Base Class: Fighter
With staunch discipline you have crafted your body and mind into an indominable weapon. This however has made you a target. Whatever kingdom, ruler or lord you served has betrayed you and sold you into experimental works. Through the probing, chemicals and surgeries you endured under the guidance of your captures you unlocked a latent ability to manipulate solid matter, psychokinesis.
After managing to slaughter your way out of confinement you find yourself upon a new destiny with a new power to add to your arsenal of one. You are a Psychokinetic Knight.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells through your weapons. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn three cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 9th level.
Spell Slots
The PK Knight Spellcasting table shows how many spell slots you have to cast your wizard 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know four 1st-level wizard spells of your choice, as long as they're on the wizard spell list.
The Spells Known column of the PK Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Your ability to strike enemies with your weapons IS your spellcasting ability for your wizard spells, since you learn your spells through psychokinetic means. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast. You may cast spells through your Bonded Weapons on willing creatures by either touching or pointing the weapon at the target.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
PK 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 |
5 |
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 |
Psychic Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and up to four (4) one-handed weapons or two (2) two-handed weapons. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapons must be within your reach throughout the ritual, at the conclusion of which you touch the weapons and forge the bond. These weapons are considered magical if not already.
All actions regarding the Bonded Weapons are made with Somatic gestures and require your hands to be free to utilize these instruments. The weapons are considered "held" in your hand(s) for mechanic reasons regarding fighting styles and magic item activations. When you take the attack action you replace your attacks with the Bonded weapon(s).
Once you have bonded a weapon to yourself, you can unsheathe all weapons you've bonded with as a bonus action. The weapons float around you, each moving on your turn up to your movement speed. The Bonded Weapon(s) will stay within a 30 feet radius of you, floating above the ground and are not affected by difficult terrain. If either you or a bonded weapon move more than 30 feet away from each other, the bonded weapon becomes dormant until you are within 30 feet of it again. The weapon, while dormant, falls to the ground and functions as a normal weapon. If you are knocked unconscious, your bonded weapons become dormant until you are conscious once more.
If you attempt to bond with a fifth weapon, you must break the bond with another weapon.
Magic Imbuement
Beginning at 7th level, As an action you can imbue a bonded weapon within 30 feet of you with one spell you can cast, then make a single attack with that weapon. If that attack hits, the target takes weapon damage and is subject to the effects of the spell, expending a spell slot accordingly. If this attack misses, the spell misses as well. If the attack hits, all spell attack rolls for the imbued spell against the target hit automatically. If the attack has advantage, the target's initial saving throw against the spell has disadvantage.
Telekinetic Defense
At level 10. As a Bonus Action you may recall any number of your Weapons back to you, when you do so you enter a Defensive Stance with your weapons whirling around you wildly and gain the following options:.
- When you are the target of an attack you may use your reaction to give the attack disadvantage.
- When you are successfully struck in melee combat you may use your reaction to make an attack against the creature provided its within your weapon's range.
- When you are within 5ft of an ally that is the target of an attack you may use your reaction to take the damage instead. (This does not apply to AOE effects.)
Telekinetic Offense
At level 10. When you take the Attack action you may send all your Psychic Bonded weapons out at once and position them within 30 ft. of you.
If you take the attack action, you can make an attack with one of your bonded weapons using your Bonus Action. Unless you have the Two-Weapon Fighting style, you don't add your Strength/Dexterity Modifier to the damage roll.
For each of your Extra Attacks you may choose a different Psychic Bonded weapon to make the attack. These weapons must be within range of the target.
Psychic Overload
At level 15;
When you take the Magic Imbuement feature as your Action you may make an additional attack as a Bonus Action.
When you take the Attack Action using your Psychic Bonded weapon(s), you may roll 1 d4 for each successful hit, add that value to your weapon strike as Psychic damage.
Psychokinetic Master
Starting at 18th level;
You may choose one of the following effects when you land a critical hit;
- When you land a critical hit with an attack roll you may gain an expended spell slot. This cannot occur more than once per short rest.
- When you land a critical hit with an attack roll you may cast a spell on the same action. Make an attack roll using the Magic Imbuement feature.
- When you land a critical hit with an attack roll you may give advantage on attack and savings throws to a creature within a 60ft range of you.
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