Fighter
Base Class: Fighter

On occasion one of great martial skill and promise is favored by a deity. Whether due to great capacity to wage war or to champion the besieged, these chosen aren’t called to a new path so much as gifted to continue along the path they’re on. Whether it’s the path they think it is or one the divine foresees may as yet be unrevealed.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots

The Sacred Knight Spellcasting table shows how many spell slots you have to cast your cleric 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 Bless and have a 1st-level and a 2nd-level spell slot available, you can cast Bless using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice.

The Spells Known column of the Sacred Knight Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.

You may otherwise select cleric spells up to the number shown per level in the table below.

Spellcasting Ability

You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier (+ your "Blessed Grace" spell attack bonus after reaching level 7)

Sacred Knight Spellcasting

Fighter Level

Cantrips

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

4

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

Blessed Weapon

At 3rd level, you learn a blessing that creates a magical bond between yourself and one weapon. You perform the blessing over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the blessing, at the conclusion of which you touch and thus consecrate the weapon.

Once you have blessed a weapon in this manner, if it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. If it was a non-magical weapon it is now a magic weapon attuned to you with a +1 bonus to attack rolls and damage rolls.

You can have up to two weapons blessed in this manner, but can summon only one at a time with your bonus action. If you attempt this blessing with a third weapon, you must remove it from one of the other two.

Blessed Grace

Beginning at 7th level, you gain a +1 bonus to spell attack rolls. Also, when you use your action to cast a spell, attacks and spells by hostiles targeting you have disadvantage for the remainder of the round.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to hit with ranged weapon attacks.

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.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Improved Blessed Grace

Starting at 15th level, your Blessed Grace bonus to spell attack rolls increases to +2. Also, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Vigilant Defender

Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

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