Fighter
Base Class: Fighter

Clerics rely heavily on their spells, weaving intricate incantations. Paladins, their righteous fury, focus on smiting single foes. Ashen knights are something else entirely. Favoring single, devastating strikes that cleave through the air in wide arcs, leaving nothing but ash.

Spellcasting

 LEVEL 3: You have learned to cast spells.

Cantrips. You know two cantrips of your choice from the Cleric spell list. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Cleric spell list. 

At 10th level in Fighter, you gain proficiency in an additional cleric cantrip of your choice.

Spell Slots. The Ashen Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

For example, if you possess a 1st-level and a 2nd-level spell slot and know the 1st-level spell bless, you can cast it using either slot.

Spells Known of 1st-Level and Higher

You initially know three 1st-level cleric spells of your choosing. As you level up in this class, you can replace one known cleric spell with another from the cleric spell list, provided it matches a level for which you have spell slots.

Ashen Knight Spellcasting
  —Spell Slots per Spell Level—
Fighter Level Spells Prepared 1 2 3 4
3 3 2
4 4 3
5 4 3
6 4 3
7 5 4 2
8 6 4 2
9 6 4 2
10 7 4 3
11 8 4 3
12 8 4 3
13 9 4 3 2
14 10 4 3 2
15 10 4 3 2
16 11 4 3 3
17 11 4 3 3
18 11 4 3 3
19 12 4 3 3 1
20 13 4 3 3 1

 

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Cleric spell list.

The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Ashen Knight Spellcasting table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include five Cleric spells of levels 1 and 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Cleric spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.

Spellcasting Focus. You can use an Holy Symbol as a Spellcasting Focus for your Cleric spells.

Level 3: Ashes of Faith

Once per turn when you take the Attack action, you can replace one weapon attack with a divine burst. All creatures in a 20-foot cone must make a Dexterity saving throw  {{savedc:wis}}. Undead, fiends, and aberrations make this save at disadvantage.

On a failed save, a creature takes 1d12 + Wisdom modifier {{modifier:wis} fire or radiant damage (your choice); half on a success.

You can use this feature a number of times equal to your proficiency bonus per short rest.

You may enhance Ashes of Faith by expending additional attacks from your Attack action. For each additional attack used:

  • Add 1d12 damage
  • Increase the cone by 5 feet

Remaining attacks not used can still be made normally.

Level 7: Devout Faith

When you use Ashes of Faith, choose one of the following augmentations:

  • Chernabog’s Breath: Creatures that fail the save subtract 1d4 (or 1d6 for undead, fiends, and aberrations) from their next attack roll or saving throw until the end of their next turn.

  • Surrender to Flame: Ashes of Faith becomes an emanation centered on you, matching its area. It deals max damage to structures.

  • Dragon’s Breath: Ashes of Faith becomes a 5-foot wide line. For each extra attack added past the first, add +2 + Wisdom modifier to the total damage.

  • Phoenix’s Breath: Allies in the area are healed for half the total damage rolled instead of taking damage.

Level 10: Divine Breath

When you use Second Wind:

  • Allies within 20 feet gain temporary hit points equal to the healing you receive.
  • You regain one use of Ashes of Faith.
  • Ashes of Faith no longer affects allies.

Level 15: Ashwake

When you use Ashes of Faith, its area becomes ash terrain for 1 minute or until you use Ashes again. While you’re in this area, attacks against you are made at disadvantage.

Level 18: Divinity

Once per short rest, you can cause Ashes of Faith to deal maximum damage.

Afterward, you are immune to all damage until the start of your next turn.

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