Base Class: Sorcerer
Description
The spell knights are military trained sorcerers that have fine tuned their arcane abilities for war. The weave around them is but a tool to bring order to the chaos of the lands of Drajaran.
Trained for Spell Knight
Each spell knight has spent years training to manipulate the weave to create arcane armaments or elemental imbued strikes to fell their opponents. Their weapons of choice are shrouded in magic so that they can focus the combat instead of using their hands to cast their spells. The well seasoned among them know how to absorb others attacks with the runeblade skill and the stalwarts are the toughest to kill.
Sub-class Features
As a spell knight, you gain the following class features.
Martial Training
Starting at 1st level, you gain proficiency with light armor, medium armor, and one martial weapon.
Arcane Shroud
Starting at 1st level, as a reaction when you take damage, you can cover yourself in arcane energy, which dissolves away at the end of your next turn. You gain temporary hit points equal to twice your sorcerer level + your Charisma modifier, which take as much of the triggering damage as possible.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Weapon Bond
At 1st level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. 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.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Arcane Burst
At 6th level, you gain the ability to infuse your weapon strikes with arcane energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
War Magic
Beginning at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Spellblade
Beginning at 14th level, any weapon you are connected to with your Weapon Bond feature gains a flying speed equal to your walking speed and can make attacks within the weapon’s attack range as long as you can see the target. You must have one free hand to make the somatic movements to direct the blade. Allies do not gain benefits such as sneak attack, flanking, etc as you are not physically within the weapons range.
Improved War Magic
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Comments