Base Class: Fighter
Some people throughout the world whether they meant to or not have been touched by some kind of eldritch power and are now forever marked. These individuals are now able to channel such power through this mark and can harness this power for themselves. Many Witch Knights feel a call to the wilds defending small folk from horrors that mere hunter or town guard can handle. Some Witch Knights accompany rangers or work alongside druid groves to weed out corruption or perhaps hunting beasts through city streets in the dead of night while the unaware sleep
Occult warrior
Your eldritch abilities have manifested and can now be unleashed upon your foes. When you take this archetype at 3rd level you gain the following benefits:
Eldritch brand: As a bonus action you can mark a creature with an eldritch brand. This brand lasts for an hour and can be dismissed before then with no action required. You have advantage on wisdom (perception) and wisdom (survival) checks needed to track the branded creature. Additionally when you hit a branded creature with an attack you can deal an additional 1D6 necrotic damage. The damage increases when you reach certain levels in this class. The damage increases to 1D8 at 7th level, 1D10 at 10th level, 1D12 at 15th level and 3D6 at 18th level. You can do this a number of times equal to your proficiency bonus and gain all uses back when you finish a long rest.
Magical connection: You touch one weapon you're proficient with and form a bond with that weapon. While bonded this weapon is considered magical for the purposes of overcoming magical resistances and immunities. Additionally while bonded this weapon cannot be disarmed from you and you can summon and dismiss it as an action. You may also do this to one weapon at a time and can be bonded with over the course of a short or long rest.
Witchery: You gain an eldritch mark. You determine what the mark looks like and can be used as a spellcasting focus. You gain a number of cantrips from the warlock spell list and invocations listed below. Your spell casting ability can be either intelligence, wisdom or charisma. You pick this when you attain this feature and cannot be changed.
You gain 3 warlock cantrips at 3rd level. You gain an additional cantrip at 10th level and another one at 15th level.
You gain 2 warlock invocations at 3rd level. You can pick two more at 7th level. You gain one for invocation at 7th level, two more at 15th level and finally one more at 18th level. You may pick invocations that have a level prerequisite but not any that require a pact boon. Any invocation that requires a spell slot to be cast may only be cast once between rests.
Empowered combat
Your mastery of your martial and magical skills has given you the ability to blend and empower your strikes. When you reach 7th level in this class you gain:
Sword and spell: As part of your attack action you can cast a cantrip in place of one of those attacks.
Potent cantrip: You can add your spellcasting modifier to the damage of your cantrips.
Ironblood
Your eldritch powers have have your body more resilient and able to see more. When you each 10th level you gain immunity to poison and disease. Additionally you gain a blind sense of 10 feet.
Ironmind
When you reach 15th level in this class you gain the ability to steel your mind from those who would attempt to find you. You are shielded against divination magic, as though protected by a nondetection spell.
Eldritch Ageis
At 18th level your mastery over your eldritch blood grants you the following:
Eldritch guise: You gain the permanent effect of the protection against good and evil spell.
Witches bane: When you are within 60 feet of a creature marked with your eldritch brand you can use your reaction to teleport to an unoccupied within 5 feet of the target and make one additional attack.
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