Fighter
Base Class: Fighter

Witch knights are practitioners of the arcane arts and have spent their training honing their mind, soul, and body to gain access to mana. Their ability to harness and control mana allows them to enhance their martial practices with arcane techniques.  

Spell Sword

At 3rd level, you are able to channel magical energy into a martial weapon you are currently wielding. Any Damage dealt with a martial weapon you are holding deals additional magical damage equal to your Intelligence modifier. Choose one of the following damage types: acid, cold, fire, lightning, or thunder.

Mana Points

When you choose this archetype at 3rd level, you learn abilities that are fueled by utilizing mana points.

Arcana. You learn three abilities of your choice, which are detailed under “Minor Arcana” below. Arcane abilities provide various options in and out of combat and can be used as described.

You learn one additional ability of your choice at 7th, 10th, and 15th level. Each time you learn new abilities, you can also replace one ability you know with a different one.

Mana Points. You have a 4 mana points, which are d6s. Mana points are expended when you use it. You regain all of your expended mana points when you finish a short or long rest.

You gain two more mana points at 10th level and two more at 18th level.

Saving Throws. Some of your abilities require your target to make a saving throw to resist the abilities' effects. The saving throw DC is calculated as follows:

Arcana save DC = 8 + your proficiency bonus + your Intelligence

Minor Arcana

These arcane abilities are presented in alphabetical order.

Arcane Armor

When you are hit by an enemy's attack, you can use a reaction to expend one mana die, rolling the die and adding the number rolled to your AC to possibly change the outcome. This effect lasts until the end of your turn.

Charge Attack

As an action, you can expend one mana point and add you mana die to your next attack roll on the next turn. On your next turn, if you hit a target with a melee weapon attack, you automatically deal critical damage.

Defensive Aura

As an action, you can expend one mana point to grant yourself and any creature of your choice within 10 feet resistance to one damage type of your choice. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. This effect lasts for one minute or until you are incapacitated.

Delayed Strike

When you hit a creature with a melee weapon attack on your turn, you can expend one mana point to imbue them with arcane energy. When that creature makes an attack against you or another creature you can see, you can use a reaction to deal force dame equal to your mana dice roll and subtract the number rolled from the attack roll. This effect only lasts for one minute or until it is used.

Multi-Strike

Immediately after you take the Attack action on your turn, you can spend one mana point to make two melee weapon attacks strikes as a bonus action.

Quick Step

You move 20 feet in a straight line making a swift attack against against each creature within 5 feet of range, you do not provoke opportunity attack while you move and each creature must make a Dexterity saving throw. On a failed save, the creature takes full damage from your melee weapon's damage roll and half on succession. Add your mana die to the damage roll.

Recover

You can expend one mana point as a bonus action to touch one creature within reach to regain a number of hit points equal to your mana die roll + Charisma ability modifier. This spell has no effect on undead or constructs.

Rising Pillar

As a bonus action, you can expend one mana point to target one creature within 30 feet and summon a column of arcane energy to trap them. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the effect ends on the target.

Shockwave

When you take the Attack action on your turn, you can expend one mana point to make a ranged spell attack using your melee weapon. The shockwave has a range of 30 feet and moves in a straight line, adding the mana die to the damage roll.

Transmute Weapon

You can expend one mana point and use an bonus action on your turn to alter the form of a non-magical weapon you are currently holding. Choose one of the following damage types: bludgeoning, piercing, or slashing. The weapon's form lasts for 1 minute and deals extra force damage equal to your Charisma modifier.

Mana Restoration

At 7th level, you learn to enter a meditative state and focus on gathering the surrounding mana. As an action, you can roll 1d6 and regain number of mana points to equal to the dice roll. You can only use the ability once per short rest.

Major Arcana

At level 10, you learn to focus your mana to perform a powerful arcane ability. Major Arcana cost 2 mana points and an action to use.

Arcane Cannon

15' x 60' beam of arcane energy dealing 4 {{scale/level}} mana dice.

Arcane Domain

You can use an action to expend two mana points to create an arcane sphere with a 15 foot radius centered on yourself. You choose acid, cold, fire, lightning, or thunder for the type of domain you create. You can designate any number of creatures you can see to be unaffected by it. When the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 2d10 damage of the type you chose. On a successful save, the creature takes half as much damage. This effect's duration lasts for 10 minutes or until you use an action to end the domain.

Arcane explosion

Deal damage in a large area

Arcane Legion

You can expend two mana dice to create an arcane legion surrounding your position. You become a large creature with a reach of 10 feet. Your legion shares the same stats as your character and you gain additional hit points equal to your mana dice roll.

Arcane Foresight

Starting at 15th level, while you still have mana points, you have advantage against, charisma, intelligence, and wisdom saving throws.

Arcane Mastery

At 18th level, you probably learn something really cool I haven't thought of yet.

Witch Knight Image

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