“The Magiknight never chose between sword and spell.
They just stopped seeing the difference.”
Base Kit
Initial Bonus
Shroud: The Magiknight is shrouded in the magic of one of the 5 traditions — Elemental, Primeval, Eldritch, Eternal, or Primordial. This choice influences many of the Magiknight's abilities.
Callings — 10xp
Elemental Attacks
Spend 1mp to deal +1d4 Acid, Cold, Electric, Fire, or Sonic damage to a melee, thrown, or ranged check. (Must match your Shroud)
Primeval Attack
Spend 1mp to deal +1d4 Toxic damage to a melee, thrown, or ranged check. (Must match your Shroud)
Eldritch Attack
Spend 1mp to deal +1d4 Force damage to a melee, thrown, or ranged check. (Must match your Shroud)
Eternal Attack
Spend 1mp to deal +1d4 Radiant damage to a melee, thrown, or ranged check. (Must match your Shroud)
Primordial Attack
Spend 1mp to deal +1d4 Decay or Madness damage to a melee, thrown, or ranged check. (Must match your Shroud)
Tier I — 5xp
Barrier — Spend 1mp to surround yourself or a creature within range 5. The barrier adds 1d4 Resistance to physical damage and the damage type tied to your Shroud until the start of your next turn
Martial Training — Gain proficiency in either Melee or Ranged
Block or Roll — Gain proficiency in either Parry or Dodge
Body and Mind — Gain proficiency in either Endurance or Willpower
Telekinetic Pull — Spend 1mp to make an Athletics vs Endurance check; +1★ pulls the target 1 square toward you (size modifiers apply)
Tier II — 10xp
Magiknight's Toughness I — Gain +4hp
Magic Jaunt — Spend +1mp to Teleport 3
Magiknight's Mana Pool I — Gain +4mp
Magic Shield — Your shield bonus applies to the damage type of your Shroud as well
Whirling Blade — Spend 1mp; your melee weapon gains a range of 5 and can now be used with the Thrown skill. It returns to you after the attack is made.
Tier III — 15xp
Detonate — When you strike with a weapon you can spend 2mp to cause the target to explode in a burst 1, dealing 1d6 points of your Shroud's damage type.
Magic Strike — Spend 2mp and make a Melee, Thrown, or Ranged check; deal +1d6 damage of the same type as your Shroud
Armored Caster — Lower the armor penalty to your spellcasting by -1
Improved Barrier — Increase Barrier's Resistance to 1d6
Magic Assault — Spend 1mp to Teleport 3 and then make a Melee check
Tier IV — 20xp
Magic Adept — Increase the magic die of your Shroud's tradition to 1d6, gain +4mp
Teleporting Swap — Spend 2mp and swap places with an ally within a range of 5; this is a teleportation effect
Magiknight's Familiar — Gain a familiar
Magiknight's Toughness II — Gain +4hp
Tier V — 25xp
Vampiric Maul — Spend 1mp to gain Drain on a Melee check
Improved Armored Caster — Lower the armor penalty to your spellcasting by -2
Improved Magic Assault — Spend 1mp to Teleport 5 and then make a Melee check
Improved Magic Strike — Spend 3mp and make a Melee, Thrown, or Ranged check; deal +1d8 Shroud damage