Fighter
Base Class: Fighter

The Planar Knight has studied the ways of the fabled Order of Realms, learning the art of dimensional manipulation. Through this arcane knowledge, these versatile fighters are able to change their equipment at will in order to adapt to any situation they might face. 

Pocket Dimension

At 3rd level when you take this archetype, you gain the ability to access a personal pocket dimension. While not in combat, you may open a 3ft. diameter portal connecting your current plane of existence to the dimension. The dimension is a 20x20x20 ft. cube, and only inorganic items that you have bonded to may pass through its portal. Bonding to an item requires uninterrupted meditation for the duration of a long rest. You may only bond with an item once per day.

Requip

Beginning at 3rd level, you gain requip points equal to your int mod + your character's level (minimum 1). As a bonus action on your turn, you may spend these points to dismiss a weapon or armor set back into your pocket dimension and equip a different item. You regain all of your requip points after a long rest, or half of your missing points rounded down (minimum 1) after a short rest. Refer to the requip table to determine costs for requiping various pieces of equipment.

Unique Equipment

As a parting gift from your time studying with the Order of Realms, they bestowed upon you two unique weapons and two unique sets of armor or shields to place in your pocket dimension. 

Unique Armor and Shields

Your armor set or shield grants you 25% damage reduction (rounded down, minimum 1) to a damage type that you specify.

Unique Weapons

Your unique weapons deal an additional 1d6 of a damage type that you specify. This increases by an additional 1d6 at level 7, and then again levels 10 and 15. A weapon of this type cannot be a two-handed weapon.

Dimensional Proficiency

At 7th level, you gain the ability to spend requip points equal to the spell's level to cast a spell from the following list:

  • Misty Step
  • Cloud of Daggers
  • Conjure Barrage
  • Secret Chest
  • Thunder Step
  • Dimension Door

Equipment Enchanter

At 10th level, your arcane knowledge has advanced such that you are able to perform minor enchantments. You gain the ability to permanently imbue a piece of equipment with a damage or resistance effect during the time that you are bonding to it. Additionally, bonding to a piece of equipment now only requires a short rest instead of a long rest. A piece of equipment can only be imbued with one effect at a time. In order to change a piece of equipment's effect, you must do so during a short rest.

Combat Savant

At 15th level, you gain the knowledge of every fighting style. However, you are only able to use one fighting style at a time. Your fighting style must be declared at the start of combat. In order to change your fighting style, you must use a bonus action and spend 2 requip points.

Master of Planes

At 18th level, you have studied arcane lore regarding the various planes of existence. You know the names and nature/inhabitants of each plane. Your pocket dimension now has unlimited storage space.

Additionally, you are able to cast higher levels spells from the following list by spending requip points:

  • Teleportation Circle
  • Magnificent Mansion
  • Plane Shift
  • Teleport
  • Demiplane
  • Maze
  • Gate

When casting a spell of 7th level, you gain one level of exhaustion, two levels for 8th level spells, and three levels for 9th level spells. You may make a constitution saving throw to take one less level of exhaustion. The DC for this save is equal Spell Level + Proficiency Bonus + 1d6.

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