Base Class: Fighter
Whatever institution you were raised in has taught you elite levels of strategy in the defense of kingdoms, allies, and forms of armed combat. Through the wisdoms of your instructors and peers you've gained knowledge of protective and curative magics through the clerics spell list and class features usable while a shield is equipped.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.
Cantrips
You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.
Spell Slots
The lord knight Spellcasting table shows how many spell slots you have to cast your cleric 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 cleric spells of your choice.
Whenever you long rest, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your cleric spells. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your wisdom modifier
Spell attack modifier = your proficiency bonus + your wisdom modifier
Lord knight Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Stalwart guard
At 3rd level, you gain guard as a reaction. You now have a reflexive nature to defend that allows you to effortlessly shield your allies and a mastery over shields that allows more effectiveness from them.
Guard: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to give +2 ac to target until start of your next turn. You must be wielding a shield.
All shields grant you an additional +1 to your ac.
A spiritual bond of commitment to your shield makes you inseparable from it. Now that you have attained shield mastery, you can’t be disarmed of one unless you are incapacitated.
Goddess shield
Beginning at 7th level, When you use your reaction to guard, you can heal your target. You can also send healing to target creature when HP is at max.
When you use your reaction to guard, you can heal your target for 1d4 hit points.
when HP is at max all extra hit points from healing can be given to a target creature up to 15 feet away.
Diamond defender
At 10th level, your body is but a powerful sacrificial tool in service of aiding your allies. While wielding a shield you can now use cover and counter to take on damage meant for your allies. When you take damage meant for chosen target while using cover and counter you can make a weapon attack.
Adamant soul
At 15th level, your mental and physical resolve knows no bounds for taking damage. You gain the ability to grant resistances and 1d6 damage bonuses that last for one hour to a creature you can see when you use your Action surge. You may grant the power of radiant, necrotic, fire, cold, force or bludgeoning upon a creature you can see.
You have resistance to piercing and slashing damage.
Save the world
Starting at 18th level, your wit and ability to defend people, castles, and cities are unparalleled. you gain ultima barrier and Excalibur rising to heal, strengthen creatures against saving throws, and empower them to attack creatures weaknesses.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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6/24/2024 10:02:48 PM
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