Fighter
Base Class: Fighter

Many centuries ago, the land of Barovia was drawn away from the world, due in fact to the pride and urges of the arch-vampire, Strahd Von Zarovich, who unleashed a horde of undead and lycanthropes upon the land. Cut off from the world as they were, a breed of warriors was created to combat the monstrous swarms that plagued the land. Trained by the Order of Silver Dragon, a renowned clergy of paladins, the Hallowed Knights are a band of divine warriors dedicated to eradicating undeath in many of its forms. Much like Eldritch Knights, Hallowed Knights are trained in the art of combat spell casting but are remarkable at healing allies in the heat of battle, as well as channeling divine wrath into their foes, making them an effective tool in the prevention of undeath.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. 

Cantrips. You learn two cantrips of your choice from the cleric spell list. You learn an additional cantrip of your choice at level 10.

Spell Slots. The Hallowed Knight Spellcasting table shows how many spell slots you have to cast your spells of 1rst level or higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. 

Spells Known of 1rst-level and Higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and evocation spells on the cleric spell list. The Spells Known column of the Hallowed Knight spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class you can learn one spell of 1rst or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. You can change your list of prepared spells when you finish a long rest, but they must be from either the abjuration or evocation schools unless they are the spells you learn at 8th, 14th, and 20th level. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through study and memorization. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Hallowed Knight Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Holy Warrior

Starting at 2nd level, you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Combat Healer

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Improved Healing

At 10th level, your healing magic becomes more potent. Whenever you cast a spell, such as [spell]Cure Wounds[spell], to heal an ally, you can add your proficiency bonus to the dice roll. As an added bonus, whenever you heal an ally with one of your spells while they are incapacitated, they are immediately stabilized and wake up upon healing. 

Holy Vanguard

At 6th level, when a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Improved Combat Healer

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

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