Fighter
Base Class: Fighter

Arch Knights have been blessed with the natural affinity for the weave of arcane practice and train relentlessly to perfect the ability to intertwine this into every arrow, sword, and enemy that falls before them. Returning their soul to the weave, so it may better serve the world. 

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. 

Cantrips You learn two cantrips from the sorcerer spell list. You learn another sorcerer cantrip of your choice at 10th level. 

Spell Slots You gain two spell slots and an additional one at the 13th level. Your spell slots are all of the same level, and always of the highest level that you can cast, as shown on the Arch Knight Spellcasting Table. you regain any expended spell slots when you finish a short or long rest. 

Spells Known You know three 1st level spells from the sorcerer spells list of your choice. The Arch Knight spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be at a level for which you have a spell slot. 

Arcane Strike

At 3rd level, you gain the ability to focus your raw power on your weapon. As a bonus action, you can expend a spell slot while focusing on your weapon, select a damage type from Acid, Cold, Fire, and Lightning, weapon attacks made with this weapon now deal this damage type and count as magical. If you expend a slot that is 2nd or 3rd level, then your weapon also deals an additional 1d4 damage on hit. If the slot is 4th level or higher it deals an additional 2d4. This lasts for 1 minute, it ends early if you fall unconscious or use this feature on another weapon. 

Knight's Aegis

Starting at 7th level, your own magic power has grown so much, you have learned specific guards against those who use it against you. You have advantage on saving throws to resist spells effects. 

Arc Gambit

Starting at 10th level, you have gained the ability to intertwine magic into your weapon. As an action, you can cast a spell of 1st level or higher into your weapon, the effect is postponed until you hit with that weapon on the same turn. On a hit, the target takes normal weapon damage and the effect goes off as if it hit or the creature failed its save. On a miss, the slot is expended and the spell doesn't go off. 

Relentless Fury

At 15th level, whenever you reduce a creature to zero hit points or roll a critical hit, you can use your reaction to teleport up to 60 feet towards a hostile creature and make a single weapon attack. 

Metamagic Knight

Starting at 18th level, your arcane power has grown so greatly you can access the full might of the treat weave of magic almost effortlessly. When you use your attack action to make a weapon attack, you can as a bonus action, quicken a spell and cast it. To be eligible, it must be a spell with a casting time of one action. You can use this feature a number of times equal to your charisma modifier, after which a short or long rest is needed to regain. 

Comments

Posts Quoted:
Reply
Clear All Quotes