The Mage Knight

The mage knight is the consummate warriorarcanist, and to the highborn, magic and swordplay are both so closely ingrained in their cultures they often are seen as one.


When you reach 3rd level, you learn two cantrips and three first level spells. You learn an additional cantrip at level 9. When you gain a new spell slot, you learn a new spell up to your maximum spell level and maximum spells known. You may also exchange a spell known at each new mage knight level.

Your spells are cast using Charisma as your primary spellcasting attribute, as the elves are innately magical. You calculate your save DCs for spells as 8 + your proficiency bonus + CHA modifier and your magical attack as your proficiency bonus + CHA modifier.

Force Weapon

At 3rd level, the mage knight can instantly create a melee weapon of magical force as a bonus action.

The weapon takes a form of the Mage Knight’s choosing. The weapon may be wielded with finesse, regardless of the type created. This weapon, as pure force, is indestructible (though it may be dispelled). If the weapon ever leaves the mage knight’s hands, it immediately disappears.

War Wizardry

At 7th level, the mage knight learns to deliver spells in combat. You may cast a cantrip as a bonus action when making an attack action, or make a weapon attack as a bonus action when casting a spell.

Improved Force Weapon

At 10th level, the mage knight can create two force weapons. He may dual wield such weapons if they are sized appropriately. Additionally, the weapons become effectively magical and grant a +1 bonus to attacks and damage.


At 15th level, the mage knight can use telekinesis as a spell-like ability once per short rest.

Improved War Wizardry

At 18th level, when the mage knight takes an action to cast a spell, they can make a weapon attack as a bonus action.

Section 15: Copyright Notice

Wardens of the Wild. Copyright, 2015 Total Party Kill Games. Author(s): PJ Harn and Brian Berg.