Fighter
Base Class: Fighter

Magic Knight

Arcane Might

When you choose this archetype at 3rd level, you learn Arc Charges that are fueled by special dice called charge dice.

Arc Charge. You learn two arc charges of your choice, which are detailed under “Arc Charges” below. You can use a bonus action to use an arc charge, expending a charge die and enhancing the next weapon attack you hit with. The arc charge is wasted if no attack is landed within one minute.

You learn one additional charges of your choice at 7th, 10th, and 15th level. Each time you learn a new charge, you can also replace one charge you know with a different one.

Charge Dice. You have three charge dice, which are d8s. A charge die is expended when you use it. You regain all of your expended charge dice when you finish a short or long rest.

You gain another charge die at 7th level and one more at 15th level.

Saving Throws.  Your arc charges require your target to make a saving throw to resist the charge’s effects. The saving throw DC is calculated as follows:

Arc Charge save DC = 8 + your proficiency bonus + your Constitution modifier.

Arcane Knowledge

At 3rd level, you gain proficiency with the Arcana skill. You have advantage if the information concerns elements/damage types.

Arc Charges

The arc charges are presented in mostly alphabetical order.

Corrosive Steel

Coat your weapon in a powerful acid. The next weapon attack you hit with, with the affected weapon, adds the charge die to the attack's damage roll and changes the damage type to acid.

In addition, the target must make a dexterity saving throw or be doused in acid. If the target fails, they take acid damage equal to your proficiency bonus at the start of their turn, and must repeat the saving throw. On a failure, they continue to take this acid damage at the start of their turn, until they succeed.

Dark Pulse

Prerequisite: 10th level

Surround your weapon in an enveloping darkness. The next weapon attack you hit with, with the affected weapon, adds the charge die to the attack's damage roll and changes the damage type to necrotic.

In addition, the target must make a constitution saving throw or be covered in shadow. If the target fails, they are blinded for one minute. At the end of each of its turns, the target can repeat the saving throw. On a success, the effect ends.

Daybreak

Prerequisite: 10th level

Illuminate your weapon with a shining light. The next weapon attack you hit with, with the affected weapon, adds the charge die to the attack's damage roll and changes the damage type to radiant.

In addition, the target must make a wisdom saving throw or be illuminated. If the target fails, they give off dim light for 15ft and cannot benefit from becoming invisible for one minute. In addition the next attack roll against them has advantage.

Flametongue

Ignite your weapon with a raging inferno. The next weapon attack you hit with, with the affected weapon, adds the charge die to the attack's damage roll and changes the damage type to fire.

In addition, the target must make a dexterity saving throw or be enveloped in flame. If the target fails, the flame leaps to up to two other targets within 10ft of the original target, dealing fire damage equal to your proficiency bonus to one target, or half that total (rounded up) to two.

Force Edge

Prerequisite: 15th level

Engrave your weapon with arcane energy. The next weapon attack you hit with, with the affected weapon, adds the charge die to the attack's damage roll and changes the damage type to force.

In addition, the target must make an intelligence saving throw or be encircled by arcane glyphs of silence. If the target fails, they are unable to cast spells with vocal components until the end of their next turn.

Ice Brand

Sheet your weapon in freezing cold. The next weapon attack you hit with, with the affected weapon, adds the charge die to the attack's damage roll and changes the damage type to cold.

In addition, the target must make a strength saving throw or be frozen to the ground. If the target fails, their speed is reduced to 0 until the end of their next turn.

Lightning Blade

Light up your weapon in crackling electricity. The next weapon attack you hit with, with the affected weapon, adds the charge die to the attack's damage roll and changes the damage type to lightning.

In addition, the target must make a constitution saving throw or be struck by forking lightning. If the target fails, they can only make one attack on their turn if they have features granting them more than one attack.

Mind Slicer

Prerequisite: 10th level

Envelop your weapon in whispering voices. The next weapon attack you hit with, with the affected weapon, adds the charge die to the attack's damage roll and changes the damage type to psychic.

In addition, the target must make a wisdom saving throw or be terrified of your prowess. If the target fails, they are rendered frightened of you for one minute. The target can repeat the saving throw at the end of each of their turns. On a success the effect ends.

Sonic Splash

Prerequisite: 7th level

Wreathe your weapon in pulsing thunder. The next weapon attack you hit with, with the affected weapon, adds the charge die to the attack's damage roll and changes the damage type to thunder.

In addition, the target must make a constitution saving throw or be blasted by a shockwave. If the target fails, they are pushed backward 10ft from you and, if the creature is Large or smaller, is knocked prone.

Viper Bite

Prerequisite: 7th level

Envenom your weapon in potent poisons. The next weapon attack you hit with, with the affected weapon, adds the charge die to the attack's damage roll and changes the damage type to poison.

In addition, the target must make a constitution saving throw or be stricken by venom. If the target fails, they are considered poisoned for one minute. At the end of each of the target's turns, they can repeat the saving throw. On a success the effect ends.

Weapon Bond

At 3rd 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.

Overcharge

Starting at 7th level when you use a bonus action to activate an Arc Charge, you can choose to overcharge the effect. This increases the damage dealt and gives the target disadvantage on the saving throw, but also causes you to take the damage rolled on the charge dice, as the magical energies overflow.

Arc Charges used this way deal an additional charge die of damage, but still expend only one charge die.

Essence Shift

Starting at 10th level, when you take non-bludgeoning, piercing, or slashing damage from any source, you can use a reaction to absorb some of that energy, granting you resistance to that instance of damage and restoring a charge die if one has been expended.

Improved Arcane Might

At 10th level, your charge dice turn into d10s.

Essence Surge

At 15th level, when you use your Action Surge, you can utilize another arc charge as part of the additional action.

Improved Arcane Might

At 18th level, your charge dice turn into d12s.

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