Fighter
Base Class: Fighter

At 3rd level, your innate psychic abilities manifest, allowing you to terrorize the minds of your foes. Your sorcerous magic combines with your combat prowess to turn you into a literal and figurative nightmare for your enemies.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

Cantrips

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

Spell Slots

The Knightmare Spellcasting table shows how many spell slots you have to cast your sorcerer spells of 1st level and 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.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level sorcerer spells of your choice.

The Spells Known column of the Knightmare Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. When you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Charisma modifier

Knightmare 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

Fearmonger

As an action, you can prey upon the worst fears of up to four enemies, damaging their psyches and making them frightened of you. Any creature targeted with this ability must make a Charisma saving throw of DC {{savedc:cha#unsigned}} or become frightened of you. Additionally, they take one d6 psychic damage on a failed saving throw, and half as much on a success. Any creature that succeeds on its saving throw is immune to the effects of this ability. A creature may also attempt to overcome its fear of you at the end of its turn, removing the frightened condition on a success. This saving throw is made with disadvantage if you are in the creature's line of sight. At 10th level the damage increases to one d8 and it increases to one d10 at 18th level. You can use this ability once per short rest.

Dread Soldier

When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Knight Terrors

As an action, you can use your innate psychic abilities to empower your weapons. Each attack made with the empowered weapon deals an extra d8 of psychic damage. This damage becomes a d10 at level 15, and a d12 at level 20. You can use this ability once per short rest.

Waking Knightmare

You can become the living embodiment of fear, striking such terror into your enemies that they become catatonic. As an action, you can transform into a paralyzingly frightful creature that renders up to six enemies stunned. You can have up to six of your enemies make a Charisma or become stunned until they succeed. Additionally, any enemies targeted by this ability takes two d10 psychic damage on a failure, or half as much on a success. The damage becomes two d12 at 20th level. You can use this ability once per long rest. You also gain immunity to psychic damage due to the strength of your powers.

The Stuff of Knightmares

When you use your action to cast a spell, you can make one weapon attack as a bonus action.

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