Fighter
Base Class: Fighter

     Arcanum Knights balance their intense martial training with an equally rigorous focus on combat versatility and the arcane power flowing through their veins. Even a newly graduated Arcanum Knight can summon weapons out of thin air and bring their spells to bear against their foes. As they continue to train themselves through adventuring or in service to the academy from which they graduated they will learn to summon armors and shields, and even though they will never be able to match the dedicated knowledge of a wizard or the true improvisation of a sorcerer they will be powerful casters in their own right. 

     

Arcanum Armory

     When you take this subclass at 3rd Level you are trained to access a pocket dimension of your own creation. You are the only being who can access this pocket dimension, and it can only hold weapons at this time. The number of weapons this pocket dimension can accommodate at any given time is equal to your Proficiency Bonus. Only weapons you have attuned to the pocket dimension can be stored or summoned from the pocket dimension. This attunement takes one (1) hour per weapon, counts as light activity, requires you to be in physical contact with the weapon for the duration of the process, and does not count against your personal number of attunement slots for magic items. If the weapon itself requires attunement you must still attune yourself to that weapon as per the usual rules for Magic Items. 

    Summoning a weapon from within your Arcanum Armory is an Action, and you can only summon one weapon at a time. Your summoned weapon appears in whichever hand you choose, and can be dismissed at will from your hand. Should you drop or throw the weapon, be disarmed, or otherwise have your summoned weapon leave your hand you are unable to dismiss that weapon until you touch it or equip it again though you are able to summon another weapon from your Arcanum Armory.

Spellcasting

    The Arcanum Knight has access to a limited spellcasting ability. This ability follows the same progression and style as the Warlock spell table for cantrips known, spells known, and spell slot progression. Like Warlocks, Arcanum Knights cast all of their spells at the highest spell slot they know. While their progression of spells and the mechanics of their casting are identical to a Warlock's they draw their spells from the Sorcerer spell list. 

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the Sorcerer spell list.

The Spells Known column of the Warlock table shows when you learn more Arcanum Knight spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new Arcanum Knight spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the Arcanum Knight spells you know and replace it with another spell from the Sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Arcanum Knight spells, so 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 an Arcanum Knight 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

Spellcasting Focus

You can use your weapon as an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your Arcanum Knight spells.

Expanded Armory

     Starting at 7th Level you are able to store sets of armor and shields within your Arcanum Armory. You can store up to 1/2 Proficiency Bonus rounded down of each. For example when you first obtain this ability you will have a Proficiency Bonus of +3, and be able to store 1 Armor and 1 Shield. The armors and shields must be attuned to the Armory the same as a weapon, requiring the same amount of time and constant contact with you. It is an Action for you to summon these, and you can summon one set of armor and one shield as part of the same action. 

Weapon Familiarity

    Also at 7th Level your familiarity with the weapons you store in your Arcanum Armory allows you to wield them even more effectively than a person simply trained in their use. You gain a +1 to attack and damage rolls with any weapon summoned from your Armory. This bonus increases as you level up: +2 at 10th Level, +3 at 15th Level, and +4 at 18th Level. 

     In addition to the bonus to attack and damage you have become so adept at summoning weapons from your Arcanum Armory that you can now do so as a Bonus Action and may summon up to two weapons as an Action. 

Armory Expert

     Starting at 10th Level it is now a Bonus Action for you to summon a set of armor and/or shield. In addition to this you can summon one weapon, one set of armor, and one shield as part of the same Bonus Action. 

Extra Fighting Style

     At 10th Level  due to your extensive training with multiple weapon types you may choose an additional Fighting Style from among those available to Fighters. You may choose a third additional Fighting Style at 15th Level.

Flurry of Arms

     Starting at 15th level you can make one attack roll with each weapon within your Arcanum Armory when you take the Attack Action on your turn as you rapidly summon and dismiss a new weapon with each swing. When you use this ability you are unable to utilize the Extra Attack feature until the beginning of your next turn. You may use this ability once, and you regain the use of this ability after a Long Rest. The weapons must be able to be summoned from your Arcanum Armory, this ability will only function if you have weapons in your Armory. 

Armory Master

    At 18th Level your understanding of and connection with your Arcanum Armory has grown to such a level as to allow you to summon up to two weapon, a set of armor, and a shield all as part of the same Bonus Action. 

    In addition to this you can, once per Long Rest, summon all of the weapons from your Arcanum Armory as animated weapons that circle around you granting you an additional +1 to your AC for each weapon summoned this way. As a Bonus Action on each of your turns you can make a single attack with one of these summoned weapons against a creature within 10ft of you. If the attack hits it deals damage as normal for the weapon, the weapon returns to your Armory, and the bonus to your AC is reduced by one (1). While you have these weapons summoned if a creature misses an attack against you you may as a Reaction make one attack roll against that creature. If the attack hits it deals damage as normal for the weapon, the weapon returns to your Armory, and the bonus to your AC is reduced by one (1). You regain the use of this ability after you finish a Long Rest. 

Grand Arcanum

    At 18th Level your skill and understanding of your abilities has increased to such a level that you can summon weapons from pocket dimensions beyond your own at the risk of your life. 

    Once per long rest you can conjure a number of melee weapons, the type of which is irrelevant, up to a maximum equal to your Fighter Level * Proficiency Bonus as an Action and preventing you from doing anything further until the beginning of your next turn. After the turn you initially summon these weapons you can target a point within 100ft of you, directing all of the weapons as you do as an Action. Every hostile creature within 30ft of the target location must succeed at a Dexterity saving throw (DC = 8 + Prof + CHA) or take a number of d6's worth of Force damage equal to the total number of weapons summoned divided by three (3) and be knocked prone. They take half as much damage on a success and they are not knocked prone. After you utilize this ability all of the weapons disappear and you must succeed at a Constitution saving through (DC = 8 + Prof + CHA) or gain one (1) level of exhaustion and take an amount of Force damage equal to that which the ability dealt to those who failed their save. You take half as much damage on a success and do not gain a level of exhaustion. 

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