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Psunomancy

The Knight Mystic The magic used by a knight mystic is not real magic in
comparison to the magical acts done by wizards. The
Proficiency methods used to cast Psunospells and psuno magics is
Level Bonus Features Breath comparable to that of a monk. The power comes from the
1st +2 Psunomancy 4 self, the knight mystic draws free floating magical energy into
2nd +2 Fighting Style, Quick Breath 5
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,
3rd +2 Mystic Paradigm 6 psunospells.
4th +2 Ability Score Improvement 7 The limitaions of using psunomacy are directly tied to the
limits of the mortal body. Psunospells are either cast as
5th +3 Extra Attack 8 bonus actions or reactions, and cost a number of breath
6th +3 Mystic Paradigm Feature 9 points to cast. Breath represents your stored magical power.
7th +3 ----- 10
You have a total resovoir of breaths equal to your level on the
knight mystic table + your wisdom modifier. You regain all
8th +3 Psuno Accelerant, Ability 11 expended breaths after you finish a short or long rest.
Score Improvement You do not need a focus or an open hand to cast
9th +4 ----- 12 psunospells.
10th +4 Mystic Paradigm Feature 13
Spellcasting Ability
11th +4 Psunomantic Defense 14
Wisdom is your spellcasting ability for your pseudo spells.
12th +4 Ability Score Imrovement 15 Your magic comes from the magic you have laerned to absorb
13th +5 Extra attack 16 into yourself and form into your mind. You release it with a
thought or gesture, using yourself as the medium. You use
14th +5 Mystic Paradigm Feature 17 your Wisdom whenever a spell refers to your spellcasting
15th +5 ----- 18 ability modifier. In addition, you use your Wisdom modifier
16th +5 Ability Score Imrpovement 19 when setting the saving throw DC for a psuno spells you cast
and when making an attack roll with one.
17th +6 ----- 20
18th +6 Mystic paradigm feature 20 Fighting Style
19th +6 Ability Score Imrpovement 20 At 2nd level you adopt a style of fighting as your specialty.
20th +6 Mastery of the Self 20 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
Quick build While you are wearing armor, you gain a +1 bonus to AC.
You can make a Knight mystic quickly by following these Dueling
suggestions. First take Strength or dexterity as you highest When you are wielding a melee weapon in one hand and no
ability score depending on what fighting style you prefer, other weapons, you gain +2 bonus to damage rolls with that
followed by wisdom. Follow it up with consitution. weapon
Class Features Great Weapon fighting
When you roll a 1 or 2 on a damage dice for an attack you
As a Knight Mystic, you gain the following class features. make with a melee weapon that your are wielding with two
Hit Points
hands, you can reroll the die and must use the new roll, even
Hit Dice: 1d8 per Knight mystic level if the new roll is a 1 or a 2. The weapon must have the two-
Hit Points at 1st level: 8 + you Constitution modifier. handed or versatile property for you to gain this benfit.
Hit Points at Higher Levels: 1d8(or 5) + your Constitution
modifier per Knight Mystic level after the first Protection
Proficiencies When a creature you can see attacks a target other than you
Armor: Light, Medium armors, shields that is within 5 feet of you, you can use your reaction to
Weapons: Simple Weapons, All Swords and Axes impose disadvantage on the the attack roll. You must be
Saves: Strength, Wisdom wielding a shield.
Skills: Choose two skills from Acrobatics, Athletics, Arcana,
History, Insight, Perception, and Survival. Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your
ability modifier to the damage ofthe second attack.
Mystic Paradigm Greater Fighting styles
At 3rd level, you choose an paradigm that best fits your style At 15th level you have combined the arts of martial prowess
of play. The paradigm you choose grants you features at 3rd and psunomancy into one powerful martial art. The fighting
level and again at 6th, 10th, 14th, and 18th level. style you chose earlier in this class gains an additional effect.
You must meet the requirment for the original fighting style
Quick Breath in order to gain the benefits.
Defense. If you are wearing armor and you take damage
At 3rd level, you've learned how to take in a small amount of that you are resistant to, you may store half the damage
breath very quickly. On your Turn, you can use a bonus action resisted in your armor. You may use a reaction to release the
to regain 1d10+ you wisdom modifier breaths. Once you use damage and make a creature who hits you with a melee
this feature, you must finish a short or long rest before you attack take the stored damage unless they make a DC 17
can use it again. You gain two use of this ability every short dexterity saving throw; only taking half if they succeed.
rest at 15th level. Deuling. If a creature misses you with an melee spell
Addtionally, if you or a creature within 20ft of you is attack, you may use your reaction to cast a psunospell that
targeted by a spell, if it is not countered, you may use your requires a bonus action or than strike.
reaction to regain a number of breaths equal to the spells Great weapon Fighting. Whenever you roll the
level as you quickly breath in some of the excess magic. You maximimum number on a die from a weapon damage roll,
cannot gain breaths back from your own psunospells. you may roll an aditional die of the type you rolled. Extra dice
may be rerolled on a 1 or 2 as nomrmal.
Ability score improvement Protection. When a creature you can see attacks a target
When you reach 4th level, and again at 8th, 12th, 16th, and other than you that is within 15 feet of you, you may use your
19th level, you can increase one ability score of your choice reaction to impose disadvantage on the attack deal 1d10
by 2, or you can increase two ability scores of your choice by lightning damage to the target. This damage is dealt before
1. As normal, you can’t increase an ability score above 20 the targets attack deals damage.
using this feature. Two-weapon fighting. Every time you hit with a melee
attack, you gain an extra d4 bonus to damage. This d4 stacks
Extra Attack with subsequent attacks, but you lose all the d4 bonuses if
you miss.
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. You gain an Mastery of the Self
additional attack at 13th level. at 20th level, you have attained total mastery over every
Psuno Accelerant element of your own body and mind. You are immune the
being charmed, paralyzed, put to sleep, and magically
At 8th level, you have learned to use the energies you have controlled in any way.
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.
Attack: Your splinter attacks a target within melee range. It
Mystic Paradigm uses your spell attack bonus on attacks, and even though the
The magic done by the Knight mystic is in no way uniform. splinter does copy your weapon and its properties, it only
There are hundreds of styles of knight mysticism but only a deals 1d6 force damage + an additional 2 force damage for
few are well known or easily attainable. The mystic paradigm every 3 breaths you infuse into the splinter after the 3.
reflects your style of combat. Martyr: You may use your's or your Splinter's reaction to
Some paradigms have abilties that have effects based on sacrifice it, and reduce the damage of any attack or spell by
how many a tiered system. Cards will be provided at the end an amount equal to the number of breaths that were infused
of the class descprition that will help you keep track of these into the splinter.
effects.
Broken Bonds
Bladed Jester At 6th level, your splinter can now move freely around you
when you summon it. It can move away from you a number of
The bladed jester paradigm was a form of knight mysticism feet equal to 5 X the number of infused breaths, and you may
found by the old assassin masters when psunomancy was also summon it at that distance. You may have it move and
first discoevered. Jesters are masters of battlefield trickery. attack on your turn as a bonus action, similar to the spirtual
They use illusions and allies to distract enemies, while weapons spell. Splinters may only be ordered to attack once
maneuvering around and debilitating targets on the field with on your turn. You may also have a splinter uses its martyr
arcane trip-ups. abiltiy on allies, and reposte attacks made agasint allies.
Joker's Psunomancy Through the eyes of shadow
At 3rd level, some of your Psunospells gain addiointal effects At 6th level, you can see through the eyes of your splinter,
based around control and trickery reguardless of the distance between you. While you are
Burst: I a creature fails their dexteiry save You may reduce seeing through their eyes, you are blinded and deafend.
their movement speed to 0 until the end of their next turn
instead being pushed back. Skilled Splinter
Mark: When you mark an enemy you may make make At 10th level, you've managed to give your splinters a
them look like you, as you shourd them in an illusion. modicum of sentience which means you can focus more on
Stride: When you use your movement, you leave a illusion your fight instead of theirs. They may now take an action and
where you were a reaction during each round and may use an additional two
additinal abilites shown below.
Shadow Twin Assist: You splinter may use its action to give you or an ally
The Shadow twin is a warrior who is never alone in combat. advantage to hit a target.
They are a rare breed who have used psunomancy to not only Reposte: If a creature within melee range attacks you or an
extend themself, but create a etheral clone of their own ally and misses, you may use the shadow's reaction to make
bodies that is as much a danger to enemies as the original is. an attack agasint the creature.
Triplets
Psunomantic splinter At 14th level, whenever you summon your splinter, you may
When you choose this paradigm at 3rd level, you gain acces summon two instead of one. You infuse breaths as if there
you a shadowy twin of your self that aids you in combat. You was only one, and both gain the benfits of the total. They both
may summon your splinter as a bonus action. When you do, have their own actions and reactions as normal, and you may
you infuse the splinter with power by reducing your move and attack with both of them in the same bonus action.
maximum breaths by an amount of your choice, but no less
than 3. This number will effect how the splinter acts. Your Greater Splinters
regain your maximum breath limit if the splinter is destroyed At 18th level, your splinters have gained their own half
or dispelled, but you only regain half of the breaths you sentience and have a much stronger binding. They can move
infused. up to a mile away from you but cannot act on your behalf if
The splinter is obiously an illusion and can be pointed out you can't see them. They have a fly speed of 30ft and may
as one by any creature. Creatures may also move through attack twice when they take the attack action.
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.
The Woeden Wargod's Unrelent
You're body and the magic is holds within make you an avatar
The Woeden is a msytified paradigm of knight mysticism that of battle. Even between engangments you remain a
uses a more subtle element of psunomacy. They are specially dangerous individual who can inspire and instil fear with
trained to carry reserves of psunomantic power that will push presence alone. Active arcane fury states will last for eight
the limits of their body even further than an accelerant state hours outside of combat.
can. They are trained to thrive in the middle of combat, and If all your arcane fury states are active, enemies have
they only become more dangerous the longer they fight. 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
Woeden's Reserves exhaustion.
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.
  You flash a brilliant light in the palm of our hand bright
Psunospells enough to blind foes. All enemies within 20ft of you, and can
Psunospells are quick acting, low effect spells that built see you with normal or dark vision, must make a wisdom
supporting the martial prowess of the user. They are not saving throw or have disadvantage all all attacks until the
insignificant by any means, but a magical dual between a full start of your next turn. Creatures who rely on dark vision to
caster and a knight mystic is very one sided. seek, suffer an additional penlty of 1d4 to all attacks if they
You know all the spells listed below, and may cast them as are in darkness when the spell is cast.
you would a nomral spell. For mechanic purposes, their spell
level counts as 3. Psunospells cannot be copied to scrolls, Mark
and cannot be learned or tuaght by others who are not Breath: 3
training to become a knight mystic. You may cast Multiple Casting Time: Bonus Action
psunospells per round. Range: 30ft
Additionally, other basic cantrips used by wizards are Duration: Conentration up to one minute
learned by a knight mystic in training. You know the following   You mark out a target within 30ft of you, filling their body
cantrips: Light, Mage hand, Mending, and Message with potential magical energy that waits to be activated.
While a target is marked they have disadvantage on saving
Absorb throws they make agasint spell effects. You also have
Breath: 3 advantage to hit marked targets. The mark ends at the end of
Casting Time: Reaction your turn if you hit the marked target.
Range: Self
  You throw up a quick burst of energy to repulse an attack. As Strike
a reaction you may reduce the damage of a ranged or melee Breath: 2 + 2 for each extra damage dice
attack by 1d8 damage. You may do this after the damage is Casting Time: Bonus action
rolled. Range:
This amount of dice you use increases to 2d8 at 7th level Duration: Up to one minute
and 3d8 at 15th.   You imbue your next attack with a suffusion of psunomantic
power. The next time you succesfull hit a creature with a
Burst melee attack, you deal a extra 1d6 force damage and an
Breath: 4 additional 1d6 for every 2 breaths you spend after the initial
Casting Time: Bonus Action cost. You may add an additional dice a number of times equal
Range:Self (15ft Cone) to your proficieny modifier.
Duration: Instantaneous
  You send out a burst of energy that strikes every thing within Step
a 15ft cone. Each creature in the cone must make a dexterity Breath: 5
check agasint your spell DC or take 2d10 force damage and Casting Time: Bonus Action
be pushed back 10ft. On a succesful save, the creature takes Range:Self
half damage and is not pushed. Duration: Instantaneous
  You shift around the battlefield in a blur of motion. You may
Counter imedietley move up to 20ft. This movement does not provoke
Breath: Target spell's level oppurtunity attacks.
Casting Time: Reaction The distance you can move increases to 25ft at 7th level,
Range:60ft and 30ft at 15th
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
Casting Time: Bonus action
Range:20ft
Duration: Instantaneous
Future subclasses
Bladed Jester
The bladed jester s is a master of trickery and deciet. They
use illusions and allies to distract enemies, while
maneuvering around and debilitating targets on the field with
poisons and arcane trip-ups.
Storm's Edge
Theese warriors have managed to infuse the storm into their
psunmancy and fight with the fury of a storm while running
into battle by riding the lightning.
Witcher
The witcher is an exotic warrior who has undergon
mutations to enchance their skills even further than a regular
knight mystic could with magic alone. They are also masters
of a subset of psunospells and alchemy which they use to
hunt monsters with masterful expertise.

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