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The Spellknight
A Homebrew class by Rushfire

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Spellknight
A half orc warrior clad in scaly armor cornered by gnolls
looks around and assesses his situation. A smirk crawls
across his face as his sword bursts into flames. The half orc
easily cuts two of his quarry with a fiery wrath.
A human female in half plate raises her hand and wraps
her friends in a dull blue barrier, deflecting the brunt of a
dragonborn tyrant’s fire breath. Confused, the tyrant rears
back for an attack as the same human female lashes out at
him.
An elven male in leather armor strikes forth at the
opposing warrior clad in a thick set of plate armor, both of
their weapons glowing with energy as the two opponents
swing at one another; The elf’s greatsword glowing bright
with arcane energy as the armored warrior’s sword radiates
with divine energy. Their blades clash and clatter to the
sound of a roaring crowd.
These warriors have one thing in common: Combination of
magical & martial prowess. Spellknights are defined by their
capability to enhance their combat performance through
magical means. Not to be confused with Eldritch Knights,
Spellknights take their magic a step further and use their
willpower and mastery of the arcane to bend it to their desire.
While Wizards and other casters carefully craft their spells &
evoke a specific desired effect, Spellknights take more of a
“Brute Force” method to evoking magic by hastily throwing
cantrips together, evoking pure energy that is akin to the
spells magic missile and wall of force, or even just unleashing
a devastating blow to an enemy. While they do hold the ability
to cast distinct spells, their favored method of magic is to let
it flow out of their equipment & do some work for them.
Mages and Fighters
Spellknights adopt a particular aspect of their combat they
want to empower with magic. Instead of working tirelessly on
their weapon handling or becoming fiercer in battle,
Spellknights forge their mind into something to be feared or
admired on the battlefield. Their study of the Arcane goes
beyond casting spells & instead focuses on taking what
energy they need & using it for what they want. Their ability
to cast spells comes from careful practice & memorizing
incantations similarly to a wizard. However, their ability to
channel raw energy without a specific idea in mind comes
from their knowledge of the weave itself, understanding how
& why it works, and using that knowledge to their advantage.
Sword First, Magic Second
Spellknights are a special blend of warriors and mages. They
learn enough spells to be quite useful in combat; from the
lifesaving false life to the occasional sleep spell. These
warriors aren’t limited to evocation and abjuration magic in
the same way that other martial magic users are. They keep
their knowledge of magic as a good backup for when the
enemies they face require something more from a warrior
than their sword. Spellknights are very handy with their
sword, and even handier when they channel magics through
their sword.

1 SPELLKNIGHT
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The Spellknight
Proficiency Mana Spells Cantrips
Level Bonus Features Points Known Known 1st 2nd 3rd 4th 5th
1st +2 Mana 1 - - — — — — —
2nd +2 Fighting Style, Spellcasting, Mana Recovery 2 2 2 2 — — — —
3rd +2 Area of Study 3 3 2 3 — — — —
4th +2 Ability Score Improvement 4 3 2 3 — — — —
5th +3 Extra Attack, Improved Arcana (2 pts) 5 4 2 4 2 — — —
6th +3 Area of Study Aspect 6 4 3 4 2 — — —
7th +3 Arcane Sense 7 5 3 4 3 — — —
8th +3 Ability Score Improvement 8 5 3 4 3 — — —
9th +4 — 9 6 3 4 3 2 — —
10th +4 Area of Study Aspect 10 6 3 4 3 2 — —
11th +4 Energetic Presence (d4), Improved Arcana 11 7 3 4 3 3 — —
(3 pts)
12th +4 Ability Score Improvement 12 7 3 4 3 3 — —
13th +5 — 13 8 3 4 3 3 1 —
14th +5 Area of Study Aspect 14 8 3 4 3 3 1 —
15th +5 Energetic Presence (d6) 15 9 4 4 3 3 2 —
16th +5 Ability Score Improvement 16 9 4 4 3 3 2 —
17th +6 Improved Arcana (4 pts) 17 10 4 4 3 3 3 1
18th +6 Ceaseless 18 10 4 4 3 3 3 1
19th +6 Ability Score Improvement 19 11 4 4 3 3 3 2
20th +6 Channeler 20 11 4 4 3 3 3 2

Creating a Spellknight Quick Build


You can make a Spellknight quickly by following these
As you create a Spellknight, there are two main things you suggestions. First, Strength or Dexterity should be your
must take into consideration: Where did you learn your highest ability score, followed by Intelligence. Second, choose
martial training & what compelled you to undertake rigorous the Soldier or Sage background.
study in the arcane arts instead of solely focusing on your
weapon training? Did you confront an enemy that was
resistant or immune to your weapon's blows in the past? Class Features
Does the destructive power of a roaring inferno or the As a spellknight, you gain the following class features.
concussive blast of a lightning bolt inspire you to emulate its
power & utilize it in combat? Hit Points
Perhaps your acquisition of magic was one out of necessity, Hit Dice: 1d10 per spellknight level
or a curse imparted upon you by a sick, twisted mage that Hit Points at 1st Level: 10 + your Constitution modifier
sought to turn you into the ultimate weapon. However you Hit Points at Higher Levels: 1d10 (or 6) + your
may have made the decision to study magic, it must be a Constitution modifier per spellknight level after 1st
compelling reason to undergo such rigorous study of the
arcane. Proficiencies
Be sure to read ahead to the Area of Study to determine Armor: Light armor, medium armor, shields
what kind of Spellknight you want to be. Do you wish to Weapons: Simple weapons, martial weapons
protect yourself and your allies? Or do you want to deal Tools: None
incredible amounts of damage to incoming foes? Also be sure Saving Throws: Strength, Intelligence
to consider for what purpose do you use your magic? Are you Skills: Choose two from Acrobatics, Arcana, Athletics,
a noble knight that learned to use magic as a means to History, Insight, Intimidation, and Investigation
augment your ability to protect those close to you? Or do you
lust for power & use magic as a means of achieving power?
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Equipment When you engage in two-weapon fighting, you can add your
You start with the following equipment, in addition to the ability modifier to the damage of the second attack.
equipment granted by your background:
Spellcasting
(a) A martial weapon and a shield or (b) Two martial Through your innate curiosity, you have been able to glean
weapons the essence of magic. Starting at 2nd level, you can cast and
(a) Arcane Focus learn spells from the Spellknight Spell List
(a) Scholar's pack or (b) Explorer's pack
(a) Scale mail or (b) Chain shirt or (c) Leather Armor Cantrips
Mana At 2nd level, you know two cantrips of your choice from the
Spellknight spell list. You learn an additional cantrip at 6th
Starting at 1st level, your magical studies have allowed you to level, and again at 15th level. You learn more spells as you
harness the power of the ether around you. Your ability to obtain levels in the Spellknight class, as shown in the
manipulate this raw magical energy is measured in Mana Spellknight table.
Points. The number of Mana points you carry at each level is
determined by your Spellknight level, as shown in the Mana Spell Slots
points column of the Spellknight table. You can spend these The Spellknight table shows how many spell slots you have
points to fuel various Mana features. You start knowing three to cast your spells of 1st level and higher. To cast one of these
features: Spellcaster's wits, Defender's Resilience, and spells, you must expend a slot of the spell’s level or higher.
Attacker's Fury. You may only have 1 mana feature active at a You regain all expended spell slots when you finish a long
time. When you spend a mana point, it is unavailable to you rest.
until you complete a long rest. You can never have more
mana points than shown on the Spellknight table for your Spells known of 1st level & higher
level. You know two 1st level spells of your choice from the
Attacker's Fury: You can spend 1 mana point as a bonus Spellknight spell list. The spells known column of the
action to gain a +1 bonus to weapon attack rolls and damage Spellknight table shows when you learn more Spellknight
rolls for 1 minute. At 11th level, you can spend 3 mana points spells of your choice. Each of these spells must be of a level
to gain a +2 bonus to weapon attack and damage rolls for 1 for which you have spell slots.
minute. Additionally, when you gain a level for this class, you can
Defender's Resilience: You can spend 1 mana point as a choose one of the Spellknight spells you know and replace it
bonus action to gain a +1 bonus to your Armor Class and with another spell from the spellknight spell list, which also
Saving Throws against spells & magical effects for 1 minute. must be of a level for which you have spell slots.
At 11th level, you can spend 3 mana points to gain a +2 bonus
to Armor Class and Saving Throws against spells and Spellcasting Ability
magical effects for 1 minute. Intelligence is your spellcasting ability for your spellknight
Spellcaster's Wits: You can spend 1 mana point as a spells, since they were learned through reading and studying
bonus action to gain a +1 bonus to spell attack rolls & your their essence. Additionally, you use your Intelligence modifier
spell save DC for 1 minute. At 11th level, you can spend 3 when determining your saving throw DC for a spellknight
mana points to gain a +2 bonus to Spell attack rolls and your spell you cast and when making an attack roll with one.
Spell save DC for 1 minute.
Fighting Style Spell Save DC = 8 + your proficiency bonus + your
Intelligence Modifier
At 2nd level, you adopt a particular style of fighting as your
specialty. Choose one of the following options. You can't take Spell Attack Modifier = your proficiency bonus + your
a Fighting Style option more than once, even if you later get Intelligence Modifier
to choose again.
Mana Recovery
Defense Starting at 2nd level, once per day you can either convert
While you are wearing Armor, you gain a +1 bonus to AC spell slots into mana points or mana points into spell slots at
Dueling
the end of a short rest according to the Mana Recovery table.
When you are wielding a melee weapon in one hand and no Mana Recovery
other weapons, you gain a +2 bonus to damage rolls with that Slot level Mana Points
weapon.
1st 2
Great Weapon Fighting 2nd 3
When you roll a 1 or 2 on a damage die for an attack you 3rd 5
make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll. The 4th 6
weapon must have the two-handed or versatile property for 5th 7
you to gain this benefit.
Two-Weapon Fighting
SPELLKNIGHT
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When you use this feature, you may either convert up to two Starting at 18th level, as a bonus action on your first turn
spell slots into mana points or convert enough mana points after rolling for initiative you can expend one spell slot and
for number of spell slots that have a combined level equal to regain a number of mana points corresponding to your Mana
one-fourth of your Spellknight level (rounded up). Recovery feature.
Area of Study Channeler
At 3rd level, you choose an Area of Study. At 20th level, when you roll for initiative and have no mana
Your choices range from the Study of Blades, the Study of points remaining, you regain 4 mana points.
Shields, the Study of Battle, Study of the Devout, and the
Study of the Elements. Each area of study provides you with
unique features & other ways to utilize your Mana points. Area of Study
Your Area of Study grants you features at 3rd level, and Your Area of study determines various things about yourself
again at 6th, 10th, and 14th level. as a spellknight, and truly reflects upon your reasons for
undertaking rigorous study of the arcane. Is it personal
Ability Score Increase intrigue, or is there some greater purpose for aquiring such
When you reach 4th level, and again at 8th, 12th, 16th and poentially dangerous power?
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by Study of Battle
1. As normal, you can't increase an ability score above 20 Using their energy to deflect blows & deal devastating
using this feature. damage, the Study of Battle is equally as dangerous
defensively as they are offensively. They seem to bolster their
Extra Attack own abilities the longer they remain in battle; every strike
Beginning at 5th level you can attack twice, instead of once, against them seemingly reinforces their strength. Your study
whenever you take the Attack action on your turn. is largely focused on that of the redirection of energy;
deflecting it away from yourself & redirecting it at those who
it originated from. You've learned how to absorb incoming
Improved Arcana blows & use that energy in your favor.
Starting at 5th level, the amount of raw energy you are able to
channel at a time increases. You can now expend up to two Absorb
mana points per use of your Mana features. Each feature has Upon taking the Study of Battle, you can use your Mana to
a different effect when more mana points are spent. The soften incoming physical blows. Whenever you take
maximum number of mana points you're able to expend per Bludgeoning, Piercing, or Slashing damage, you can use your
use of these features increases to three at 11th level, and to reaction to decrease the amount of damage you take by 1d10
four at 17th level. + your Intelligence Modifier for 1 mana point. At later levels
when you can spend more mana points, each additional
Arcane Sense mana point spent increases the damage reduced by an
additional 1d10. You may use this feature while other mana
Beginning at 7th level, you've become so attuned to the weave features are active.
of magic that determining magical presences or auras
becomes trivial to you. You can use your action to cast detect Charge
magic or identify without expending a spell slot. You can use Starting at 3rd level, you are able to use energy that you've
this feature a number of times equal to your Intelligence absorbed to empower your own attacks. This energy
Modifier. You regain expended uses after you complete a long absorbed is measured in charges. For every charge you
rest. Additionally, you gain Proficiency in Arcana. If you are possess, you gain a cumulative +1 bonus to damage rolls. You
already proficient, you can double your proficiency bonus receive 1 charge whenever you reduce damage using your
when making Arcana checks. Absorb feature. If you reduce more than 10 damage with a
single use of Absorb, you receive 2 charges. Charges vanish 1
Energetic Presence minute after receiving your last charge. If you have a number
Starting at 11th level, the magics you’ve been channeling start of charges greater than your Intelligence modifier, you lose 1
to meld with your form & become mildly active without your charge at the end of each of your turns.
conscious thought. Starting when you roll initiative, for 10
minutes, whenever you make a melee weapon attack roll Enhanced Absorb
against a creature that you can see, you gain 1d4 to the attack Starting at 6th level, you can add half your Spellknight level to
& damage roll. Your weapon attacks are considered magical the damage reduced when you use your Absorb feature.
for the purpose of overcoming resistances & immunities to
nonmagical damage.
Additionally, you can add 1d4 to any Saving throw you
make against a spell or other magical effect that you can see.
The die rolled for this increases to a d6 at 15th level.
Ceaseless

SPELLKNIGHT 4
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Barrier Starting at 14th level, whenever you use your Evoke feature, if
Beginning at 6th level, as an action, you can spend 2 mana you roll a 1 or 2 on any of your damage dice that deal force
points to produce a powerful, magical force field that protects damage, you may reroll those dice. You must use the new roll
you from damage & other effects and moves with you for 1 even if the new roll is a 1 or 2.
minute.
Any attacks or damaging effects that would hit you hit the Study of the Devout
barrier instead. The barrier has hit points equal to 11 (2d10) Spellknights that undertake the study of the Devout are
+ your Intelligence modifier + half your Spellknight level. The individuals that look at the powers that gods have, and seek
barrier is immune to poison and psychic damage. While the to understand the kind of magic they wield. These individuals
barrier is active, spells and other magical effects that target are not necessarily devoted to a god in particular. Devout
only you cannot cause you to be blinded, charmed, deafened, Spellknights do not obtain power from worship. They learn
frightened, paralyzed, poisoned, or stunned. The barrier is how this magic works & apply it to themselves.
destroyed when it is reduced to 0 hit points. Anything that
destroys the barrier does so without harming you. Once the
Barrier is destroyed, you gain 1 charge plus a bonus charge Mana Feature: Healing Touch
every 10 hit points the barrier had upon creation. For every Starting at 3rd level, you are able to channel healing energy
additional mana point spent to create the barrier, the barrier through your hands. As an action, you can spend 1 mana
has an extra 5 (1d10) hit points. point to touch a creature and restore 4 (1d8) hit points to that
creature.
Projected Barrier Additionally, as an action, you can spend 1 mana point and
Beginning at 10th level, you can use your Barrier feature on a free the creature from 1 disease, blindness, deafness,
Medium or smaller creature within 30 feet of you. paralysis, or poison. At later levels when you can spend more
mana points, you can either restore an additional 1d8 hit
Overcharge points or free the creature from one of the conditions listed
Starting at 14th level, you do not lose any charges until you for each mana point expended. You may use this feature while
have a number of charges greater than your Intelligence other mana features are active.
Modifier + 3. Once you do, you lose 1 charge at the end of
each of your turns. Mana Feature: Holy Warrior
Starting at 3rd level, your magic can be used to ward off
Study of Blades magic that threatens to wither the soul. If you take Necrotic
damage, you can reduce the damage taken by 2d6 + your
Someone who has undertaken the study of Blades focuses on Intelligence Modifier as a reaction for 1 mana point. You may
perfecting the balance of wielding a blade with magical use this feature while other mana features are active.
prowess. Students of the Blade learn how to channel magic
more effectively through an edged weapon. Improved Healing Touch
Starting at 6th level, your skill with healing has greatly
Mana Feature: Evoke improved. Whenever you roll a 1-4 on a healing die for your
Starting at 3rd level, you can use Mana to send a surge of Healing Touch, the total amount healed increases by 1.
magical energy into your target. Whenever you hit a creature
with a melee weapon attack you may deal 2d6 force damage Spiritual Senses
in addition to the weapon's damage for 1 mana point. At later Starting at 10th level, your experimentation with the divine
levels when you can spend more mana points, you deal an gives you moderate awareness of good & evil presences.
additional 1d6 force damage every additional mana point you Whenever you use one of your Arcane Senses, you also sense
spend. You may use this feature while other mana features the location of any celestial, fey, fiend, or undead within 30
are active. feet of you throughout the duration of the Arcane sense.
Mana Feature: Mana Blade Radiant Self
Beginning at 6th level, you can use your mana to deliver Starting at 14th level, you’ve become so exposed to the divine
devastating blows more often. As a bonus action, you can that you can channel pure radiance through yourself. As a
spend 2 mana points to make your weapon attack rolls score bonus action on your turn, you become a shimmering image
a critical hit on a roll of 19 or 20 for 1 hour. At 17th level, as a of a holy warrior and gain the following benefits for 1 minute.
bonus action, you can spend 4 mana points to make your
weapon attacks score a critical hit on a roll of 18-20 for 1 Your equipped weapon emits bright light in a 30 foot
hour. radius and dim light for an additional 30 feet. This can be
dispelled as a bonus action on your next turn.
Arcane Brute At the start of your turn, and for each subsequent turn, you
Beginning at 10th level, your control of magic can be used to regain 1d6 hit points.
intimidate others. If you have a weapon on hand, then you
may spend one mana point to make an Intimidation check While this is active, melee weapon attacks deal an
with your Intelligence score & Proficiency Bonus. additional 1d6 radiant damage.

Powerful Destroyer
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Once you use this feature, you must complete a long rest Cold: Each time you hit a creature with a melee weapon
before you can use it again. attack you reduce their movement speed by 10 feet and you
deal an additional 1d6 cold damage. Their movement speed
Study of the Elements cannot be reduced to or below 0 using this feature. A
Spellknights that take the Study of the Elements are creature regains its normal movement speed at the end of its
individuals that are drawn to a particular aspect of nature. next turn. Whenever a creature misses you with a melee
The destructive power of a roaring inferno, the staggering attack roll, as a reaction, you may deal 2d6 cold damage to
shock of a lightning bolt, the deafening crack of thunder. that creature for 1 mana point.
Whatever natural force it may be, it has inspired you to study Fire: Each time a creature of your choice starts their turn
it & understand how to harness its power. within 5 feet of you, they take 1d4 fire damage. Each of your
melee weapon attacks deal an extra 1d6 fire damage while
Elemental Affinity
this is active. Whenever a creature misses you with a melee
At 3rd level, hoose one of the following damage types: Acid, attack roll, as a reaction, you may deal 2d6 fire damage to
Cold, Fire, Lightning, Thunder. Your choice will give you that creature for 1 mana point. You emit a red, flickering light
benefits regarding that damage type. You can change your while this is active.
Elemental Affinity each time you gain a level in this class. Lightning: Each time a creature hits you with a melee
weapon attack, they take 1d6 lightning damage. Each time
Mana Feature: Weapon of the Elements
you hit a creature with a melee weapon attack, they cannot
Starting at 3rd level, You can spend 1 mana point as a bonus take reactions until the start of their next turn, and they take
action to deal an additional 1d4 of your Elemental Affinity an additional 1d6 lightning damage. This does not apply if
damage on all melee weapon attacks for 1 minute. At 11th the creature is resistant or immune to lightning damage.
level, you can spend 3 mana points as a bonus action to deal Whenever a creature misses you with a melee attack roll, as a
an additional 2d4 of your Elemental Affinity damage on all reaction, you may deal 2d6 lightning damage to that creature
melee weapon attacks for 1 minute. for 1 mana point. You emit dim, flickering blue light for 10
feet.
Mana Feature: Armor of the Primeval
Thunder: Each time a creature hits you with a melee
Starting at 3rd level, You can reduce the damage type chosen weapon attack, all creatures of your choice within 5 feet of
by your Elemental Affinity using Mana. Whenever you take you take 1d6 thunder damage. Each time you hit a creature
your Elemental Affinity damage type, you can use your with a melee weapon attack, all creatures of your choice
reaction to reduce the incoming damage by 2d6 + your within 5 feet of the targeted creature take 1d6 thunder
Intelligence Modifier for 1 mana point. Each additional mana damage. Each time you hit a creature, that burst can be heard
point spent increases the damage decreased by 2d6. You may from up to 60 feet away. Whenever a creature misses you
use this feature while other mana features are active. with a melee attack roll, as a reaction, you may deal 2d6
thunder damage to that creature and all creatures of your
Natural Soul
choice within 10 feet of you. You emit a constant, low rumble
At 6th level, you gain resistance to the damage type chosen by that can be heard from up to 30 feet away.
your Elemental Affinity. Additionally, you can treat any 1 on a Once you use this feature, you must complete a long rest
damage die or damage reduction die as a 2 if those dice deal before you can use it again. All saving throw DCs are
or reduce the damage type of your Elemental Affinity. determined by your Spell save DC.

Elemental Aficionado Study of Mortality


Beginning at 10th level, you can speak, read & write Few spellknights are morally twisted enough to taking such a
Primordial. study. In many places, the things you learn are considered
illegal or forbidden knowledge. In your studies, you’ve
Primordial Fury focused mainly on necromancy & the study of the energy that
Beginning at 14th level, you are able to let the very fabric of concern life & death. Be cautious about who you show these
the primal elemental energies run rampant through you. As powers to, for they may bring you unwanted attention & could
an action, you gain the following features from your lead to trouble. Powerful spellknights of the study of
Elemental Affinity for 1 minute: mortality can often be mistaken for vampires due to their
Acid: Each time a creature hits you with a melee weapon altered physicality & the way they often times present
attack they take 1d6 acid damage. Any nonmagical weapon themselves.
made of metal that hits you takes a permenant and
cumulative -1 penalty to attack and damage rolls. If the
penalty drops to -5, the weapon is destroyed. Each of your
weapon attacks deal an extra 1d6 acid damage. Whenever a
creature misses you with a melee attack roll, as a reaction,
you may deal 2d6 acid damage to that creature for 1 mana
point.

SPELLKNIGHT 6
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Mana Feature: Siphon Beginning at 3rd level, you can use your Mana to deflect
Starting at 3rd level, you can steal life energy upon striking a incoming damage. Whenever you take any kind of damage
creature with your blade. When you hit a creature with a that isn't Psychic damage you can spend 1 mana point &
melee weapon attack, as a bonus action on your turn you can reduce the amount of damage you take by 2d6 + your
deal an additional 2d4 necrotic damage on top of the Intelligence modifier as a reaction. At later levels when you
weapon's damage for 1 mana point. At later levels, each can spend more mana points, each additional mana point
additional mana point spent increases the necrotic damage spent increases the damage reduced by an additional 2d6.
dealt by 1d4. If your target has less than half its hit points You may use this feature while other mana features are
remaining, the damage die for this is a d6. You regain hit active.
points equal to half the necrotic damage dealt by this feature
if your target is not undead. You may use this feature while Enhanced Abjure
other mana features are active. Starting at 6th level, you can add half your Spellknight level to
the damage reduced when you use your Abjure feature.
Mana Feature: Vampiric Blade
Starting at 6th level, you can cause the touch of your blade to Guardian
leech the life out of your targets. You can spend 2 mana Starting at 6th level, if you see a creature take damage within
points as a bonus action to deal an additional 1d4 necrotic 30 feet of you, you can use your Abjure feature as a reaction
damage on all melee weapon attacks for 1 minute. If your to reduce the damage they take.
target has less than half its hit points remaining, the extra
damage is increased to 1d6. You regain hit points equal to Protector's Grace
half the amount of necrotic damage dealt by this feature if Beginning at 10th level, you have advantage on saving throws
your target is not undead. against being charmed & frightened. Additionally, if you are
commanded to attack an ally, you may make an additional
Necrotic Shroud saving throw for each command issued.
Starting at 10th level, you can shroud yourself in dark,
necrotic energy that alters your physicality on a fundamental Mana Feature: Deflect
level. You can change your creature type from humanoid to Beginning at 14th level, you can reduce deadly blows to
undead for up to 8 hours. While undead, you are immune to harmlessness. As a reaction, for 3 mana points you can make
poison, disease, and exhaustion. If you are poisoned, an Intelligence Check to try and reduce the damage taken by
diseased, or take points of exhaustion when you enter the a creature within 30 feet of you to 0. The DC is equal to 15 or
necrotic shroud, the effect is suspended for the duration of half of the damage taken, whichever total is higher. You can
this feature. While this is active, you are considered undead add your proficiency bonus to this check. On a success, the
for features that detect undead such as a paladin’s divine target takes no damage. On a failure, you reduce the damage
sense. You must complete a long rest before you can use this dealt by 6d6. You have three uses of this feature & you regain
feature again. one expended use after completing a long rest. At 17th level,
you can spend 4 mana points to make the same check as a
Necromantic Bolster reaction, but the DC is decreased by 5. You may use this
Starting at 14th level, whenever you regain hit points from a feature while other mana features are active.
feature that deals necrotic damage, you gain half of the hit
points you heal as temporary hit points.
Study of Shields
A student of shields emits energy from either the armor they
wear, a shield they carry, or some other piece of armor on
their person. Their reason behind learning magic is to keep
themselves and others safe from harm, and they hold that
very ideal close to heart. To undertake the Study of Shields,
you undergo rigorous study of Abjuration magic and how it is
used & applied in spells cast. Spells like shield and blade
ward are a couple of examples of your fascination. You learn
aspects of these distinct spells & evoke a desired effect from
their nature upon yourself when you need it.

Mana Feature: Abjure

7 SPELLKNIGHT
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5/30/2019 The Homebrewery - NaturalCrit

Spellknight Spell List


Cantrips (0 Level) Compelled Duel Misty Step Arcane Eye
Acid Splash Detect Magic Phantasmal Force Banishment
Blade Ward Mage Armor Rope Trick Confusion
Chill Touch False Life See Invisibility Conjure Minor Elementals
Control Flames Fog Cloud Suggestion Control Water
Create Bonfire Identify Spider Climb Dimension Door
Dancing Lights Jump Web Elemental Bane
Fire Bolt Longstrider Fire Shield
Frostbite Shield 3rd Level Freedom of Movement
Gust Sleep Bestow Curse Greater Invisibility
Light Thunderous Smite Blink Mordenkainen's Faithful
Mending Thunderwave Counterspell Hound
Message Unseen Servant Dispel Magic Mordenkainen's Private
Mold Earth Wrathful Smite Elemental Weapon Sanctum
Ray of Frost Fear Otiluke's Resilient Sphere
Shape Water 2nd Level Fly Stoneskin
Shocking Grasp Alter Self Haste Wall of Fire
Thunderclap Blindness/Deafness Hypnotic Pattern
Toll the Dead Blur Leomund's Tiny Hut 5th Level
True Strike Branding Smite Major Image Animate Objects
Continual Flame Protection from Energy Banishing Smite
1st Level Dragon's Breath Remove Curse Conjure Elemental
Absorb Elements Enlarge/Reduce Sending Dominate Person
Alarm Hold Person Sleet Storm Hold Monster
Catapult Invisibility Slow Scrying
Charm Person Levitate Water Breathing Wall of Force
Color Spray Magic Weapon Wall of Stone
4th Level

SPELLKNIGHT| SPELL LIST 8


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