Fighter
Base Class: Fighter

The Knights of Noir orginate from The Zenyell region,mostly from the city of Nightengale. Having a dark aura to them in their servitude to the 3 of Shades. 3 Influences for their power and loyalty. A celestial body,a godly body, and a mortal body form the 3 of Shades. The Knights of Noir are not involved in the wars per say. They goal is to protect and prevent any mishandling or abuse of the 3 of Shades. Anything or anyone that presents a threat to the 3 of Shades, will be apprehending by the Knights of Noir. By becoming a Knight of Noir, You take a vow to the 3 of shades or a part of it at the very least. Some people can be taught the ways without stepping foot in Nightengale. Though it is rare and hardly seen. Many people and creatures take vows to celestial bodies, Its your job to make sure they do not abuse it.

The Knights of Noir swear an oath of loyalty to the 3 of Shades. Tyranna, The Queen of Nightengale, Avenoir the Dark moon, and Gwenevelle the Goddess of the Gothlic. From having a bond with the 3 of shades. The Knights are granted with power in serving.

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 wizard and cleric spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Knight of Noir Spellcasting table shows how many spell slots you have to cast your wizard 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 wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of Noir Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

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 an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Con is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your constituion whenever a spell refers to your spellcasting ability. In addition, you use your Constituion 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 Con modifier

Spell attack modifier = your proficiency bonus + your Con modifier

Knight of Noir 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

Touch of Darkness

At 3rd level you can now see up to 120ft in both magical and natural darkness. Addiontionally, Any damage you deal with a base weapon or spell can be chosen to deal physic damage instead.

Touch of darkness

Darkvision and magical dark visions 120ft

Arknight

Beginning at 7th level, when you use your action to cast a leveled spell or cantrip, you can make one weapon attack as a bonus action.

Brand of Avenoir

When you hit a creature with a weapon attack, you can choose to mark the creature. When the creature is marked, They have disadvantage of all saving throws until the end of your next turn. The mark stays until the creature has fallen to 0 hit points or dies. Alternativley every time you melee hit a creature that is not marked when the marked creature is within 60 ft of the attacked creature. You gain 1d6+Your con modifier in temp hp.

Blessing of Restoration

At 15th level, You gain a spell slot up to level 4 back and can immidiatly use it as without taking an action, when you use your Action Surge. You can cast the spell before or after the additional action.

Lord of Moongaze

Your connection with the celestial body avenoir has grown to a point of its power living through you. Starting at 18th level, You no longer are required to walk you gain a permanent levitation and fly speed of 60ft. And gain blindsight up to 120ft. You gain spells at this level, Moonbeam, Foresight, and Reverse Gravity. You can use these once per long rest

Lord Spells

 Can cast, Foresight, reverse gravity, and moonbeam once per long rest

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