Fighter
Base Class: Fighter

The Infused Knight (IK) is a magically enhanced warrior. Think the Witcher or SOLDIER from FF7.

The IK uses innate abilities to absorb magical energy and redirect it.

 

You can cast spells using your CON as spellcasting modifier, but casting a spell with costs HP. 

HP costs:

cantrips: half your proficiency modifier.

1st: 1d4

2nd: 1d6

3rd: 1d8

4th: 1d10

 

 at level 5: if your spell is counterspelled before taking effect, you can heal the cost of the spell.

 

Special Spell Casting

You can cast spells using a light weapon as an arcane focus to cast any spells granted from this subclass

You can cast spells using your CON as spellcasting modifier, but casting a spell with costs HP. 

HP costs:

cantrips: half your proficiency modifier.

1st: 1d4

2nd: 1d6

3rd: 1d8

4th: 1d10

 

 at level 5: if your spell is counterspelled before taking effect, you can heal the cost of the spell.

Double Charge

When casting a spell, you can double the cost, to gain advantage on the attack roll.

You can use this feature a number of times equal to your proficiency modifier. 

You regain all uses after a long rest.

 

doubled costs:

cantrip: proficiency modifier

1st lvl: 1d8

2nd lvl: 1d12

3rd lvl: 2d8

4th lvl: 1d20

Eldritch Infusion

Beginning at 7th level, you gain ressistance to damage from spells

Magical Parry

If targeted by spell attack roll, you can contest the result as a reaction. You have 2 uses of this ability, and you regain them on a short rest.

You must roll an attack roll to interfere with the spell.

- If your roll equals the spell attack roll, you reduce the damage by your level in this subclass. 

- If your roll exceeds the spell attack roll, you are able to redirect a portionof the damage from the spell attack instead. You reduce the damage equal to your level in this sublass, and can damage 1 creature or object within 5 feet. The damage you do is equal to the reduction of the enemy spell attack. The redirected damage cannot exceed the damage of the original spell attack. 

 

Magical Interception

Should an ally within reach of your weapon be a target of a spell attack roll, you can intercept it, by using your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

If the spell attack roll is less than your AC, the intercepted attack's damage is reduced to 0.

Magic Overdrive

You have reached peak integration of biology and magic, as an Action gain the following benefits for 1 minute.

  • Gain advantage on all saving throws against spells.
  • Supercharged healing. Heal 1d10+CON at the start of each round(or at the beginning of your turn.)
  • Your melee weapon attacks and melee spell attacks score a critical hit on a roll of 19 or 20 on the d20.

Once you use this feature, you can’t use it again until you finish a long rest.

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