seeing through their eyes, you are blinded and deafend. Skilled Splinter At 10th level, you've managed to give your splinters a modicum of sentience which means you can focus more on your fight instead of theirs. They may now take an action and a reaction during each round and may use an additional two additinal abilites shown below. Assist: You splinter may use its action to give you or an ally advantage to hit a target. Reposte: If a creature within melee range attacks you or an ally and misses, you may use the shadow's reaction to make an attack agasint the creature. Triplets At 14th level, whenever you summon your splinter, you may summon two instead of one. You infuse breaths as if there was only one, and both gain the benfits of the total. They both have their own actions and reactions as normal, and you may move and attack with both of them in the same bonus action. Greater Splinters At 18th level, your splinters have gained their own half sentience and have a much stronger binding. They can move up to a mile away from you but cannot act on your behalf if you can't see them. They have a fly speed of 30ft and may attack twice when they take the attack action.

The Woeden The Woeden is a msytified paradigm of knight mysticism that uses a more subtle element of psunomacy. They are specially trained to carry reserves of psunomantic power that will push the limits of their body even further than an accelerant state can. They are trained to thrive in the middle of combat, and they only become more dangerous the longer they fight. Woeden's Reserves At 3rd level, when you pick this class, you gain number of reserves These reserves can be represented by things such as a series of tattoos that glow, or scars that burn, when certain effects are active. The effects of Arcane fury automatically activate when certain conditions are met on the battlefield. These effects are listed below. Once you have these effects, you keep them until you are out of combat for one minute. Killer's Intertia: If you kill a creature with a melee attack, you gain a bonus +2 bonus to damage rolls. This effect stacks until your fury ends. Avenger's instinct: If an ally you can see within 60ft of you is knocked unconsious, you have advantage on attacks made agasint that enemy. Slayer's Finale: If you are knocked unconscious, you may immediatley make an attack agasint the creature who dealt the damage if they are in range. Warrior's Senses: At 6th level you have learned to feel out a situation subconsiously. You cany guess when things will turn violent by instinct alone. You have advantage on initiative rolls, and you gain a passive insight to spot hostile and antagonistic intentions in creatures that are near by or are speaking to. This passive insight is equal to your passive perception. Demi-god's Fury At 10th level, you gain acces to arcane fury bonuses that your body was previously unready for. Active Effects from arcane fury now last up to an hour after battle. Beast's Defiance: If you drop below half your maximum Hp, you immediatley gain temporary hitpoints equal half the damage you took that droped you below half hitpoints. While you are below half health, you reduce all incoming damage by an amount equal to your proficency modifier. Demon's Healing: If you are healed while unconsious you gain a bonus to healing done to you equal to your widsom modifier. Destroyer's Rush: If you score a critical hit, or are hit by critical hit, your weapon attacks score a critical hit on a 19-20. A second critical given or recieved during combat reduces the range further to 18-20. Immortal's resiliance At 14th level, the psunomagic in your blood gives your body a resiliance only seen in demons and celestials. You gain a bonus to death saving throws equal to the number of active arcane fury states. Additionally, if you were to be outright killed by an attack or an attack puts you at 3 or more failed death saving throws, you may expend all breaths, and end all arcane fury states to immediatley stablize yourself. You may only use this feature once per long rest. Wargod's Unrelent You're body and the magic is holds within make you an avatar of battle. Even between engangments you remain a dangerous individual who can inspire and instil fear with presence alone. Active arcane fury states will last for eight hours outside of combat. If all your arcane fury states are active, enemies have disadvantage to hit you or allies within 30ft of you; and you, and allies who can see you, ignore effects of the first level of exhaustion.

Psunospells Psunospells are quick acting, low effect spells that built supporting the martial prowess of the user. They are not insignificant by any means, but a magical dual between a full caster and a knight mystic is very one sided. You know all the spells listed below, and may cast them as you would a nomral spell. For mechanic purposes, their spell level counts as 3. Psunospells cannot be copied to scrolls, and cannot be learned or tuaght by others who are not training to become a knight mystic. You may cast Multiple psunospells per round. Additionally, other basic cantrips used by wizards are learned by a knight mystic in training. You know the following cantrips: Light, Mage hand, Mending, and Message Absorb Breath: 3

3 Casting Time: Reaction

Reaction Range: Self You throw up a quick burst of energy to repulse an attack. As a reaction you may reduce the damage of a ranged or melee attack by 1d8 damage. You may do this after the damage is rolled. This amount of dice you use increases to 2d8 at 7th level and 3d8 at 15th. Burst Breath: 4

4 Casting Time: Bonus Action

Bonus Action Range: Self (15ft Cone)

Self (15ft Cone) Duration: Instantaneous You send out a burst of energy that strikes every thing within a 15ft cone. Each creature in the cone must make a dexterity check agasint your spell DC or take 2d10 force damage and be pushed back 10ft. On a succesful save, the creature takes half damage and is not pushed. Counter Breath: Target spell's level

Target spell's level Casting Time: Reaction

Reaction Range: 60ft

60ft Duration: Instantaneous When fighting mages, your raw magical power is dwarfed, but that does not mean you are defensless. You can use a large amount of your power to try and counter their spells. As a reaction you may attempt counter a spell that you see being cast. Roll 1d4 and add your proficiency. If you roll a number that is two higher than the target spells level then you either take half damage from the spell and/or have advantage on any saves the spell causes you to make. If you beat the enemies spell by three or more you simply counter it. If you beat the spells level by 4 or more, you may redirect the target of the spell as if you were casting it. Flash Breath: 2

2 Casting Time: Bonus action

Bonus action Range: 20ft

20ft Duration: Instantaneous You flash a brilliant light in the palm of our hand bright enough to blind foes. All enemies within 20ft of you, and can see you with normal or dark vision, must make a wisdom saving throw or have disadvantage all all attacks until the start of your next turn. Creatures who rely on dark vision to seek, suffer an additional penlty of 1d4 to all attacks if they are in darkness when the spell is cast. Mark Breath: 3

3 Casting Time: Bonus Action

Bonus Action Range: 30ft

30ft Duration: Conentration up to one minute You mark out a target within 30ft of you, filling their body with potential magical energy that waits to be activated. While a target is marked they have disadvantage on saving throws they make agasint spell effects. You also have advantage to hit marked targets. The mark ends at the end of your turn if you hit the marked target. Strike Breath: 2 + 2 for each extra damage dice

2 + 2 for each extra damage dice Casting Time: Bonus action

Bonus action Range:

Duration: Up to one minute You imbue your next attack with a suffusion of psunomantic power. The next time you succesfull hit a creature with a melee attack, you deal a extra 1d6 force damage and an additional 1d6 for every 2 breaths you spend after the initial cost. You may add an additional dice a number of times equal to your proficieny modifier. Step Breath: 5

5 Casting Time: Bonus Action

Bonus Action Range: Self

Self Duration: Instantaneous You shift around the battlefield in a blur of motion. You may imedietley move up to 20ft. This movement does not provoke oppurtunity attacks. The distance you can move increases to 25ft at 7th level, and 30ft at 15th