Base Class: Fighter
Description of the Arcane Knight Subclass
Arcane Knights are elite warriors who have unlocked the secrets of melding martial prowess with the raw power of arcane magic. Through rigorous training and intense study, these fighters have learned to harness the volatile energies of the arcane, infusing their attacks with destructive force that radiates in explosive bursts on the battlefield.
Bound by The Strand of Arcane: Arcane Knights learn to channel the strands of remnant arcane around them to wreak havoc with their swords and the crackling energy that surrounds them. Their dedication to honing both their physical and mystical abilities sets them apart as formidable opponents in combat.
Arcane Fury: When an Arcane Knight enters the fray, their weapons shimmer with a faint glow as they unleash devastating strikes that cleave through enemies and leave behind trails of arcane energy. Enemies soon learn to fear the sight of an Arcane Knight on the battlefield, for where they walk, bursts of arcane power follow.
The Storm of Arcane Destruction: As Arcane Knights grow in power, they become living conduits of arcane energy, capable of unleashing devastating waves of force that sweep through the battlefield like a tempest. Their enemies tremble at the sight of an Arcane Knight preparing to unleash their full power, knowing that the storm of arcane fury is about to be unleashed upon them.
In battle, an Arcane Knight is a force to be reckoned with, blending swordplay with sorcery to create a symphony of destruction that echoes across the battlefield. With each swing of their weapon and each burst of arcane energy, they prove themselves as masters of both martial combat and mystical arts, a formidable combination that few can hope to stand against.
Arcane Channeling
Starting at 3rd level, you learn to channel your attacks with arcane energy. When you hit a creature with a weapon attack, you can expend a use of your Arcane Channeling to deal additional 1d6 force damage to the target and all creatures within 5 feet of it. you can use this feature a number of times equal to your intelligence modifier (minimum of once), regaining all uses after a long rest.
Arcane Slash
At 7th level, you gain the ability to release bursts of energy around you, forming it into waves of arcane energy. As a bonus action, you can unleash an Arcane Slash in front of you, affecting a 5ft by 15ft area. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 3d6 force damage on a failed save, or half as much on a successful one. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), regaining all uses after a long rest. Your spell save DC is equal to 8 + your intelligence modifier + your proficiency bonus.
Arcane Spear
Upon reaching 10th level, your mastery of arcane energy reaches new heights. As an action, you can strike in front of you in a 20ft line with a massive burst of arcane. All creatures within the area of effect must make a Dexterity saving throw against your spell save DC, taking 4d6 force damage on a failed save, or half as much on a successful one. You can use this feature once per long rest. Your spell save DC is equal to 8 + your intelligence modifier + your proficiency bonus.
Accumulative Chaos
At 15th level, you learn to focus the arcane energy around you to enhance your already potent arcane abilities. At the start of your turn you can choose to accumulate arcane power to enhance your next arcane ability (i.e.: Arcane Channeling, Arcane Slash, Arcane Spear and Arcane Overload) by dealing an additional 2d10 damage to each creature that it affects. Using this ability prevents you from using your action, bonus action, reaction and movement for that round of initiative.
Arcane Overload
At 18th level, you can unleash a devastating wave of arcane energy. Once per long rest, as an action, you can release an Arcane Overload in a 20-foot radius centered on yourself. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 6d10 force damage on a failed save, or half as much on a successful one. Your spell save DC is equal to 8 + your intelligence modifier + your proficiency bonus.







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