My Documents
Become a Patron!
### Mage Knight Masters of battlefield magic, Mage Knights protect themselves and devastate their enemies while retaining the mastery of combat common to all fighters. Keeping a small, carefully-curated list of memorized spells, they blend the arcane and mundane into one. #### Spellcasting When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
| Fighter Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | |:-------------:|:--------------:|:------------:|:---:|:---:|:---:|:---:| | 3rd | 2 | 3 | 2 | — | — | — | | 4th | 2 | 4 | 3 | — | — | — | | 5th | 2 | 4 | 3 | — | — | — | | 6th | 2 | 4 | 3 | — | — | — | | 7th | 2 | 5 | 4 | 2 | — | — | | 8th | 2 | 6 | 4 | 2 | — | — | | 9th | 2 | 6 | 4 | 2 | — | — | | 10th | 3 | 7 | 4 | 3 | — | — | | 11th | 3 | 8 | 4 | 3 | — | — | | 12th | 3 | 8 | 4 | 3 | — | — | | 13th | 3 | 9 | 4 | 3 | 2 | — | | 14th | 3 | 10 | 4 | 3 | 2 | — | | 15th | 3 | 10 | 4 | 3 | 2 | — | | 16th | 3 | 11 | 4 | 3 | 3 | — | | 17th | 3 | 11 | 4 | 3 | 3 | — | | 18th | 3 | 11 | 4 | 3 | 3 | — | | 19th | 3 | 12 | 4 | 3 | 3 | 1 | | 20th | 3 | 13 | 4 | 3 | 3 | 1 |
**—Spell Slots by Spell Level—**
**Cantrips.** You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level. **Spell Slots.** The Mage Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell *shield* and have a 1st-level and a 2nd-level spell slot available, you can cast *shield* using either slot. **Spells Known of 1st-Level and Higher.** You know three 1st-level wizard spells of your choice, which you choose from the wizard spell list. The Spells Known column of the Mage Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Any spell with the word "smite" in its name is considered a wizard spell for you. > This content is no longer up-to-date. It exists as part of a larger document, *The Warrior's Codex*, which can be found [here](https://www.gmbinder.com/share/-LTuQ9tRb_ZGFIfKLno4#p34) \columnbreak Whenever you gain a fighter level, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots. **Spellcasting Ability.** Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
**Spell Save DC** =
8 + your proficiency bonus +
your Intelligence modifier
**Spell attack modifier** =
your proficiency bonus +
your Intelligence modifier
**Spellcasting Focus**: You can use an arcane focus as a spellcasting focus for your wizard spells. #### Bonded Weapon At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded with a weapon, you can't be disarmed of it unless you are incapacitated. If it is on the same plane of existence, you can summon it as a bonus action on your turn, causing it to teleport instantly to your hand. That weapon can also be used as a focus for casting spells. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. When you make a spell attack roll, you can instead focus the spell through your bonded weapon. Make a roll with your weapon's attack bonus rather than your spell attack bonus, using your weapon's reach instead of the spell's range. If the roll exceeds the target's AC, you inflict the effect of the spell on the creature you hit. You cannot attack a creature outside the range of the spell with this feature, though you can make ranged spell attacks against a creature within 5 feet of you without disadvantage. #### War Magic Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. #### Eldritch Strike Starting at 10th level, magic lingers on your bonded weapons. When you cast a spell of 1st level or higher that deals damage, attacks with your bonded weapon deal an extra 1d6 damage of that type until the end of your next turn. #### Arcane Whirlwind At 15th level, when you use your action surge, you can use the additional action to cast *steel wind strike* at 5th level. #### Battlemage Starting at 18th level, when you use your action to cast a spell of 1st level or higher, you can make two weapon attacks as a bonus action.