Fighter
Base Class: Fighter

Warding Knights study magic of divine power so they can use their strength to protect all of their allies around them. They gain defense abilities to help through out combat.

Spell Casting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

You learn two cantrips of your choice from the cleric spell list, you also know the Guidance cantrip. You learn an additional cleric cantrip of your choice at 10th level.

Spell Casting Ability

Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spell Slots

The Warding Knight Spellcasting table shows how many spell slots you have to cast your cleric 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.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of First Level and Higher

You know three 1st-level cleric spells of your choice.

The Spells Known column of the Warding Knight Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level

Whenever you gain a level in this class, you can replace two of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.

Warding Knight Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

4th

2

4

3

5th

2

4

3

1

6th

2

5

4

1

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

3

10th

3

7

4

3

11th

3

8

4

3

2

12th

3

8

4

3

2

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

1

17th

3

11

4

3

3

1

18th

3

11

4

3

3

1

19th

3

12

4

3

3

2

20th

3

13

4

3

3

2

Armor Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and a shield or one set of armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. The armor/shield must be within your reach throughout the ritual, at the conclusion of which you touch the armor/shield and forge the bond.

Once you have bonded the armor/shield to yourself, you gain a +1 to your AC unless you are incapacitated. If it is on the same plane of existence, you can summon that armor/shield as a bonus action on your turn, causing it to teleport instantly to your body or hand.

You can have two bonded armor/shields once you reach level 7, but can summon only one at a time with your bonus action. If you attempt to bond with a third Armor/shield, you must break the bond with one of the other two. If your bonded to 2 sets of armor, when you teleport a set of armor to your body the other set go to where the new one previously was. Any non bonded armor you are wearing will drop to the floor in a space around you.

If you bond to one armor and one shield, while using both you gain a +2 to your AC.

Warding Shield

At 7th level you can use your reaction to create a floating shield over an ally or yourself granting a +2 to AC in response to a spell or weapon attack roll. You can use this feature a number of times equal to your wisdom modifier + your proficiency bonus.

Ward of Resistance

At 10th level when you take damage from a magic attack, you and allies within 30 ft of you gain resistance in that damage type until the end of the attackers next turn. You and allies can only receive one type of resistance. You have the option to drop your current resistance for a new one if you take that damage.

Constricting Chains

At 15th level you can summon chains from your bonded shield or armor set. The chains can attempt to grapple creatures in a 30ft cone. You can target 5 medium creatures or smaller, 2 large or 1 large and 3 medium or smaller creatures, or 1 large creature. The creatures can attempt to avoid your chains with a dexterity saving throw equal to your Spell Save DC + your Strength or Dexterity modifier, whichever is higher, and can attempt the save again at the end of each of the creatures turn. Your movement speed is 0 while using this ability. You gain gain a +3 AC ward while using this ability.

Improved Warding Shield

At 18th level your Warding Shield can now grant a +3 to yours or your allies AC, and also grants a +2 bonus to yours or their AC until the end of the players next turn that is being protected. You now also gain double the uses you have now.

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