Wizard
Base Class: Wizard

Arcane Knights are Wizards that are trained in combat and incorporate spell casting into this. They have mastered the art of combat to the point of changing normal armor on their body into arcane armor that magically enhances them as well as there weapons. They have also mastered the art of magical combat.

Level 3: Battle Trained

Proficiencies. You gain proficiency in light, medium and heavy armor as well as simple and martial weapons. You also gain proficiency with Smiths tools.

Health. You gain an extra 1d4 hit points per level.

Tactical Wit. Starting at 3rd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. 

Fighting Style. You can choose a Fighting Style.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Level 3: Arcane Armor & Weaponry

When you don armor and are bonded to a weapon they become Arcane tools of combat.

Arcane Armor Features.

  • You become resistant to Magical and Non-Magical Bludgeoning, Slashing and Piercing damage.
  • If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
  • The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces. The armor can warp and manipulate itself into however you want it to look when you put it on.
  • Arcane charges: When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw. You can only do this to the same amount of times equal to your proficiency bonus per short rest.
  • You can doff or don the armor as an action. 
  • You gain an extra 10 feet of movement.
  • You have blindsight with a range of 15 feet when wearing your armor. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Arcane Weapon Features.

  • You learn a ritual that creates a magical bond between yourself and one weapon. 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 forge the bond. The bond fails if another person or creature is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.You can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

  • You can use the arcane weapon as a spellcasting focus for your wizard spells.

  • Magical Infusion: You can infuse your arcane weapon(s) as a bonus action with any of your spells adding the effects onto the damage acting as a paladin smite.

Level 6: Extra Attack

You can attack twice instead of once whenever you take the Attack action on your turn.

 

Level 6: War Magician

When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Wizard cantrips and spells up to level 3 that has a casting time of an action.

When you use your last attack to cast a cantrip or spell you can use a bonus action to take an attack. This also applies if you have taken your turn to cast a spell higher than level 3.

You have Advantage on Constitution saving throws that you make to maintain your Concentration. When a creature provokes an Opportunity Attack from you by leaving your reach, you can take a Reaction to cast a spell at the creature, rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature. You can perform the Somatic components of spells even when you have weapons or a Shield in one or both hands.

Level 10: Arcane Enhancement

Your arcane armor and weaponry are enhanced and enhance you further.

Enhanced Arcane Armor Features.

  • You gain resistance to all magical damage.
  • You gain advantage on all intelligence, strength and dexterity checks and saving throws. As well as proficiency with strength and dexterity saving throws and expertise in intelligence saving throws.
  • You gain a +1 to strength, dexterity and constitution ability scores.
  • You gain a swimming and flying speed equal to your walking speed.
  • You gain another 10 feet of extra movement.
  • Arcane Charges: You now have double the usage of your charges per short rest as well as this all enemies within 20 feet of you take force damage half your wizard level. 
  • Whilst your helmet is on you gain immunity to psychic damage.

Enhanced Arcane Weapon Features.

  • All damage and attack rolls gain an extra bonus equal to your intelligence modifier.
  • When using your 'Magical Infusion' feature you can add two spells at a time in one bonus action instead of one. You can also add double the amount of spells on your arcane weapon and have it not cost any spell slots.

Level 14: Expert War Magician

When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your Wizard spells that has a casting time of an action.
You also gain additional spell attacks and Spell Saving Dc equal to your Intelligence Modifier while wearing and using your arcane equipment.

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