Mageknight, Tirr (3.5e Class)

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This page details the Mageknight, as modified to fit the Tirr setting. You may be looking for the original, non-Tirr class, Mageknight.
Mageknight, Tirr (3.5e Class)
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Mageknights serve as Jacks and Jills of all trades, specializing in the lesser mastery of every aspect of combat.

Making a Mageknight[edit]


Intelligence determines how powerful a spell a Mageknight can cast, how many spells she can cast per day, & how hard those spells are to resist, as well as increasing the effectiveness of other class features. Strength is important to a Mageknight because it increases their Physical Combat abilities. Dexterity and Constitution increase the Mageknight's Armor Class and Hit Points, both of which are invaluable to Mageknights.


Humans, Elves and Half-elves are the most common Mageknights because humans benefit from the diversity the class provides, and elves are able to enhance their combat abilities while satisfying their fascination with Magic. Dwarves and Intelligent Half-orcs may become Mageknights if they desire arcane power without sacrificing their combat abilities. Gnomes and Halflings are rarely Mageknights



Starting Gold[edit]

6d4×10 gp (150 gp).

Starting Age[edit]


Table: The Mageknight[edit]

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th
1st +0 +1 +1 +2 Size Up, Canny Defense, Summon Familiar 4 2
2nd +1 +1 +1 +3   5 3
3rd +2 +2 +1 +3 Weapon Familiar 5 4
4th +3 +2 +2 +4   5 5 2
5th +3 +3 +2 +4   5 5 3
6th +4 +3 +2 +5 Spell-weaving(Still Spell) 5 5 4 2
7th +5 +4 +3 +5   5 5 5 2
8th +6/+1 +4 +3 +6   5 5 5 3 2
9th +6/+1 +5 +3 +6   5 5 5 4 2
10th +7/+2 +5 +4 +7 Minor Arcane Mastery 5 5 5 5 3 2
11th +8/+3 +6 +4 +7   5 5 5 5 3 2
12th +9/+4 +6 +4 +8 Spell-weaving(Silent Spell) 5 5 5 5 4 2
13th +9/+4 +7 +5 +8   5 5 5 5 5 3
14th +10/+5 +7 +5 +9   5 5 5 5 5 3
15th +11/+6/+1 +8 +5 +9 Moderate Arcane Mastery 5 5 5 5 5 4
16th +12/+7/+2 +8 +6 +10   5 5 5 5 5 5
17th +12/+7/+2 +9 +6 +10   5 5 5 5 5 5
18th +13/+8/+3 +9 +6 +11 Spell-weaving(Energy Substitution) 5 5 5 5 5 5
19th +14/+9/+4 +10 +7 +11   5 5 5 5 5 5
20th +15/+10/+5 +10 +7 +12 Major Arcane Mastery 5 5 5 5 5 5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Open Lock (Dex) Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex).

Class Features[edit]

All of the following are class features of the Mageknight.

Weapon and Armor Proficiency[edit]

Mageknights are Proficient in all Simple Melee Weapons, all Martial Melee Weapons. Additionally, Mageknights are proficient with all forms of armor and shields.


Mageknights cast arcane spells, the same type of spells available to wizards and sorcerers. A Mageknight can cast any spell he knows without preparing it ahead of time, like a Sorcerer. A Mageknight draws spells from the sorcerer/wizard spell list. Additionally, the Mageknight can also cast the following Cleric spells as arcane spells: Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds, Mass Cure Light Wounds, Remove Disease, Neutralize Poison, Raise Dead. In order to cast a spell, the Mageknight must possess an Intelligence score of at least 10 + the spell's level. The save DC for Mageknight spells is 10 + spell level + Int modifier.

As a Sorcerer, a Mageknight need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast. Unlike a Sorcerer, his limitation in spell proficiency allows him to exceed in spell knowledge:

Table: Mageknight Spells Known
Level Spells Known
0 1st 2nd 3rd 4th 5th
1st 6 4
2nd 6 4
3rd 6 4
4th 7 5 2
5th 7 5 2
6th 7 6 3 2
7th 8 6 3 2
8th 8 7 4 3 2
9th 8 7 4 3 2
10th 9 7 5 4 3 2
11th 9 7 5 4 3 2
12th 9 7 6 4 3 2
13th 9 7 6 5 4 3
14th 9 7 6 5 4 3
15th 9 7 6 6 5 4
16th 9 7 6 6 5 4
17th 9 7 6 6 6 5
18th 9 7 6 6 6 5
19th 9 7 6 6 6 6
20th 9 7 6 6 6 6

Familiar: A Mageknight can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The Mageknight chooses the kind of familiar he gets. As the Mageknight advances in level, his familiar also increases in power.

If the familiar dies or is dismissed by the mageknight, the mageknight must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per mageknight level; success reduces the loss to one-half that amount. However, a mageknight’s experience point total can never go below 0 as the result of a mageknight’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Consitution point when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.

Arcane Spells and Armor


A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

Familiar Special
Bat Master gains a +3 bonus on Listen checks
Cat Master gains a +3 bonus on Move Silently checks
Hawk Master gains a +3 bonus on Spot checks in bright light
Lizard Master gains a +3 bonus on Climb checks
Owl Master gains a +3 bonus on Spot checks in shadows
Rat Master gains a +2 bonus on Fortitude saves
Raven1 Master gains a +3 bonus on Appraise checks
Snake2 Master gains a +3 bonus on Bluff checks
Toad Master gains +3 hit points
Weasel Master gains a +2 bonus on Reflex saves
  1. A raven familiar can speak one language of its master's choice as a supernatural ability.
  2. Tiny viper.

Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following changes:

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.

Damage equals that of a normal creature of the familiar’s kind.

Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

Class Level
Armor Adj.
Int Special
1st-2nd +1 6 Alertness, Improved Evasion, Share Spells, Empathic Link
3rd-4th +2 7 Deliver Touch Spells
5th-6th +3 8 Speak with Master
7th-8th +4 9 Speak with Animals of Its Kind
9th-10th +5 10
11th-12th +6 11 Spell Resistance
13th-14th +7 12 Scry on Familiar
15th-16th +8 13
17th-18th +9 14
19th-20th +10 15

Natural Armor Adj.: The number noted here is an improvement to the familiar’s existing natural armor bonus.

Int: The familiar’s Intelligence score.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.

A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

Familiars at Epic Level: Special abilities granted to a familiar continue to grow as the level of its master increases beyond 20th, as shown on Table: Epic Familiar Special Abilities. Even though the table shows advancement only to 42nd level, that is not the limit. The patterns in the table continue infinitely. Familiar special abilities gained at less than 20th level also continue to improve.

Table: Epic Familiar Special Abilities
Class Level
Armor Adj.
Int Special
21st–22nd +11 16 Familiar Spell
23rd–24th +12 17
25th–26th +13 18
27th–28th +14 19
29th–30th +15 20
31st–32nd +16 21 Familiar Spell
33rd–34th +17 22
35th–36th +18 23
37th–38th +19 24
39th–40th +20 25
41st–42nd +21 26 Familiar Spell

Familiar Spell: The familiar gains the benefit of the Familiar Spell epic feat for the spell its master chooses.

Size Up (Ex): At any time during combat, a Mageknight can spend a full-round action observing all opposition within 120 feet (assumes line of sight) Beginning during the next round, this Mageknight gains a bonus to their attack rolls equal to their Intelligence Modifier (if positive) to their attack rolls against all enemies observed. This ability reflects the Mageknight's ability to observe enemy movements and exploit weakness in their physical form. Because this ability exploits an enemies structure (and not biology) this ability even works against undead and constructs. This ability does not work against oozes and creatures similar in structure and form to oozes such as Gibbering Mouthers (since they have uniform, Mutable structures) invisible creatures, or creatures with no permanent physical form, such as Chaos Beasts (although this ability work fine on other shapeshifters.) If an observed shapeshifter assumes a new form, this ability must be repeated to regain the benefit. (If a shapeshifter resumes a former observed form, the bonus is regained, if it does so within 10 rounds)

Canny Defense (Ex): Beginning at 1st level, a Mageknight gains a Dodge Bonus equal to their Intelligence modifier (if positive) to their armor class. Any time a Mageknight would lose their Dodge bonuses, they lose this bonus.

Weapon Familiar (Ex): At third level, a Mageknight gains the Weapon Familiar feat as a bonus feat, and can elect to awaken the spirit of a weapon to use as his familiar, utilizing the same ritual for summoning a normal familiar.

Spell-weaving (Ex): Beginning at sixth level, the mageknight begins to become far more experienced with the necessity of being adaptable on the battlefield, and this is especially seen in his spells. All spells cast from the Mageknight act as if they were cast with the Still Spell metamagic feat, allowing full use of spells without worry of armor. At twelveth level, this benefit is extended, now with the Silent Spell metamagic feat. Finally, at eighteenth level, all spells with elemental subtypes can be altered, as per the Energy Substitution metamagic feat.

Arcane Mastery (Su): Starting at 10th level (for Minor, which applies to cantrips and 1st level spells) 15th level (for Moderate, which applies to 2nd and 3rd level spells) and 20th level (for Major, which applies to 4th and 5th level spells) a Mageknight gains the ability to cast their spells to greater effect. A Mageknight can either increase the DC of saves against spells they cast by 2, or increase the dice of damage dealing spells by one level (to a maximum of d10s) for example, a Burning Hands spell cast by a 10th level Mageknight enhanced by this option would deal 5d6 damage instead of 5d4 damage.

Epic Mageknight[edit]

Table: The Epic Mageknight[edit]

Hit Die: d8

Level Special
25th Improved Moderate Arcane Mastery, Bonus Epic Feat
30th Improved Major Arcane Mastery, Bonus Epic Feat

4 + Int modifier skill points per level.


The Mageknight’s caster level is equal to his or her class level. The Mageknights’s number of spells per day does not increase after 16th level.

Bonus Feats[edit]

The Epic Mageknight gains a Bonus Epic Feat at level 25, and every 5 levels thereafter.

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