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.
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
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
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