Base Class: Fighter
Through Extensive Training from The Magite Order and/or The Ecantai Dynasty you have learned to Harness the power of Arcane and Divine magic along with Spellcasting through your weapon. You hath learnt to use your weapon through a spellcasting focus and cast spells through your Bonded Weapon, the prowess of your martial abilities
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the from the wizard or Sorcerer list.
Spell Slots
The Magite Knight Mage Spellcasting table shows how many spell slots you have to cast your wizard, Cleric and 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 wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at any level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Expanded Spell List
The Spell Knight Spellcasting lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Wizard Knight Blade Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two. Can only be Melee Blade weapons such as swords, rapiers, scimitars etc.
Spell Strike
The Magite Spell Knight can cast any spell they know that has one target, infusing it into their blade. This can be used in conjunction with spells that don't deal damage as well, such as command and hold person. If the Spell Strike critically hits, the spell damage is doubled, and saves made against any non damage spell have disadvantage.
When activating spell strike, you forego normal weapon damage for the casting of a spell. Roll a normal melee weapon attack against a single target and add your spellcasting ability modifier, while expending a spell slot of the level spell you are attempting to cast. On a hit, the target makes any relevant spell saves and/or you may roll damage for the spell. One miss, the spell slot is expended, and the target it unaffected by the attack.
This way of casting spells has its limitations, and as such, you may only use spell slots of level 5 or lower, and spells that target only a single creature.
Arcane Battle Mage Studies
Beginning at 7th level, You can use arcane battle studies to convert chages into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 3rd.
Any spell slot you create with this feature vanishes when you finish a long rest.
Creating Spell Slots
SPELL SLOT LEVEL |
Charge COST |
---|---|
1st |
2 |
2nd |
3 |
3rd |
5 |
Magite Blade Invocation
At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn with spell strike only
Defensive Magical Parry
After casting a spellstrike onto your weapon, you gain AC equal to the spell level cast until the end of your next turn.
Improved War Magic
Beggining at 15th level, When you use your action to cast a spell, you can make one weapon attack as apart of the action a number of times equal to your PB per long rest.
Spell Blade Double Magic Strike
At 18th level , a number of times equal twive PB per long rest, you are able to put two spells into the same weapon. This empowers your weapon the same as spellstrike, just now with two spells attached.
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