Medium Humanoid, Any Alignment
Armor Class 17 (half-plate)
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
14 (+2)
INT
12 (+1)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws CON +5, WIS +4, CHA +4
Skills Perception +4
Senses Passive Perception 14
Languages any two languages
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Brave. The arcane knight has advantage on saving throws against being frightened.

Sorcery Points. The arcane Knight has 7 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits:

Empowered Spell: When the arcane knight rolls damage for a spell, it can spend 1 sorcery point to reroll up to 3 damage dice. It must use the new rolls. It can use Empowered Spell even if it has already used a different Metamagic option during the casting of the spell.

Quickened Spell: When the arcane knight casts a spell that has a casting time of 1 action, it can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

 

Actions

Multiattack. The arcane knight makes two Glaive attacks or uses Elemental Bolt twice.

Glaive. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d10+3) slashing damage plus 10 (3d6) lighning damage. 

Elemental Bolt. Ranged Spell Attack: +6 to hit, range 120 ft., one target. Hit: 12 (2d8+3) acid, cold, fire, or lightning (arcane knight's choice) damage.

Spellcasting. The arcane knight casts one of the following spell using Charisma as the spellcasting ability (spell save DC 14):

At will: mage hand, minor illusion, true strike

2/day each: mirror image, thunderwave

1/day each: dispel magic, fireball, lightning bolt

Reactions

Counterspell (1/Day). The arcane knight casts counterspell using Charisma as the spellcasting ability.

Shield (3/Day). The arcane knight casts shield using Charisma as the spellcasting ability

Previous Versions

Name Date Modified Views Adds Version Actions
3/19/2024 6:28:58 PM
4
1
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Coming Soon

Monster Tags: humanoid

Habitat: CoastalGrasslandUrban

DJake

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