Medium Or Small Humanoid, Any Good Alignment
Armor Class 17 Chain Mail + Defense Fighting Style
Hit Points 40 (5d10 + 10)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
18 (+4)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws CON +5, INT +7
Skills Arcana +7, Insight +3, Intimidation +3, Investigation +7
Damage Resistances Fire, Thunder
Senses Passive Perception 10
Languages Common, Draconic
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Action Surge (1/Day). Can take an additional Action.

Weapon Bond. The Arc-Knight, 3rd Class has bonded with their weapon, making it so that they cannot be disarmed unless Incapacitated.

Multiattack. The Arc-Knight, 3rd Class can make two attacks with their Rapier.

Spellcasting. The Arc-Knight, 3rd Class is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The Arc-Knight, 3rd Class has the following Wizard spells prepared:
Cantrips (at will): Booming Blade, Lightning Lure
1st level (3 slots): Color Spray, Expeditious Retreat, Ice Knight, Shield

Actions

Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 3) piercing damage. 

Booming Blade. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 2d8 thunder damage, and the spell ends. Additionally, the target takes an additional 1d8 thunder damage on hit.

Lightning Lure. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 2d8 lightning damage if it is within 5 feet of you.

Color Spray. A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.

Ice Knife. Ranged Spell Attack: +6 to hit, range 60/5 (Radius) ft., 1 target. Hit: 5 (1d10) piercing damage. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.

Bonus Actions

Second Wind (1/Day). Use the well of reserved energy and regain 1d10 + 5 HP.

Summon Weapon. The weapon that the Arc-Knight, 3rd Class has bonded to instantly appears in it's hand, as long as they and the weapon are on the same plane of existence.

Expeditious Retreat (Concentration). This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Reactions

Shield. An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Description

Despite what the term "3rd Class" may imply, Arc-Knights of this rank are no laughing stock. Merely achieving the status of Arc-Knight is more than most people can ever hope to accomplish. Not to mention, 3rd Class is not a marker of ability, but time spent as an Arc-Knight. Given time and luck, they will achieve even greater heights of power.

Habitat: Desert

HenryRachnera

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