Fighter
Base Class: Fighter

Some warriors learn to dabble in the arcane arts, enhancing their combat abilities with a touch of magic. Knight-Invokers are such a group, but choose to focus their attention
specifically on magic to destroy their foes in combat. They specialize in creating and manipulating energy, harming their enemies with deadly spells and capturing the excess magic to empower their weapons further.
Knight-Invokers come from many backgrounds and beliefs. They are perhaps more likely to be of noble bearing or high status, only because wealth and privilege often grant better access to magical training. As for alignment, many Knight-Invokers adopt a chivalrous or knightly bearing; others simply seek power, using their abilities for destruction and greeed.

Spell Casting

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 spell list

Cantrips
You learn three cantrips from the wizard spell list. Two must belong to the evocation school, while the other can be of any
school. You learn an additional wizard cantrip at 10th level.

Spell Slots
The Knight-Invoker 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.

Spells Known of 1st-Level and Higher
You know three 1st-level spells of your choice from the wizard spell list and the evocation school.

The Spells Known column of the Knight-Invoker

Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be an 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.

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 evocation spell.

Spellcasting Ability
Charisma is your spellcasting ability for your wizard spells, since you learn your spells through innate ability and practice. You use your Intelligence whenever a spell refers to
your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier.
Spell attack modifier = your proficiency bonus + your Charisma modifier.

Spellcasting Focus
You can use an arcane focus or any melee weapon you are wielding as a spellcasting focus for your wizard spells

Imbued Weapon

When you adopt this archetype at 3rd level, you can leverage your magic to enhance your martial capabilities. As a bonus action after you cast a spell that deals damage, you can imbue your weapon with its power. The next time you hit an enemy with that weapon, you deal 1d6 additional damage of the spell's damage type. If the spell is of 1st level or higher, the additional damage increases to 2d6.

Your weapon can only be imbued with one damage type at a time, and the effect fades if unused after 1 minute.

Thuamatic Shielding

At 7th level, you learn to defend yourself better against enemy magic. You learn the spell absorb elements , and can cast it without expending a spell slot a number of times equal to your Charisma modifier.

You regain all uses when you finish a long rest.

Magical Might

Also at 7th level, your spellcasting abilities improve. You can choose to use your Charisma bonus in place of your Intelligence modifier when calculating your spell save DC and spell attack modifier, up to a maximum of +5.

Rapid Casting

At 10th level, you become able to swiftly alternate between magical and martial attacks. When you cast a spell, you can make one weapon attack as a bonus action.

Lasting Imbuement

Also at 10th level, your Imbued Weapon feature improves. When you use it, you now deal bonus damage on a number of attacks equal to the slot level used.

Invoker's Recovery

At 15th level, you learn a bit of the wizard's skill for regaining spent spell slots. When you take a short rest, you can recover spell slots with a total number of levels equal to one-third your fighter level.

Evocation Expertise

Also at 18th level, your skill with evocation magic exceeds all expectations. All your evocation spells of 1st level or higher deal one additional die of damage.

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