Base Class: Fighter
Often the guards, apprentices, or servants of powerful wizard noble households, Carian Knights are endowed with Glintstone that gives them the ability to connect with the weave of magic to enhance their already prodigious martial prowess. Their number once only counted in the 20s, but as the Age of the Ertree has ended and the power structure in the Lands Between has shifted, the mage houses that are left now to vie for power. In this vacuum, various orders of Carian Knights have reemerged to fiercely protect or slay those who thought them these Carian Sorceries.
Whether it be summoning massive weapon constructs to end their enemies rightly or imbuing themselves with protective magics to shrug off powerful arcane effects, the Carian Knight is always equipped to end any battle with a swish and flick of their arcane focus.
Bonus Proficiencies
3rd-level Carian Knight feature
You gain proficiency with jeweler’s tools and you gain proficiency in the Arcana skill.
Carian Sorcery
3rd-level Carian Knight feature
You can use magic glintstone to enhance your gear. This allows you to initially cast 2 Carian Sorceries of your choice, from among the Carian Sorceries described below, and each time you gain a level in this class, you can replace one Carian Sorcery you know with a different one from this feature. When you reach certain levels in this class, you learn additional Carian Sorceries, as shown in the Carian Sorceries Known table.
Carian Sorceries Known
| Fighter Level | Number of Carian Sorceries |
|---|---|
| 3rd | 2 |
| 7th | 3 |
| 10th | 4 |
| 15th | 5 |
Whenever you finish a long rest, you can use your Jeweler's Tools to adorn a weapon, arcane focus, rod, wand, or stave with glintstone. This glintstone allows you to use this item as a focus to cast Carian Sorceries. The glintstone remains on the object until you remove it during a Long Rest or you die. You always have a number of glintstones equal to the amount of Carian Sorceries you know. An object can only bear one glintstone at a time.
The following Carian Sorceries are available to you when you learn a Carian Sorcery. If a Carian Sorcery has a level requirement, you must be at least that level in this class to learn the Carian Sorcery. You can use Carian Sorceries a number of times equal to your Intelligence Modifier plus 1. You regain all of your expended uses when you finish a Long Rest.
You can only use it one Carian Sorcery a turn.
If a Carian Sorcery requires a saving throw, your Carian Sorcery Save DC equals 8 + your proficiency bonus + your Intelligence modifier.
If a Carian Sorcery requires you to make an attack roll, use the attack modifier of the glintstone focus weapon you are using.
Carian Grandeur
Raise your glintstone focus aloft as you conjure a magical greatsword and bring it down on a foe for massive damage.As an action, make an attack at advantage with your glintstone focus against a creature within 10 feet of you. On a hit, deal 2d6 force damage, and the target must succeed on a Constitution saving throw or be Stunned until the end of its next turn. Increase the number of damage dice rolled for this attack by 1d6 by how many times you have the Extra Attack feature (max 4).
Carian Greatsword
You conjure a massive magical greatsword and strike out in front of you in an arch. As a part of your attack action, you may sacrifice one of your weapon attacks to attack with a Carian Greatsword. All creatures in a 15-foot cone in front of you either succeed on a Dexterity Saving throw or be dealt 2d6 + your Intelligence Modifier in force damage. On a success, the creatures take half damage. At level 10 in this class, you can sacrifice up to 1 other attack to make a follow-up attack with this Greatsword without expending a Carian Sorcery slot.
Carian Piercer
As a part of your attack action, you may sacrifice one of your weapon attacks to attack with a giant magical Estoc and lunge forward. Make an attack against each creature in a 5-foot wide and 20-foot long line. Creatures hit take 2d6 force damage and, if they are Large or smaller, must succeed on a Strength saving throw or be knocked Prone. At level 10 in this class, you can sacrifice up to 1 other attack to make a follow-up attack with this Estoc without expending a Carian Sorcery slot.
Gavel of Haima
You can conjure a magical great hammer and strike it down with thunderous force. As a part of your attack action, you may sacrifice one of your weapon attacks to attack a creature with the Gavel of Haima. If hit the creature takes 2d6 force damage + your Intelligence modifier and it must succeed in a Constitution saving throw their AC lowered by 1 until the start of your next turn. At level 10 in this class, you can sacrifice up to 1 other attack to make a follow-up attack with this Hammer without expending a Carian Sorcery slot
Glintblade Phalanx
As a bonus action, you conjure a defensive arch of numerous magical glintblades overhead. Until your next turn, these blades will lunge and skewer the next hostile creature that attacks within 15 feet of you. The creature must succeed on a Dexterity saving throw or it cannot attack or make reactions until its next turn and take 2d6 force damage. On a success, the creature takes half damage and suffers no additional effects.
Loretta's Greatbow
As an action, you manifest a magical greatbow. Make an attack roll using your Glintston focus at an enemy within the range of 150 feet (up to 600 feet but at disadvantage). You launch an energy arrow that deals 2d6 + your intelligence modifier of force damage and, if the creature is Large or smaller, it must succeed on a Strength Saving Throw or be pushed 15 feet away from you. On a successful save the creature is not pushed. At level 10, you can make one immediate follow-up attack without expending a Carian Sorcery slot with this Greatbow. if you have the Extra Attack feature.
Magical Downpour
As an action, summon a mass of magic above you that bursts forth and needles enemies in a 15-foot radius sphere around you. Creatures of your choice within the sphere must succeed on a Constitution saving throw or take 2d6 in force damage and be Poisoned until the start of your next turn. On a successful save the creature takes half-damage and is notPoisoned.
Magical Glintblade
As a bonus action, summon a sigil that remains in the air where you cast it until the start of your next turn. If a hostile creature starts its turn or enters within 30 feet of the sigil it must succeed on a Dexterity saving throw or 2d6 force damage and lose half its move speed until the start of its next turn. On a success, it takes half the damage and no additional effects happen.
Carian Lore
3rd-level Carian Knight feature
You've learned to augment your martial prowess with Carian Sorceries. You can channel powerful blade projections through arcane focuses like Wands, Rods, and Staves (Quarterstaffs and Clubs count as these foci) that have been imbued with Glintstone. During your attack action, you may cast Carian Shredder instead of making a normal weapon attack, summoning an energy sword through your focus and making an attack roll using your proficiency bonus + Intelligence Modifier. These attacks count as magical and deal 1d6 + your Intelligence modifier in force damage on hit. You can use Carian Shredder as many times as you have the Extra Attack feature. This damage increases at fighter levels 7 and 15.
You can supersede the attuning requirements of any Wand, Rod, or Staff you imbue with Glintstone during a Long Rest and use them as a Glintstone focus.
Scholars Armament
7th-level Carian Knight feature
You gain the ability to infuse your armaments with magic wrought from the stars. Whenever you attack with a nonmagical weapon you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
In addition, While holding your arcane focus you can use an Action to enhance it or a weapon or shield in your other hand for 10 minutes.
Enhanced melee weapons gain additional force damage equal to your Intelligence Modifier and enhanced shields have their AC benefit increased by half your Intelligence Modifier.
Once you use this feature won't be able to use it until you finish a Short Rest or Long Rest
Carian Retaliation
10th-level Carian Knight feature
You have learned to redirect magical force back at the caster. When you are the target of a spell attack or spell save you can use your reaction to try and block its magical effects. If it was a spell attack, the caster rolls at disadvantage, and if it was a spell save you roll at advantage. If the attack misses or you succeed on the saving throw you send 3 magical glintblades back at the caster. This attack automatically hits and does 3d6 force damage and causes the caster to roll Concentration Checks at disadvantage until the end of the current turn.
You can't use this again until you finish a Long Rest or you use one of your Carian Sorcery slots.
Lucidity
15th-level Carian Knight feature
You learn that Carian Knight never wavers. As an action, you can weave abjuration magic around you and use a Carian Sorcery Slot to end a negative magical effect on yourself. Using this ability effectively lets you cast either Greater Restoration or Lesser Restoration on yourself without spell components if the effect that you have succumbed to is magical in nature.
In addition, your Carian Sorcery can come rushing back in times of need. When you use the Second Wind feature you regain 1 of your Carian Sorcery Slots.
Terra Magica
18th-level Carian Knight feature
You have unlocked a powerful glyph that rends the magical defenses of your enemies. Using a bonus action, you cast a sigil on the ground at your feet. This sigil has a 20-foot radius and any creature of your choice within it must succeed on a Wisdom saving throw or be Vulnerable to the damage done by your Carian Sorceries and rolls at disadvantage when making saves against your Carian Sorceries until the start of their next turn. If a creature starts their turn or reenters the Terra Magica sigil they must make the Wisdom saving throw again. This sigil lasts for 1 minute.
You regain this feature after completing a Long Rest.







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