Base Class: Fighter
This subclass allows a fighter to find a 3/4 fighting 1/4 magic option, rather than 50-50.
Divine Gift of Knowledge
Your connection to knowledge and the divine grants you certain spells. Intelligence is your spell casting modifier for them. When you reach a Fighter level specified in the spells table, you thereafter always have the listed spells prepared. You can cast each of them once per long rest, unless you can cast it as a ritual. Your weapon acts as an arcane focus for the spells.
| FIGHTER LEVEL | SPELLS |
|---|---|
| 3 | Comprehend Languages, Detect Magic, Identify |
| 7 | Enhance Ability |
| 11 | Tongues |
| 17 | Commune, Legend Lore |
Level 3: War Bond
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 Fighter 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.
Level 7: Know Your Enemy
As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Once you use this feature, you can’t do so again until you finish a Long Rest.
Level 10: Guarded Mind
You have Resistance to Psychic damage. Moreover, if you start your turn with the Charmed or Frightened condition, you can use your Bonus Action to end every effect on yourself giving you those conditions.
Once you've ended an effect that way, you can't do it again until you finish a Short Rest.
Level 10: Clear Mind
You have Resistance to Psychic damage. Moreover, if you start your turn with the Charmed or Frightened condition, you can use your Bonus Action to end every effect on yourself giving you those conditions.
Once you've ended an effect that way, you can't do it again until you finish a Short Rest.
Level 15: Superior Knowledge
You have honed your skills further. You gain one additional proficiency and one expertise of your choice.
Level 18: Knowing Strike
Your superior knowledge allows you to strike with extra force. When you hit a creature, you can add your Intelligence modifier (minimum of +1) to the damage roll.