Wizard
Base Class: Wizard

The Spellknight subclass represents a fusion of two distinct disciplines: arcane magic and martial prowess. Spellknights are individuals who have dedicated themselves to the rigorous study and practice of both combat techniques and the arcane arts. Unlike traditional wizards who focus solely on spellcasting or warriors who rely purely on physical strength, Spellknights have unlocked the secrets of harmoniously blending these two seemingly disparate skills.

At their core, Spellknights are masters of versatility. They possess a deep understanding of spells and magic, capable of wielding the forces of the arcane with precision and finesse. Whether it be conjuring elemental energies, manipulating the fabric of reality, or divining hidden knowledge, Spellknights possess a vast repertoire of spells that allow them to shape the battlefield to their advantage.

However, what truly sets Spellknights apart is their ability to seamlessly integrate their magical prowess with the art of swordplay. Through intense training and dedication, they have honed their physical combat skills, becoming adept warriors with a keen eye for battle tactics and martial techniques. With their chosen weapon in hand, whether it be a sword, axe, or mace, they strike with lethal precision, their attacks infused with the very magic they command.

On the battlefield, Spellknights are a force to be reckoned with. They can unleash devastating spells to decimate their enemies from a distance, but they are equally comfortable engaging foes in close-quarters combat. Their mastery of swordplay allows them to engage in swift and deadly melee exchanges, while their arcane knowledge provides them with an array of defensive and offensive spells to control the flow of battle.

Spellknights possess a natural synergy between their physical and magical abilities. By melding the arts of combat and arcane manipulation, they achieve a level of fluidity that allows them to seamlessly transition between sword strikes and spellcasting. They can cast spells with their weapon strikes, infusing their attacks with magical energy to deliver additional damage or unleash devastating effects.

The training required to become a Spellknight is arduous and demanding. They must invest countless hours studying ancient tomes, perfecting their combat techniques, and harmonizing their body, mind, and soul. Through their unwavering dedication and discipline, Spellknights become true masters of both sword and spell, capable of weaving a tapestry of destruction on the battlefield while maintaining a potent defense against their foes.

Swords and Magics

2nd-level Spellknight feature

You gain proficiency with heavy armor, martial weapons, and shields. You use your intelligence modifier for attack rolls and damage with a martial weapon. You can use weapons or shields as an arcane focus.

Arcane Discipline Dice

Your extra training in martial arts has given you the ability to infuse your equipment with arcane energy, giving you access to arcane sigils fueled by discipline dice.

Arcane Sigils. You learn two sigils of your choice, provided you meet the prerequisites, which are detailed under “Arcane Sigils” below. You can use only one arcane sigil per attack.

You learn two additional sigils of your choice, provided you meet the prerequisites, at 6th, 10th, and 14th level. Each time you learn new sigils, you can also replace one maneuver you know with a different one.

Discipline Dice. You have a number of discipline dice equal to your proficiency bonus, which are d6s. The  A discipline die is expended when you use it. You regain all of your expended discipline dice when you finish a short or long rest.

Saving Throws. Some of your arcane sigils require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + Intelligence modifier 

Arcane Sigils

Sigils are listed below in alphabetical order. If the sigil requires a prerequisite it is included in the description.

Arcane Sigil: Abjuring Shield

As a reaction, you can choose to expend a discipline dice and add the number rolled to your AC until the start of your next turn.

Arcane Sigil: Dark Blade

When you hit with a melee weapon, you can choose to expend an arcane discipline die and add the number rolled to the damage. You regain a number of hit points equal to the damage.

Arcane Sigil: Dazzling Ward

Whenever you take the attack action, you can choose to expend an arcane discipline die to attempt to charm any creature 5ft times the number rolled from the target. The targets must make a Wisdom saving throw or be charmed by you until the end of your next turn.

Arcane Sigil: Displacing Blade

When you hit with a melee weapon attack, you can expend an arcane discipline die to teleport the target 5ft times the number rolled on the dice to a location you can see.

Arcane Sigil: Elemental Blade

When you hit with a melee weapon attack, you can roll a discipline dice and add the number rolled to the damage. This damage can be your choice of these damage types: fire, cold, thunder, lighting, or acid.

Arcane Sigil: Enlightening Blade

When you hit with a melee weapon attack you can expend an arcane discipline die to cover the target in dazzling magical light, for a number of rounds equal to the number rolled on the arcane discipline die the target can't benefit from invisibility and has disadvantage on Stealth checks.

Arcane Sigil: Entrapping Blade

After you hit with a melee weapon attack, you can expend one of your arcane discipline dice, you add the number rolled to the damage of the attack the target must make a Constitution saving throw or be restrained until the start of your next turn.

Arcane Sigil: False Ward

As a bonus action, you can choose to forgo one of your attacks and enshroud an ally you can see in illusion magic. The next time your ally is attacked before the attack is determined a hit or not, expend an arcane discipline die, the attackers roll must exceed 10 plus the number rolled or the attack hits the illusion.

Arcane Sigil: Shadow Shield

When you are hit by an attack, you can choose to expend an arcane discipline die, you can reduce the damage by the number rolled plus your Intelligence modifier 

Extra Attack

6th-level Spellknight feature

You can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, You can cast a spell as an attack of opportunity. The spell must have a casting time of one action and target only that creature.

Shields and Sorcery

10th-level Spellknight feature

Your martial training has provided you with physical resilience. Your maximum health gains a bonus equal to half your Intelligence modifier rounded down per level in this class

Your martial training has provided you with physical resilience and skills.

You gain an additional hit point for each level in this class.

You can choose a fighting style from the list.

Warded Vitality.

Once per long rest you can choose to expend a spell slot. Your hit point current hit points and hit points maximum increase by 5 times the level of the spell slot.

Arcane Warrior

You learn two additional cantrips from the wizard spell list

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

You gain a +2 bonus to damage when wielding only a weapon in one hand.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

While wielding a shield and a creature you can see attacks a target other than you within 5 ft., you can use your reaction to impose disadvantage on the attack roll.

Two-Weapon Fighting

You add your ability modifier to damage for off-hand attacks.

Armor and Tomes

14th-level Bladesinging feature

If you roll initiative and don't have any arcane discipline dice you regain one dice.

Additionally, you can expend a spell slot to regain arcane discipline dice equal to half the spells level rounded down

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