Base Class: Fighter
The archetypal Arcane Knight combines the martial mastery common to all fighters with a careful study of magic. Arcane Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
Spell casting
Cantrips. You learn two cantrips of your choice from the wizard
spell list. You learn another wizard cantrip of your choice at 10th level.
Spellslots. The Arcane Knight Spellcasting table shows how many spell slots you have to cast your 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 or higher. Choose two schools of magic which become your arcane specialties. You know three 1st-level wizard spells of your choice, two of which must be spells of the same school as either of your arcane specialties.
The Spells Known column of the Arcane Knight Spellcasting table shows when you learn more wizard spells of your choice of 1st level or higher. Each of these must be spells of the same school as either of your arcane specialties, and must be of a level for which you have spell slots. The spells you learn at 8th, 14th, and 20th 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 a spell of the same school as either of your arcane specialties, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic..
Spell casting 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
Residual Magic
At 3rd level, you can harness the shed magic from your spells to coat your weapons. When you cast a spell that deals damage on your turn, you can choose one of the damage types that was dealt by the spell. Until the end of your next turn, you can cause your weapon attacks to deal damage of the chosen type, instead of their normal damage type.
War magic
At 7th level, once on each of your turns when you take the Attack action, you can forfeit half of the attacks (rounded up) to cast one cantrip with a casting time of 1 action as part of the same action. You can add a bonus equal to your Intelligence modifier to the damage of a cantrip that you cast it in this way.
Arcane Charge
At 10th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Rite Strike
At 15th level, you learn to make your weapon strikes undercut foes' 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.
Anti-kinetic Mantel
At 18th level, you weave protective magics around a creature, increasing its ability to deflect blows. Whenever the damage you take from an attack or effect is less than half your fighter level, you instead take no damage. This feature can't prevent psychic damage.
As an action, you can touch a creature and grant it, instead of you, the effects of this feature for 1 minute. You can't do so again until you finish a short or long rest.







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