Base Class: Sorcerer
The arcane spirits that invisibly stalk the world call your body their home. These spirits guide your hand in the potent magic that now flows through you, potentially against your will. Will these spirits help bring peace and prosperity to the world, pushing you to a path of heroism? Or will they puppet you to their own ends, destroying those who get in their way?
You might have gained these powers from accidentally awakening an old spirit that now posses you, or perhaps your family was cursed by a powerful magical creature.
Witch Knight Spells
1st-level Witch Knight feature
You learn additional spells when you reach certain levels in this class, as shown on the Witch Knight Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an evocation or an illusion spell from the sorcerer, warlock, or wizard spell list.
Witch Knight Spells
Sorcerer Level | Spells |
---|---|
1st | compelled duel, searing smite |
3rd | mirror image, magic weapon |
5th | phantom steed, haste |
7th | phantasmal killer, staggering smite |
9th | cone of cold, banishing smite |
Arcane Warrior
1st-level Witch Knight feature
The spirits that posses you prefer to fight on the front lines, utilizing a combination of blade and magic. You gain proficiency with medium armor, shields, and you gain proficiency with one type of one-handed melee weapon of your choice.
Additionally, you may use your charisma modifier when attacking and determining the damage with melee weapons you are proficient with, and you gain proficiency in the Arcana skill if you don’t already have it.
Occult Aegis
1st-level Witch Knight feature
Occult magic has forever altered your soul, allowing you to take on the form of the arcane spirits that posses you. You can use a bonus action to activate your Occult Aegis which lasts for 1 minute It ends early if you are incapacitated. You can dismiss the Occult Aegis at anytime (no action required).
While your Occult Aegis is active, you gain the following benefits:
- At the end of each of your turns you gain a number of temporary hit points equal to 1d10 plus twice your level in this class.
- You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.
You can use this feature a number of times equal to half your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Extra Attack
6th-level Witch Knight feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Etheareal Interlude
14th-level Witch Knight feature
Starting at 14th level, you have truesight of 10 feet, and whenever a friendly creature that you can see within 30 feet of you other than yourself takes damage, you may use your reaction to expend 5 sorcery points to send the willing creature to the ethereal plane until the start of their next turn.
Undying Will
18th-level Witch Knight feature
The Spirits that inhabit your body magically maintain your physicality, making you much more difficult to put down. When you roll initiative and have no uses of Occult Aegis remaining, you regain one use.
Additionally Whenever you are reduced to zero hit points, you may expend 2 sorcerer points (no action required) to instead be reduced to 1 hit point.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
6/17/2023 8:21:01 PM
|
15
|
1
|
--
|
Coming Soon
|
|
6/18/2023 2:43:16 AM
|
19
|
1
|
1.1
|
Coming Soon
|
Comments