Base Class: Fighter
Conjuration Knights prefer to wield weapons conjured from their mental might rather than those made from physical materials.
Weapon Conjuration
At 3rd level, you learn a ritual that creates weapons seemingly made of light. You perform the ritual over the course of 1 hour, which can be done during a short rest. At the conclusion of the ritual, the weapon(s) will appear in your hand(s) in the form of your choice.
Once you have created a weapon, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand or be drawn from the Ethereal Plane. You can only summon one weapon at a time with your bonus action unless they are being summoned from the Ethereal Plane.
These weapon(s) can use the rules of any weapon regardless of their appearance (eg. a Greatsword with the rules of a Handaxe) however the appearance, damage and properties cannot be changed unless the ritual is performed again.
Forceful Strikes
Whilst wielding your conjured weapons, you will deal 1D4 Force damage in addition to the weapons base damage.
Phase Shift
Beginning at 7th level, you may use any of your attacks to teleport up to 15ft to a location you can see rather than dealing damage.
Enhanced Forceful Strike
At 10th level, you learn to enhance the power if you’re conjured weapons causing them to be even more powerful. When you hit a creature with your conjured weapons, deal an extra 1D4 force damage.
Elemental Charge
At 15th level, you gain the ability to charge your conjured weapons with elemental power.
Superior Forceful Strike
Starting at 18th level, you can enhance the power of your conjured weapons even further causing them to be even more powerful then before. When you hit a creature with your conjured weapons, deal an extra 1D4 force damage.
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