Base Class: Fighter
The archetypal Holy Knight combines the martial mastery common to all fighters with a careful study of magic. Holy Knights use magical techniques similar to those practiced by clerics and paladins. They focus their study on two of the eight schools of magic: enchantment and evocation. Enchantment spells grant a Holy Knight the ability to bolster their allies in battle, and evocation spells deal damage to many foes at once, extending the fighter's reach in combat. These knights learn a comparatively small number of spells, committing them to memory.
Spellcasting
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 learn an additional cleric cantrip of your choice at 10th level.
Spell Slots
The Holy 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 Guiding Bolt and have a 1st-level and a 2nd-level spell slot available, you can cast Guiding Bolt using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level cleric spells of your choice, two of which you must choose from the enchantment and evocation spells on the cleric spell list.
The Spells Known column of the Holy Knight Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an enchantment or evocation spell of your choice, and 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.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one 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, and it must be an enchantment or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through belief in or devotion to a holy cause. 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
Eldritch 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 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Holy Weapon Bond
At 3rd level, you learn a ritual that allows you to imbue your weapon with holy magic. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and imbue it with holy magic.
You can have up to two holy weapons. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Blessed Magic
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Turn Foe
At 10th level, you are filled with divine conviction that manifests as holy martial prowess that can strike deep fear into your foes. When you hit a creature with an attack, and your attack roll was either, 5 above its Armor Class or a critical hit, you can force that creature to make a Wisdom saving throw against your spell save DC or it is turned for 1 minute, or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Once you turn a creature with this feature, you can’t use it again until you finish a short or long rest.
Divine Blessing
At 15th level, when you use your Action Surge you can grant any number of creatures of your choice (including yourself) within 30ft of you temporary hit points 2d10 plus your Fighter level. You can grant these hit points before or after your additional action.
At 18th level, you can further the blessing you grant to your allies. When you use this feature to grant temporary hit points to a creature, you can also further bolster it. Once within the next minute, when that target makes an attack roll or saving throw, they can roll 2d4 and add the number roll to the attack roll or saving throw.
Improved Holy Weapon
At 18th level, your connection with your holy weapon is even stronger. When you make attacks with your holy weapon, it always deals additional radiant damage equal to your Wisdom modifier. Additionally, when you use your Holy Weapon feature to make an attack with your holy weapon using your bonus action, you can deal one additional damage die for that weapon in radiant damage.
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