Skills: Choose two from: Acrobatics, Athletics, Arcana, History, Insight, Intimidation
EQUIPMENT
(a) Chainmail, or (b) Leather armor
(a) Martial weapon and shield or (b) two martial weapons
(a) Scholar’s Pack or (b) Explorer’s Pack
ARCANE ENCHANTMENT
Through years of rigorous studies the Arcane Knight has learned to harness the arcane into charges that can be expended to enchant their weapons and armor. The number of charges you have is equal to half your level+intelligence modifier (minimum of 1). As a bonus action the Arcane Knight can spend 1 Arcane Charge and enchant one weapon with one Enchanting Lore they know. The Arcane Knight cannot enchant more than one weapon at a time. On a successful hit or a miss the enchantment fades and must be reapplied unless otherwise specified. The damage die for the enchantment at level 1 is 1d6. This increases to 1d8 at level 9 and to 1d10 at level 15. All Arcane Charges are recovered on a long rest.
ENCHANTING LORE
At first level the you may choose any two Enchanting Lore’s from the Enchanting Lore table. You learn two more Enchanting Lores at level 7, 10, and 14.
ENCHANTING LORE TABLE
Lore of Flame
Enchants with the fire damage type.
Lore of Frost
Enchants with the cold damage type.
Lore of Dissolution
Enchants with the acid damage type.
Lore of Bolts
Enchants with the lightning damage type.
Lore of Thunder
Enchants with the thunder damage type.
Lore of Light
Enchants with the radiant damage type.
Lore of Force
Enchants with the force damage type.
Lore of Venom
Enchants with the poison damage type.
ARCANE RECOVERY
Beginning at 2 level you have learned to quickly recover some of your Arcane Charges. Recover half (rounded down) of expended Arcane Charges on a short rest. For example, if you have ten total Arcane Charges and expend five, you would regain two Arcane Charges.
FIGHTING STYLE
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.
ARCANE SURGE
Beginning at 3 level you have learned to fortify your enchantments. Instead of expending one Arcane Charge you may expend two Arcane Charges and double the number of damage die for one Enchanting Lore. Beginning at 16 level you gain one extra damage die for one Enchanting Lore when you use Arcane Surge. The number of times you may do this in one day is equal to your Intelligence modifier and you regain all uses on a long rest.
EXTRA ATTACK
Beginning at 5 level you may attack twice instead of once when you take the Attack action on your turn.
ARCANE DIVINATION
Beginning at 11 level you can spend two Arcane Charges to glimpse the weakness of a creature you can see. Once you have used this feature you cannot do so again until after a long rest.
CHANNEL ENCHANTMENT
Beginning at 13 level you have learned how to briefly share your enchantments with another. Once per short rest, as a bonus action you may touch another willing creatures weapon, expend two Arcane Charges, and apply one Enchanting Lore to it. The Enchanting Lore works as if you had applied it to your own weapon using the Arcane Surge feature but does not count as a use of Arcane Surge. At level 17 you may do this twice per short rest.
ENCHANT ARMOR
Beginning at 18 level you have learned to use your Enchanting Lores in a defensive role. As an action you spend two Arcane Charges to enchant your armor with one Enchanting Lore. You will gain resistance to that damage type for 10 minutes. Any creature you choose that comes within 5 feet of you will take 1d10 damage of the type of Enchanting Lore you have imbued your armor with.
LASTING ENCHANTMENT Beginning at level 20 you have mastered your Enchanting Lores and learned how to keep them active with only one use of an Arcane Charge. As an action you may enchant your weapon at the cost of one Arcane Charge with one Enchanting Lore. This enchantment lasts until you take a long rest or spend one Arcane Charge to switch to another Enchanting Lore. While your weapon is enchanted in this manner you must still spend two Arcane Charges to utilize the Arcane Surge feature.
I must say I kinda like it. it is similar to the Eldridge Knight, but it’s different too. It needs a little better explanation about the Enchantments I think, but it’s a decent start.
I think the Arcane Enchantment needs to scale more, I think it is slightly under powered, and maybe should scale with cantrips, like at 5th level it becomes a d8, 11th it becomes a d10, and at 17th level a d12.
Second, subclasses?
Third, for the class proficiencies, it would be easier to make it simple weapons and whatever other weapons you want on the list.
And last, the damage types for Arcane Enchantment shouldn't be as varied as they are now. I mean, everyone would pick Force damage, there's no reason not to. SO maybe make it like the Blood Hunter, in the sense that you get the better damage types later.
Overall I really like the class! I would definitely play it if it was real!
Yeah i am working on a version 2 with more information on what the enchantments do in the Enchantment table. It is similar to the eldritch knight but the idea is to enchant your weapon/armor and have the "spell" go off on a hit. (or fizzle on a miss.) There is still a lot to be done to really flesh this out.
I like the idea of scaling the enchantments up to d12 in the way you described it. I have already changed it on my end. I don't know if I can do a second subclass. This was a one off idea I've been kicking around in my head for awhile. Now I'm trying to just make it work without making it overpowered or completely useless. I took your advice and made it simple weapons + the martial weapons I wanted. I am expanding what each Arcane Enchantment does so that the player has options and can use the appropriate Enchantment for whatever the given situation they may be in is. I am hoping that by doing this it incentivizes the player to think through the options and come up with unique strategies and tactics without just defaulting to Force damage. Thanks for the feedback!
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Arcane Knight
Level
Proficiency Bonus
1
+2
Arcane Enchantment, Enchanting Lore
2
+2
Arcane Recovery, Fighting Style
3
+2
Arcane Surge
4
+2
Ability Score Improvement
5
+3
Extra Attack
6
+3
Ability Score Improvement
7
+3
Enchanting Lore
8
+3
Ability Score Improvement
9
+4
Improved Arcane Enchantment
10
+4
Enchanting Lore
11
+4
Arcane Divination
12
+4
Ability Score Improvement
13
+5
Channel Enchantment
14
+5
Enchanting Lore
15
+5
Improved Arcane Enchantment
16
+5
Ability Score Improvement, Improved Arcane Surge
17
+6
Improved Channel Enchantment
18
+6
Enchant Armor
19
+6
Ability Score Improvement
20
+6
Lasting Enchantment
HIT POINTS
Hit Points: 1d8 per Arcane Knight level.
Hit Points at first level: 8 + your Constitution modifier
Hit Points at higher levels: 1d8 (or 5) + your Constitution modifier per Arcane Knight level
PROFICIENCIES
Armor: All Armor, Shields
Weapons: Shortsword, Longsword, Greatsword, Scimitar, Rapier, Dagger, Handaxe, Battleaxe, Greataxe
Tools: None
Saving Throws: Str, Int
Skills: Choose two from: Acrobatics, Athletics, Arcana, History, Insight, Intimidation
EQUIPMENT
(a) Chainmail, or (b) Leather armor
(a) Martial weapon and shield or (b) two martial weapons
(a) Scholar’s Pack or (b) Explorer’s Pack
ARCANE ENCHANTMENT
Through years of rigorous studies the Arcane Knight has learned to harness the arcane into charges that can be expended to enchant their weapons and armor. The number of charges you have is equal to half your level+intelligence modifier (minimum of 1). As a bonus action the Arcane Knight can spend 1 Arcane Charge and enchant one weapon with one Enchanting Lore they know. The Arcane Knight cannot enchant more than one weapon at a time. On a successful hit or a miss the enchantment fades and must be reapplied unless otherwise specified. The damage die for the enchantment at level 1 is 1d6. This increases to 1d8 at level 9 and to 1d10 at level 15. All Arcane Charges are recovered on a long rest.
ENCHANTING LORE
At first level the you may choose any two Enchanting Lore’s from the Enchanting Lore table. You learn two more Enchanting Lores at level 7, 10, and 14.
ENCHANTING LORE TABLE
Lore of Flame
Enchants with the fire damage type.
Lore of Frost
Enchants with the cold damage type.
Lore of Dissolution
Enchants with the acid damage type.
Lore of Bolts
Enchants with the lightning damage type.
Lore of Thunder
Enchants with the thunder damage type.
Lore of Light
Enchants with the radiant damage type.
Lore of Force
Enchants with the force damage type.
Lore of Venom
Enchants with the poison damage type.
ARCANE RECOVERY
Beginning at 2 level you have learned to quickly recover some of your Arcane Charges. Recover half (rounded down) of expended Arcane Charges on a short rest. For example, if you have ten total Arcane Charges and expend five, you would regain two Arcane Charges.
FIGHTING STYLE
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.
ARCANE SURGE
Beginning at 3 level you have learned to fortify your enchantments. Instead of expending one Arcane Charge you may expend two Arcane Charges and double the number of damage die for one Enchanting Lore. Beginning at 16 level you gain one extra damage die for one Enchanting Lore when you use Arcane Surge. The number of times you may do this in one day is equal to your Intelligence modifier and you regain all uses on a long rest.
EXTRA ATTACK
Beginning at 5 level you may attack twice instead of once when you take the Attack action on your turn.
ARCANE DIVINATION
Beginning at 11 level you can spend two Arcane Charges to glimpse the weakness of a creature you can see. Once you have used this feature you cannot do so again until after a long rest.
CHANNEL ENCHANTMENT
Beginning at 13 level you have learned how to briefly share your enchantments with another. Once per short rest, as a bonus action you may touch another willing creatures weapon, expend two Arcane Charges, and apply one Enchanting Lore to it. The Enchanting Lore works as if you had applied it to your own weapon using the Arcane Surge feature but does not count as a use of Arcane Surge. At level 17 you may do this twice per short rest.
ENCHANT ARMOR
Beginning at 18 level you have learned to use your Enchanting Lores in a defensive role. As an action you spend two Arcane Charges to enchant your armor with one Enchanting Lore. You will gain resistance to that damage type for 10 minutes. Any creature you choose that comes within 5 feet of you will take 1d10 damage of the type of Enchanting Lore you have imbued your armor with.
LASTING ENCHANTMENT
Beginning at level 20 you have mastered your Enchanting Lores and learned how to keep them active with only one use of an Arcane Charge. As an action you may enchant your weapon at the cost of one Arcane Charge with one Enchanting Lore. This enchantment lasts until you take a long rest or spend one Arcane Charge to switch to another Enchanting Lore. While your weapon is enchanted in this manner you must still spend two Arcane Charges to utilize the Arcane Surge feature.
This seems to similar to Eldritch Knight but I like the effort put into this.
I must say I kinda like it. it is similar to the Eldridge Knight, but it’s different too. It needs a little better explanation about the Enchantments I think, but it’s a decent start.
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I like it, but a couple things:
I think the Arcane Enchantment needs to scale more, I think it is slightly under powered, and maybe should scale with cantrips, like at 5th level it becomes a d8, 11th it becomes a d10, and at 17th level a d12.
Second, subclasses?
Third, for the class proficiencies, it would be easier to make it simple weapons and whatever other weapons you want on the list.
And last, the damage types for Arcane Enchantment shouldn't be as varied as they are now. I mean, everyone would pick Force damage, there's no reason not to. SO maybe make it like the Blood Hunter, in the sense that you get the better damage types later.
Overall I really like the class! I would definitely play it if it was real!
D&D is a game for nerds... so I guess I'm one :p
Yeah i am working on a version 2 with more information on what the enchantments do in the Enchantment table. It is similar to the eldritch knight but the idea is to enchant your weapon/armor and have the "spell" go off on a hit. (or fizzle on a miss.) There is still a lot to be done to really flesh this out.
I like the idea of scaling the enchantments up to d12 in the way you described it. I have already changed it on my end. I don't know if I can do a second subclass. This was a one off idea I've been kicking around in my head for awhile. Now I'm trying to just make it work without making it overpowered or completely useless. I took your advice and made it simple weapons + the martial weapons I wanted. I am expanding what each Arcane Enchantment does so that the player has options and can use the appropriate Enchantment for whatever the given situation they may be in is. I am hoping that by doing this it incentivizes the player to think through the options and come up with unique strategies and tactics without just defaulting to Force damage. Thanks for the feedback!