Base Class: Fighter
Clerics rely heavily on their spells, weaving intricate incantations to turn the tide of battle. Paladins, with their righteous fury, focus on smiting single foes with divine precision. But ashen knights... ashen knights are something else entirely. They burn everything in their charred path. Favoring single, devastating strikes, these fearsome warriors use their divine magics sparingly. Instead, they focus on powerful attacks that cleave through the air in wide arcs, leaving nothing but ashes in their wake.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. Refer to the Spells Rules for general spellcasting guidelines and the Cleric Spell List for available spells.
Cantrips
You begin by learning two cantrips from the cleric spell list. At 10th level, you gain proficiency in an additional cleric cantrip of your choice.
Spell Slots
The Ashen Warrior Spellcasting table illustrates your available spell slots for casting cleric spells of 1st level and higher. You must expend a slot of the spell’s level or higher to cast a spell. All expended spell slots are restored upon completing a long rest.
For example, if you possess a 1st-level and a 2nd-level spell slot and know the 1st-level spell *Cure Wound*, you can cast it using either slot.
Spells Known of 1st-Level and Higher
You initially know three 1st-level cleric spells of your choosing. As you level up in this class, you can replace one known cleric spell with another from the cleric spell list, provided it matches a level for which you have spell slots.
Spellcasting Ability
Your Wisdom governs your spellcasting abilities for Cleric spells, as you derive your power from faith and prayer. Your Wisdom modifier is utilized when determining the saving throw DC for Wisdom spells and when making attack rolls with these spells.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ashen 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 |
Ashes of Faith
3rd-level Ashen Knight Feature
Once per turn, when you take the attack action, you can replace one of the attacks with channeled conviction, targeting all creatures within a 20-foot cone to make a Dexterity saving throw (Undead, demons, and Aberrations make this save at disadvantage). On a failure, creatures take 1d12+Wisdom fire or radiant damage. On a success, creatures take half damage.
You can do this up to your proficiency times a day per short rest.
Ashes of Faith can add attacks from the attack action, dealing an additional 1d12 damage and increasing the cone range by 5 feet per attack given. Any attacks that were not added into Ashes of Faith can be used independently.
Devout Faith
7th-level Ashen Knight Feature
Whenever you use Ashes of Faith, you can augment it in one of the following ways:
Chernabog's Breath: Enemies who fail their dexterity saving throw roll, reduce their next attack roll or saving throw by 1d4 until the end of their next turn. Aberrations, Devils, and Undead roll a 1d6. This ends at the end of their next turn.
Surrender to Flame: The ability is now a sphere centered on you, using the range of Ashes of Faith and can deal siege damage to structures.
Dragons Breath: Your cone is now a line with a width of 5ft. Ashes of Faith now adds your Wisdom modifiers + 2 per attack given.
Phoenix Breath: Your cone will not damage allies and will heal them for half the damage dealt.
Divine Breath
10th-level Ashen Knight Feature
When you use Second Wind, you provide allies within 30 feet temporary hit points equal to your Second Wind total. You also recover a use of Ashes of Faith. Ashes of faith no longer deals damage to allies.
Ashwake
15th-level Ashen Knight Feature
When you use Ashes of Faith, you leave a wake of ash equal in the area of effect produced. This ground lingers for a minute or until your next use of Ashes of Faith. While standing within the area of effect, attacks made against you are at disadvantage.
Divinity
18th-level Ashen Knight Feature
Once per short rest, your Ashes of Faith deals maximum damage. Afterwards, you are immune to all damage until the start of your next round.
Previous Versions
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