Skip to content

Relic Knight

About this class

Relic Knights understand the true threat of magic, how it can be used to aid and to harm. Whatever side of the spectrum you fall on you will be the one to decide your fate, not some wayword caster or ageless curse. You wield a magical artifact as your weapon of choice, and only you understand its true power.

Domains

Core domain
Blade
Core domain
Arcana

Starting stats

Evasion
10
Hit points
6

Hope feature

Mystic Pull
Spend 3 hope to pull a magical sorcery, spell, or object towards you within Far range, such as your enchanted weapon. You can use this feature as a reaction you may make a spellcast roll(13) to change a target of a spell from an ally within far range to yourself, provided you are within range of that spell. Tip: You still must spend 3 hope to use this ability as a reaction).

Class features

  • Enchant Weapon

    You can mark a stress to mystically bond yourself with a chosen weapon. This bond lasts until you mark your last hit point or bond to a new weapon. Choose a trait, you may have your bonded weapon use said trait instead of its base trait. In addition during character creation choose a feature from a tier 1 secondary weapon and add that trait to your bonded weapon. You may choose a new feature of your tier or lower whenever you level up. You may only have one feature at a time.

Class items

  • A pommel of a broken weapon
  • a torn out page of a spellbook

Character questions

Background prompts

  1. Where did you find your relic?
  2. How do you feel about the use of magic in society as a whole?

Connection prompts

  1. An ally saved you from something you should have seen coming, how do you feel about that?
  2. What makes you want to protect someone else?

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.