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What is Magi-Knights?

CREDITS
Magi-Knights is a Magical Girl and Sentai table top
roleplaying game with rules based on the 5th
Edition Open Gaming License, and is set in the
1990s. The theme and mechanics were heavily
inspired by shows and video games of that time Magi-Knights Assistant Game
period such as Sailor Moon and Mighty Designer & Project Manager:
Morphin' Power Rangers, while also drawing Kira Salgy
inspiration from more modern ones like Madoka
Magica and Pe rsona!
Magi-Knights. Each player creates a Magi-Knight
and teams up with other playe rs to form a Squadron.
During the day, the Magi-Knights will be in their Magi-Knights Se Class Contributors:
Student Persona and go to high school or college Endarr, Hitoshura, J. Tyler Faile, Meighei,
and inte ract with their classmates and teachers. Mina Kitsune, Polynova, Serenity Silvermoon,MaeveKlymer,
At night, when the Spectral Outsiders and S ervants Cazzie/Scribblingninja, lronwolf616, Chriss Cornish
of Evil prowl the city committing their misdeeds
against the innocent, the players transform into their Magi-Knights RPG Artists:
Magi-Knight Persona to solve mysteries, vanquis h Kou Takase ............... Character Artist
enemies, and discover the true intent of the Dave Melvin .............. Monster Artist
Invading Evil! Drachea Rannak ...... Character Artist
Heralds (DMNPCs). After you've made the Ah Hung .................... Character Artist
decision to become a Magi-Knight, the Herald saves Kerruvin .................... Character Artist
your life, and in turn creates your Soul Crystal, the Periwinkleblue0 ...... Character Artist
unique object you use to Transform and to
Track Outsiders. Unless you are a local of the large
a nd coastal La pis City, it is from there that you r Copyright ©2021 Magi-Knights Project. All Rights Reserved.
family or guardians are curiously given some new Magi-Knights: Se - Magi-Knights Supplement and all
opportunity that requires them (and you) to move related titles, logos, and characters are trade marks of
to Lapis City right away. Magi-Knights Project.
High School & College. As a high school student,
you will a ttend the prestigious private school, Se - Magi-Knights Supplement Vl.0 - Release -June 2022
Frost Peak Academy. One of the top scoring
schools in the nation, and the only one to offer a No contents of this PDF may be reproduced in part or in
straight-to-university graduation... most s tudents whole without pe rmission from the publisher.
can't fathom how they got here. Alternatively, you
can also start at the significantly less-funded and Magi-Knights Project
more mainstream public school, Lapis High, or Derek and Kira Salgy
even play as undergraduates of the legenda ry Email: [email protected]
Black Mote University! Website: https://magi-knights.com/
Enemies. The main enemies of the Magi-Knights Discord: https://discord.gg/GWGGtyhUfZ
are the Cthulhu Mythos-inspired Spectral Outsiders Twitter: https://twitter.comfMagi_Knights
that hail from the alternate dimens ion of Elsewhe re. Facebook: https://www.facebook.com/Magi.K.nights.Project
They a nd the mortals that have dedicated themselves YouTube: "Magi-Knights"
to the unknown Harbingers are frequently behind the
tragedies in Lapis City. These mortal Cul tists might
be an old frie nd, a trusted mentor, or just about anyone.
The re's no telling who you can trust and where the next
mystery will lead you.

OKAY, Cool! BuT WHAT'S TH 1s?


This contains our Magi-Knight Class and its Archetypes,
ported over to the Se system (similar, but not quite the
same)! Inside you'll find how you can play a
powerful hero who can transform to fight evil a nd
some very unique and exciting mechanics tha t make a
Magi-Knight stand out from othe r classes tha t
might be simila r to itl
Inside we also included a legendary item for
your game: The Shard of the Magi-Knight. Lastly,
we included a unique mini-game that any party can use
to generate their s ta tistics as a TEAM, which we think is
the most important aspect in a ny TTRPG and this is
doubly reflected and interwoven into every aspect of the
Magi-Knight RPG.

MAGI-KNIGHT CLASS I PAGE 1


Magi-Knight
Channeling forth the energy from her
Soul Crystal, a young girl named Verity
cries out, "By the love that glows within
me, Heart... Unleash!" She is instantly
surrounded in a shimmering array of
swirling stars,hearts, and pink energy.
The surge of magic coalesces around her,
summoning forth her Soul Armaments:
powerful weapons and armor
embroidered with an armored weave
to deflect attacks from her assailants,
and a powerful Crystal Heart staff
that empowers the Magic Style that
she uses in battle.
A young man yells out his transformation
quote, "By the unknown immersed within me,
Veil... Unleash!" and is surrounded by dark
energy that snakes up his legs and covers his
body. The serpentine strands disappear and clad
his body in leather straps, an array of white belts,
and blue and black clothing. A dark cloak and hood
appear, along with his sword, the Blade of Destiny.
A chimera that looks like a red panda
with black horns, wings, and a long,
fluffy tail swoops down from above.
He rests upon a nearby perch,
"Good job, Dayen- I mean, Veil
Keeper! Now that you're here to back
up Heart Keeper, you two can give
these Outsiders a thrashing!"
The duo charges forward towards a
hovering, tentacled monstrosity with
leathery, cracked skin draped over an
emaciated, humanesque torso. Its six eyes
beam brightly and welcome the Magi-Knights
as an ephemeral and pleasant diversion.

Guardians of Justice
A Magi-Knight was once an ordinary person, until a loved
one or they themselves were about to meet an untimely
end. Time suddenly stopped, and the person was given a
choice, '½How Fate to take its course and claim the life it
has come for, or become a Magi-Knight and spend the rest
of their days fighting against an unseen force: The
Invading Evil."
A Magi-Knight is one who accepted the Herald's deal: one
life for another. Granted the privilege of carrying a Soul
Crystal, this object allows them to transform into a
Magi-Knight and destroy evil.
The personality of one who is enlisted to become a Magi-Knight varies
extensively, but ultimately they fight for justice, peace, and goodness. A
Magi-Knght and their squadron protect innocents from being abducted by
the horrific denizens of Elsewhere at great risk to their own personal safety.

--
MAGI-KNIGHT CLASS I PAGE 2
THE MAGI-KNIGHT
Proficiency Mana
Level Bonus Features Point Die 1st 2nd 3rd 4th 5th
Otherworldly Patron, Magi-Knight Tra nsformation,
1st +2
Academic Focus, Soul Crystal
2nd +2 Spe llcasting, Magic Style, Mana Point Die d4 2
3rd +2 Outsider Hunter (Apprentice), Fighting Archetype feature d4 3
4th +2 Ability Score Improvement, Additional Spell Path (3rd) d6 3
5th +3 Extra Attack, Mana-Enhanced Jump d6 4 2
6th +3 Overcharged Mana d6 4 2
7th +3 Fighting Archetype feature d& 4 3
8th +3 Ability Score Improvement, Outsider Hunter (Advanced) d& 4 3
9th +4 Extricate Mana, Heroic Conviction d& 4 3 2
10th +4 Magical Flight d& 4 3 2
1 1th +4 Fighting Archetype feature d10 4 3 3
12th +4 Ability Score Improvement d10 4 3 3
1 3th +5 d10 4 3 3
14th +5 Outsider Hunter (Master) d10 4 3 3
1 5th +5 Portal Dance d10 4 3 3 2
16th +5 Ability Score Improvement, Supe r Mag i-Knight d10 4 3 3 2
17th +6 d12 4 3 3 3
18th +6 Unified Against the Darkness d12 4 3 3 3
19th +6 Ability Score Improvement d12 4 3 3 3 2
20th +6 Ultimate Magi-Knight d12 4 3 3 3 2

CREATING A MAGI-KNIGHT in battle, he is willing to impart a plethora of


knowledge to you in your crusade against the
As you create a Magi-Knight, consider what Spectral Outsiders. Its unfortunate that half the
Near Death Experience summoned the Herald time his answers are veiled in confusing rhymes or
to your side. Was it to save your own life from a seemingly nonsensical rhetoric.
horrific accident? Or did you enlist in the
never-ending war against the Invading Evil to
save the life of another? (LASS FEATURES
An additional thing you need to consider is As a Magi-Knight you gain the following features.
what appearance your Soul Armaments are
summoned as. Perhaps you have added a HIT POINTS
sword to your repertoire, but once it is part of Hit Dice: ldlO per Magi-Knight Level
your Soul Armaments, your magic is capable of Hit Points at 1st Level: 10 + Constitution Modifier
changing its look entirely to match your heart's Hit Points at Higher Levels: ldlO (or 6) +
desire (though mechanically it functions Constitution modifier per Magi-Knight level after 1st
exactly the same). This means that although
you may add a suit of scale mail to your Soul PROF I Cl ENCi ES
Armaments, it grants that same benefit, but Armor: Light Armor, Medium Armor, Shields
potentially takes on an entirely different look! Weapons: Simple Weapons, Martial Weapons
Are you clad in a powerful red armor that Tools: None
marks you as fierce hero in the pursuit of
justice? Or does your armor appear with a Saving Throws: Dexterity, Wisdom
stylish skirt, bow, choker, and tiara? Skills: Choose two from Acrobatics, Arcana,
Lastly, how is your relationship with your Athletics, History, Insight, Investigation,
Otherworldly Patron, Khierix the Herald? This Perception, and P ers uasion.
sugar-loving creature is irresistably adorable,
extremely charismatic, and takes a personal,
vested interest in your success. Although he
cannot personally intervene on your behalf

MAGI-KNIGHT CLASS I PAGE 3


to your Soul Crystal. You may choose up to two
EQUIPMENT
weapons (or a weapon and a shield) and one set of
You start with the equipment listed under
armor to be considered part of your Soul Armament.
Magi-Knight Transformation, in addition to the
These armaments are automatically equipped to you
equipment granted by your background.
when you transform. You can also attune yourself to a
quiver and any ammunition that can fit into it. As long
ADVOCATE OF HOPE as these items are considered part of your Soul
Armaments, they are considered indestructible.
A Magi-Knight must be of a good or neutral
At level 1 the following equipment is considered part
alignment and can no longer gain levels in this
of your Soul Armaments:
class if they ever willingly commit a blatantly evil
act. Afterwards they are considered a "Corrupted
• (a) Leather Armor or (b) chain shirt or (c) scale mail
Magi-Knight," and abandoned by their Herald.
• (a) Any martial weapon and a shield (b) Any martial
They immediately lose the Legendary
weapon and a simple weapon (c) any martial weapon
Magi-Knight Class Feature and can no longer
and a longbow with 20 arrows (with quiver)
gain additional levels as this class. It is very
unlikely a Corrupted Magi-Knight will ever turn
Adjusting Soul Armaments. This can be done as
from their evil ways, but it is possible. Speak
part of a short rest and any equipment, magical or
with your Game Master and consult Kherix the
otherwise, can be selected to become part of your
Herald for ways to suitably atone for your evil
repertoire. After the short rest, the new armaments
act.
disappear into the extradimensional space of your
Soul Crystal while the alternate equipment reappears
0TH ERWORLDLY PATRON (KH I ERIX) in front of you. The old armaments are now free to be
used by others and maintain their previous statistics
At 1st level, you have struck a bargain with an
and magical properties.
otherworldly being, known as the Herald,
Khierix. In exchange for reversing a tragic event
that would result in the untimely death of you or AcADEM 1c Focus
a loved one, you were granted the chance to
Starting at 1st level you choose one type of student
become a Magi-Knight and fight against evil. The
that you want to become. This determines what
Herald particularly dislikes Warlocks who have
characteristic you use while casting spells as a
made a pact with another Otherworldly Patron.
Magi-Knight.

MAGI-KNIGHT TRANSFORMATION BOOKWORM


Starting at 1st Level, you gain an item known as You are heavily focused on details and facts. You do
a Soul Crystal. The Soul Crystal is indestructible well on tests and always seem to have the answers to
and is the catalyst that allows you to draw power trivia on your favorite subjects. Gain either Arcana or
from the Herald to transform into a Magi-Knight. History proficiency. Your spells use Intelligence for
Drawing forth the power from the Soul Crystal your Spell Save DCs and To-Hit rolls.
to transform is a bonus action and can be done
any number of times per day. However, you lose ADVISOR
your transformation if you become Incapacitated You believe principles are more important than
or Unconscious or decide to dismiss it as a Free concrete rules. You look for patterns and parables
Action. instead of memorizing details. Gain Insight or
Perception proficiency and your spells will use
The Magi-Knight Transformation provides the Wisdom for your Spell Save DC and To-Hit rolls.
following benefits:
SOC I ALITE
Altered Appearance. Your appearance changes Your Magi-Knight is a people-person, more interested
as drastically as the Change Appearance feature in building relationships as opposed to studying. Gain
of the Alter Self spell, but it is not considered a Deception or Persuasion proficiency, and your spells
spell or an illusion. You only have one alternative use Charisma for your Spell Save DC and To-Hit rolls.
form when you change into a Magi-Knight, but
you can change this set appearance every time
you gain a level in the Magi-Knight class.

Soul Armament. Your Soul Armaments are


stored in an extradimensional space connected
with your Soul Crystal. You may choose up to
two weapons (or a weapon and a shield) and one

MAGI-KNIGHT CLASS I PAGE 4


Sou L CRYSTAL SPELLS KNOWN
The Magi-Knight Magic feature and your Magic Style
Starting at 1st level, a large portion of your soul is
determines all of the spells that your Magi-Knight
housed in a magical gem called a Soul Crystal that
knows. You cannot cast a spell for which you do not
was created by the Herald. This allows you to channel
have spell slots for, however you will gain access to
the energy necessary to transform into a Magi-Knight
those spells as soon as you have that spell slot.
and you ignore the rules for Death Saving Throws in
the Player's Handbook. Instead your Soul Crystal is SPELLCASTI NG ABILITY
considered a magical item that replaces its function.
The ability you use for spell casting is determined by
In an instance where a Magi-Knight would need to
your Academic Focus. You use your Academic Focus
make a Death Saving Throw, they automatically
ability whenever a spell refers to this ability.
succeed and mark one Crystalline Fracture tally on
Additionally, you use your Academic Focus ability
their character sheet. If you would be subject to an
when setting the saving throw DC for a Magi-Knight
instant-death effect, you immediately take 3
spell you cast, and for your spell attack modifier.
Crystalline Fractures instead of immediately dying. If
at any time you would receive an 8th Crystalline
Spell Save DC = 8 + your proficiency bonus + your
Fracture, you irrevocably die. Upon your death, you
Academic Focus Ability Modifier
cannot be resurrected or returned to existence, except
via a Wish spell- your body and its Soul Armaments
Spell Attack Modifier = your proficiency bonus + your
dissipate. Your Herald immediately turns your Soul
Academic Focus Ability Modifier
Crystal into an artifact called a Shard of the
Magi-Knight and bestows it to a party member of your
choosing. The details of this magic item are detailed
later. Lastly, the Soul Crystal cannot be removed from
you by any means.

Repairing Crystalline Fractures. You repair one


Crystalline Fracture after completing a long rest.
Additionally, any player that possesses Spell Slots
may expend that Spell Slot Level to restore half of
that Spell Level (rounded down) of Crystalline
Fractures. This means an expended first level spell
repairs none, while a second level spell repairs one. A
third level spell repairs one fracture, while fourth level
repairs two, etc. Due to the incompatibility of their
magic and the general disdain between the Herald
and different Otherworldly Patrons, however,
Warlocks are unable to assist in Repairing Crystalline
Fractures.

SPELLCASTI NG

Starting at 2nd level you can cast spells using the


modifier determined by your chosen academic path.

Magi-Knight Magic. You cannot cast Magi-Knight


spells unless you're transformed into your
Magi-Knight Form. All Magi-Knights add the Light
Cantrip to their spell list, which must be cast on their
weapon. All Magi-Knights add the Detect Good & Evil
spell to their spell list and can cast it as a Ritual;
however a Magi-Knight's version of this spell only
detects Aberrations and Fiends.

SPELL SLOTS
The Magi-Knight table shows how many spell slots
you have for casting 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.

MAGI-KNIGHT CLASS I PAGE 5


MAGIC STYLE EXPLOSION SPELLS

Starting at 2nd level you choose where your magical Magi-Knight Level Spells
powers come from. Each Magic Style includes several
2nd Acid Splash, Ice Knife
Spell Paths you can focus on. After selecting your
Magic Style, choose two Spell Paths available to that 5th Shatter
source of magic. You gain knowledge of all of the
9th Fireball
spells in each Spell Path and can cast them as soon as
you gain the spell slots to do so. At 7th level you gain 13th Ice Storm
access to a third and final Spell Path.
17th Synaptic Static

THE FOUR STYLES OF A MAGI-KNIGHT


CURING SPELLS
Ethereal. This skill focuses on the a ncient study and
pursuit of traditional magic; This is referred to as Magi-Knight Level Spells
"Ethereal Magic," or "Mysticising."
2nd Spare the Dying, Cure Wounds
Ethereal Spell Paths. • (a) Beam • (b) Explosion 5th Lesser Restoration
• (c) Manipulate • (d) Barrier • (e) Transformation
9th Aura of Vitality
13th Aura of Life
Soul. This skill focuses the pure determination and
17th Greater Restoration
conviction of your Soul into manifesting miraculous
effects into reality, which most refer to as, "Soul
Magic" or, "Manifesting."
RESTORATION SPELLS
Soul Spell Paths. • (a) Beam • (b) Curing Magi-Knight Level Spells
• (c) Restoration • (d) Amplify • (e) Barrier
2nd Resistance, Healing Word
5th Aid
Shaper. This skill manifests your creativity and
cleverness into loose energy to be then molded into 9th Mass Healing Word
various manifestations, which most refer to as 13th Aura of Purity
"Shaper Magic," or, "Shaping."
17th Mass Cure Wounds
Shaper Spell Paths. • (a) Beam • (b) Curing
• (c) Amplify • (d) Barrier • (e) Transformation
AMPLIFICATION SPELLS

Verse. This skill manifests your latent magic abilities Magi-Knight Level Spells
through song, poetry, or performance. It has been 2nd Guidance, Bless
known by many names through history, but is now
called, "Verse Magic," or, "Versing." 5th Enhance Ability
9th Beacon of Hope
Verse Spell Paths. • (a) Explosion • (b) Restoration
13th Freedom of Movement
• (c) AmpHfy • (d) Manipulate • (e) Barrier
17th Circle of Power

SPELLS GRANTED BY SPELL PATHS

BEAM SPELLS MANIPULATION SPELLS

Magi-Knight Level Spells Magi-Knight Level Spells


2nd Fire Bolt, Magic Missile 2nd Friends, Charm Person
5th Scorching Ray 5th Hold Person
9th Lightning Bolt 9th Hypnotic Pattern
13th Wall of Fire 13th Confusion
17th Immolation 17th Hold Monster

MAGI-KNIGHT CLASS I PAGE 6


BARRI ER SPELLS MANA CHARGED
Starting at 2nd level, once per turn, you can add your
Magi-Knight Level Spells Mana Point die to any spell damage or spell healing
2nd Blade Ward, Shield total of 1st level or higher. Alternatively you can add
your Mana Point Die to your weapon's damage if that
5th Warding Bond
weapon is part of your Soul Armament.
9th Protection From Energy
13th Death Ward
MANA STRAIN
17th Wall of Force Starting at 2nd level, as a bonus action you can make
an Arcana (CON) Check, DC 12. On success you
increase your Mana Point Die by one step. On failure
TRANSFORMATION SPELLS you increase your Mana Point Die by one step but also
gain one Exhaustion Level.
Magi-Knight Level Spells
2nd Mending, Zephyr Strike MANA-EN HAN CED j UMP
5th Magic Weapon Starting at 5th level, as a bonus action you can
9th Haste decrease your Mana Point Die by one die step in order
to be considered under the effects of the Jump spell.
13th Staggering Smite
17th Steel Wind Strike
0VERCHARG ED SPELL
Starting at 6th level, as a free action you can add your
spellcasting ability modifier to any spell damage or
MANA POINT DIE healing total. After the effects of your spell have taken
place, reduce your Mana Point Die by one step. At 11th
Starting at 2nd level, you develop a talent for level, you may instead double your spellcasting ability
manipulating mana, an energy that ebbs and flows as modifier and afterwards reduce your Mana Point Die
you channel it in various ways. This power is by two steps.
represented by your Mana Point Die. The starting value
of your Mana Point Die is d4.
EXTRICATE MANA
Changing the Die. If you roll the highest number on Starting at 9th level, as a reaction to an enemy casting
your Mana Point Die, it decreases by one die size after a spell, you can use Extricate Mana. If the enemy spell
the roll. This represents you burning through your would inflict or heal damage, roll your Mana Point Die
Mana Points. For example, if the die is a d6 and you and reduce its total by that amount. Regardless of
roll a 6, it becomes a d4. If it's a d4 and you roll a 4, it whether or not you could reduce its total, either restore
becomes unusable until you finish a long rest or use an your Mana Point Die to its starting size or increase the
ability to increase it. Conversely, if you roll a 1 on your Mana Point Die one step. You can't use Extricate Mana
Mana Point Die, it increases by one die size after the again until you finish a long rest.
roll, up to its starting size. This represents you slowly
regenerating and storing the Mana for later use. For
example, if you roll a 1 on a d4, the die then becomes a MAGICAL FLIGHT
d6. The Mana Point Die only changes at the end of Starting at 10th level,
your turn. In cases where the maximum and minimum after performing a
dice roll is rolled in the same round, use whichever is Mana-Enhanced Jump
rolled the most, but the die is reduced on a tie. you immediately gain a
Whenever you finish a long rest, your Mana Point Die flying speed equal to
resets to its starting size. When you reach certain levels your walking speed for
in the Magi-Knight class, the starting size of your Mana as long as you are
Point Die increases: at 4th level (d6), 7th level (d8), transformed into a
11th level (dl0), and at 17th level (dl2). Magi-Knight. This
ability requires
MANA Po1 NT TECHNIQUES Concentration to
You can use your Mana Point Die in the following ways, keep active.
and gain additional options as you increase in level:

MAGI-KNIGHT CLASS I PAGE 7


HEROIC CONVICTION
Beginning at 9th level, when you are
reduced to O hit points but not killed
outright, you can decide to take 1
Crystalline Fracture to drop to 1 hit point
instead. You still take the additional Crystalline
Fracture from the attack that initially reduced you to
0 hit points.

PORTAL DANCE
EXTRA ATTACK Beginning at 15th level, three times per day, as a
Beginning at 5th level, you can attack twice, instead of Bonus Action, you may perform the Portal Dance.
once, whenever you take the Attack action on your turn. While performing the Portal Dance, you are able to
teleport to any square that you began your turn in,
within a 60 ft radius. You may teleport three times
OUTSIDER HUNTER during your turn as a Free Action and you lose the
Apprentice. Beginning at 3rd level, you are an effects of the Portal Dance at the end of your turn.
Apprentice Outsider Hunter. You have significant
experience hunting Aberrations and know how to turn a Su PER MAG I-KNIGHT
potential glancing blow into a fatal strike. Once per
battle when you make an attack against an Aberration, At 16th level, your Herald deigns you a Magi-Knight
you can cause a missed attack to become successful. worthy of an enhanced transformation: the Super
Additionally, when you succeed in an Investigation Magi-Knight. This transformation lasts for 10 minutes
check, you know if an Aberration is involved or has before you lose all transformation effects. While in
been in the area recently. Magi-Knight Form, once per day as a bonus action,
you may increase your transformation to become a
Advanced. Starting at 8th level, you become an Super Magi-Knight and gain the following effects:
Advanced Outsider Hunter and all of the damage you • Resistance to Psychic and immunity to Fire damage
deal to Aberrations bypasses any damage resistances or • Immunity to the Charmed Condition
immunities. • +2 Bonus to AC
• Temporary Hit Points equal to twice your
Master. At 13th level, you become a Master Outsider Magi-Knight level
Hunter and you now add your proficiency modifier to • You add your Spellcasting Modifier to all Weapon
your weapon damage totals against Aberrations. Attacks and Damage, in addition to other modifiers
Additionally your Outsider Hunter abilities now also
affect Fiends.

MAGI-KNIGHT CLASS I PAGE 8


UNIFIED AGAINST THE DARKNESS FIGHTING ARCHETYPES
At 18th level, the Magi-Knight stands as a group At 3rd level, you choose a fighting archetype and strive
member of a powerful squadron that stands firmly to emulate its style and techniques. The archetype you
against all incursions from Elsewhere. So long as they choose grants you features at 3rd level and again at
are not the only character left standing in their group, 7th and 11th level.
the Magi-Knight and all allies within 30 ft gain
Immunity to Charm and Fear Effects. The ideal Magi-Knight has three Fighting Archetypes
that employ tactics that are expressions of how they
ULTIMATE MAGI-KNIGHT pursue and destroy Outsiders: Offensive, Protective,
Supportive.
At 20th level, the Herald grants you his ultimate
blessing and unleashes your true power as an
OFFENSIVE FIGHTING ARCHETYPE
Ultimate Magi-Knight. You must be under the effects
of a Super Magi-Knight before you can use a Bonus The presence of Outsiders cannot be tolerated. They
Action to upgrade to this transformation. Additionally, must be sent back to Elsewhere before their
this transformation lasts for 1 minute before you lose infectious ploys can take hold in the hearts of humans.
all transformation effects. The Magi-Knight and any of You and your allies will take the fight to their doorstep
their comrades with line of sight to them are immune and you will lead the charge. You are the heart of the
to the Charmed and Frightened Conditions and gain squadron and you pump the blood of the heroes' call
advantage on Saving Throws vs Enchantment spells. through their veins.
While transformed into an Ultimate Magi-Knight you
gain the following:
• Your melee weapon attacks score a critical hit on a OFFENSIVE FIGHTING STYLES
roll of 19 or 20 on the d20 Beginning when you choose this archetype at 3rd
• If you fail a saving throw, you can choose to gain 1 level, choose one of the following options. You can't
Crystalline Fracture and pass instead take a Fighting Style option more than once, even if
• Once on each of your turns when you make a you later get to choose again.
weapon attack and miss, you can cause that attack
to hit instead Archery. You gain a +2 bonus to attack rolls you make
with ranged weapons.

Dueling. When you are wielding a melee weapon in


one hand and no other weapons, you gain a +2 bonus
to damage rolls with that weapon.

Great Weapon Fighting. When you roll a 1 or 2 on a


damage die for an attack you make with a melee
weapon that you are wielding with two hands, you can
reroll the die and must use the new roll, even if the
new roll is a 1 or a 2. The weapon must have the
two-handed or versatile property for you to gain this
benefit.

Two-Weapon Fighting. When you engage in


two-weapon fighting, you can add your ability modifier
to the damage of the off-hand attack.

Horde Slayer. As a bonus action while wielding a


Two-Handed melee weapon, you deal your Strength
modifier as damage to all enemies within range.

5TRI KE (OORDI NAT0R


At 7th level, you become efficient at coordinating your
attacks with allies. As a Reaction to an ally attacking
an enemy that is within your melee weapon range,
they may also add your proficiency bonus to the attack
roll.

MAGI-KNIGHT CLASS I PAGE 9


SQUADRON LEADER
At 11th level, once per day as a
reaction after an ally misses with a
weapon attack, you point out a vital
opening in the enemy's defenses,
which they immediately exploit.
Afterwards, the missed attack is
considered to have hit instead.

Adversity is the best teacher and you are


its star pupil. You are the bastion against the
poisonous influence of the Invading Evil. You
stand shoulder to shoulder with your comrades
and, so long as you remain standing, they shall
never falter. Their Cultists may scream and decree
your demise and the Outsiders themselves may spout
their undulating curses in their foul Spectral Tongue,
but you will hold the line, no matter the cost.

DEFENSIVE FIGHTING STYLES


Beginning when you choose this archetype at
3rd level, choose one of the following options.
You can't take a Fighting Style option more
than once, even if you later get to choose again.

Defense. While you are wearing armor,


you gain a +1 bonus to AC.

Refraction. As a reaction, when an ally


adjacent to you is about to take damage, you
may reduce the damage by ld6+cON and your
Magi-Knight Level. You then take the damage instead.

Reflection. When a creature you can see attacks a


target other than you that is within 5 feet of you, you
can use your reaction to impose disadvantage on the SUPPORTIVE FIGHTING ARCHETYPE
attack roll. If the attack is still successful, you
become the target of the attack instead. You must be Pain is inescapable. Attrition is unavoidable. Even the
wielding a shield. power of a Magi-Knight has its limits- but you were
chosen by the Herald itself. Now you have become the
DEFENSIVE (OORDINATOR
wings that lift the marred warriors onward. Whether
At 7th level, you become efficient at coordinating the through overwhelming supportive firepower or
defenses of your allies. Whenever an ally within 5 ft relieving restorative e nergies, you are the manifestation
of you receives damage from a weapon attack, of your squadron's perseverance. One day you will send
reduce that damage by your ½ proficiency bonus the last of the Invading Evil back through the Ethereal
(rounded down, minimum 1). Afterwards, you may Bridge and see them forever imprisoned in their native
choose to take any portion of the damage received realm. But until that fateful day, you will ensure you
on their behalf, as if the attack had targeted you. carry the veritable banner forward.

SQUADRON GUARDIAN Su PPORTIVE FIGHTING STYLES


At 11th level, once per day as a reaction after an ally Beginning when you choose this archetype at 3rd level,
within 10 ft fails a spell saving throw, you choose one of the following options. You can't take a
immediately switch positions with them, reroll the Fighting Style option more than once, even if you later
saving throw, and become the target of the spell get to choose again.
instead.

MAGI-KNIGHT CLASS I PAGE 10


Su PPORTI NG (OORDI NATOR
At 7th level you become efficient at coordinating the
efforts of your allies. Once per round, as a reaction,
you may increase the damage of an allies' ranged or
spell attack by your proficiency bonus if they are
within 60 ft.

SQUADRON REIN FORCER


At 11th level, as a reaction when an ally within line of
sight of you is reduced to O hit points, you may
immediately make 1 attack or cast a spell with a
casting time of 1 action. Once you use this reaction,
you can't do so again until you finish a long rest.

NEW MAGIC ITEM

SHARD OF THE MAGI - KNIGHT


When a Magi-Knight dies, their Herald creates a
Shard of the Magi-Knight from the remnants of their
s hattered Soul Crystal and Soul Armaments. No
magical equipment that was counted as being part of
their Soul Armaments can be recovered (though other
magical, attuned objects can be). A Magi-Knight
turned into a Shard cannot be returned to life, except
via the Wish spell. The Shard of the Magi-Knight
counts as an indestructible Artifact and can only be
destroyed by using it as an action. Once used, the
Artifact shatters a final time and disappears forever.
Using the Artifact grants the following effects:
Adaptability. When you would declare a weapon • Regain 10d4+20 HP
attack with a range of 15 ft or more against an enemy • Gain 30 Temporary Hit Points
target that is adjacent to an ally, you may use your • Regain 2 Spell S lots of your choice
bonus action to gain one of the following additional • Gain an Inspiration Point
effects with that attack before rolling: • Removes all Exhaustion, Diseases, and Poisons
• Gain + 1 Attack • You gain the effects of Bless; no concentration (10
• Deal an additional+ ld4 damage on hit minutes)
• On hit, allow an ally adjacent to your target to • Resistance to all damage (10 minutes)
immediately move 10 ft without provoking • Immunity to Charmed and Fear Effects (10
Opportunity Attacks minutes)
• Remove all Crystalline Fractures (if a Magi-Knight)
• Gain 20 Social Points with Khierix the Herald
Constellation. As a bonus action, you may choose to when you transfer the memory of your character to
gain one of the following enhancements to the next a game of Magi-Knights: The Roleplaying Game
Magi-Knight Spell you cast. These spell modifications (with approval from your Magic Keeper / GM)
are lost at the end of your turn or after casting a
Magi-Knight Spell.
• Increase your next Spell Save DC by 1
• Increase your next Spell Attack by 1
• Increase the healing of your next single target spell
by your proficiency bonus
• Increase the healing of your next multi-target
healing spell by ½ your proficiency bonus (rounded
down)

MAGI-KNIGHT CLASS I PAGE 11


DETERMINE ABILITY SCORES If"1" is the number Blocked by Fate and a 1 is rolled
again, remove the die from the dice pool. Add up the
USING MAGI-KNIGHTS remaining d4s and write down the number. You have
generated one character statistic.
Rolling dice to generate stats is not only a
Special Rule. Fate's Surprise! If the player chose
time-honored, classic tradition, but is an extremely
to "Accept Fate," (Choice B) but NO dice were Blocked
enjoyable way to let your dice tell the story of your
by Fate, then ALL dice change to match the number
character. However, because everyone's luck (or dice)
revealed by the Fate Die!
might be a little different, this can create large power
Step 4. Totaling Your Dice. While adding up your
gaps within the party and be a potential source of
totals, if the total is lower than 6, it immediately
contention long after the dice have fallen.
becomes 6. If the total is above 16, it immediately
becomes 16.
In Magi-Knights, instead of rolling for stats
Step 5. Continue to Observe. If you do not have 6
individually, you roll for them as a team. We offer this
statistics generated, return to Step #1. If you have
well-loved alternative and enjoyable mini-game as a
generated all 6 statistics, proceed to Step #6. These
great way to generate stats collectively, without
six numbers will be the stats for all members of the
causing game imbalances and potential bitterness!
party to use during their individual character creation.
Step 6. Analyze Results. If the total of all six stats is
When starting an entirely new game and before
lower than 72, the party must decide to either Observe
players have generated any stats, the table can
Fate's Influence one last time (beginning the process
collectively decide to roll for stats as a party. This is
anew) or take the Standard Array (15, 14, 13, 12, 10,
referred to as, "Observing Fate's Influence." The rules
and 8).
for this statistic generating mini-game are described
Step 7. Modifying the Total. Each player may choose
below.
to reduce one statistic generated by -2 to add +2 to
another statistic. This may not raise the chosen stat to
0BSERVI NG FATE ' S IN FLU ENCE be higher than 14. This also cannot reduce the chosen
Step 1. The Fate Die. The Dungeon Master rolls the stat to be lower than 6.
Fate Die (ld4) in secret and keeps the result hidden.
Step 2. Observe Fate Together. The party gathers The "Restricted 20 Rule" (Optional): For some, it
5d4's and distributes them as evenly as possible can seem strange to allow players to have what some
amongst the them. All players will now roll their d4's. might consider a pinnacle hurdle: the 20 Stat.
Step 3. The Choice. Starting with the player who Additionally there exists the potential for a party of
had the most recent birthday, and then going 20-stat characters to easily trivialize many low-level
clockwise on successive rolls, that player must choose encounters, forcing a GM to introduce even deadlier
to either "Deny Fate" or "Accept Fate." Denying Fate monsters preemptively. As such, the GM may
rejects the Fate Die from influencing the party's roll. optionally institute the "Restricted 20 Rule."
Accepting Fate leads to the Dungeon Master revealing • During the e ntire Character Creation process, no
the Fate Die to the players and allowing it to influence statistic may ever be above 18 (this includes using
their dice. The party may discuss as a team which racial modifiers or other modifiers to increase them).
choice may be favorable, but the individual whose
turn it is has the final choice and must make the
decision on the group's behalf.
Sub-Step (Choice A).Deny Fate. If the player chose
to Deny Fate, the Dungeon Master removes the Fate
Die from play without revealing it. Additionally the
players remove the lowest d4 from the their collective
dice pool and also reduce the highest die by 1. Add up
the remaining 4d4's together and write down the
number. You have generated one character statistic.
Sub-Step (Choice B). Accept Fate. If the player
chose to Accept Fate, the Dungeon Master reveals the
Fate Die and the number revealed is Blocked by Fate!
All d4s that match that number must be rerolled by
their respective player. However, if the new roll
matches the Blocked by Fate number again, the die is
reduced by 1 so that it does not match.

MAGI-KNIGHT CLASS I PAGE 12


Appendix I:
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version l .0a, Section l(e),
and are not Open Content: the Magi-Knight, Khierix, Dayen Veil Keeper, Verity Heart Keeper, Soul Crystal, Magic Style, Spectral Outsider, Heroic
Conviction, Portal Dance, Super Magi-Knight, Ultimate Magi-Knight, Unified Against the Darkness, Strike Coordinator, Defensive Coordinator,
Supporting Coordinator, Squadron Leader, Squadron Guardian, Squadron Reinforcer, Fighting Styles: Refraction, Reflection, Adaptability, a nd
Constellation. Additionally Shard of the Magi-Knight, and Observing Fate's Influence. and a ll Trademarks, registered trademarks, proper names
(including the names of characters, place names, monsters, organizations, new spells, new abilities, etc.), dialogue, plots, story elements,
locations, characters, artwork, graphics, sidebars, and trade d ress. Elements that have previously been designated as Open Game Content
are not included in this declaration.

Appendix II:
OPEN GAME LICENSE Version l.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1 Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material"
means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction,
addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted;
(c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) "Open Game Content"
means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product
Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means
any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity.
(e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters;
stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments,
personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural
abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by
the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign,
motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License
by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy,
edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of
this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content
may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be
added to or s ubtracted from this License except as described by the License itself. No other terms or conditions may be applied to a ny Open
Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the
terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual,
world-wide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of
Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are
Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must
update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content
You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the
COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of
that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with
a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or
Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that P roduct ldentity.8.
Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game
Content. 9 . Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized
version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have
written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Open Game Conten t due to statute, judicial order, or governme ntal regulation then You may not
Use any Open Game
Mate.rial so affected.13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure
such breach within 30 days of becoming aware of the breach. All sublicenses shall s urvive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to
make it enforceable . 15. COPYRIGHT NOTICE
Open Game License v l .0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, lnc.; Authors Jonathan 1\veet, Monte Cook, Skip Williams,
Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,John D. Rateliff, Thomas Reid, James Wyatt, based on original material
by E. Gary Gygax and Dave Arneson. System Reference Document 5.0 Copyright 2016, Wizards of the Coast, lnc.; Authors Mike Mearls,
Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee.James Wyatt, Robert]. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
Townshend, based on original material by E. Gary Gygax and Dave Arneson.
The Markdown SRDS Copyright 2016, Garrett Guillotte.

Se Magi-Knights Supplement & Magi-Knights: The Roleplaying Game Copyright 2021, Magi-Knights Project, LLC
END OF LICENSE

MAGI-KNIGHT CLASS I PAGE 13

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