Mage Knight

Level 10
Creature· humanMediumRemaster
AC
29
HP
140
Speed
20 ft.
Perception
+17
Fort
+18
Ref
+13
Will
+21
Languages common
Skills arcana +22, athletics +21
Recall Knowledge DC 27 (society)

Attacks

Melee Fist +21 (agile, nonlethal, unarmed), Damage 1d4+11 bludgeoning
Melee Mace +22 (magical, shove), Damage 2d6+11 bludgeoning

Abilities

Reflex +16 Against Damaging Effects
Shield Block
Bespell Strikes

Frequency once per turn

Requirements The mage knight's most recent action was to cast a non-cantrip spell


Effect The mage knight siphons spell energy into one weapon they're wielding, or into one of their unarmed attacks. Until the end of the turn, the weapon or unarmed attack deals an extra 2d6 force damage and gains the arcane trait if it didn't have it already. If the spell dealt a different type of damage, the Strike deals this type of damage instead

Drain Bonded Item

Frequency once per day

Requirements The mage knight hasn't acted yet on this turn


Effect The mage knight expends the power stored in their bonded item (typically their shield). This gives them the ability to cast one prepared spell they prepared today and already cast, without spending a slot.

Though many spellcasters prefer to defend themselves with magic, some recognize that there's no substitute for a suit of steel. Mage knights defy the stereotype that spellcasters are frail, delicate, and passive and instead choose to hold their own in close-quarter combat.


A military serves to defend and fight on behalf of nations and can be trained and deployed in various ways.