Fighter
Base Class: Fighter

Often the guards, apprentices, or servants of powerful wizard-noble households, Carian Knights are endowed with Glintstone, granting them the ability to connect with the weave of magic to enhance their already prodigious martial prowess. Their numbers once counted only in the twenties, but with the end of the Age of the Erdtree and a shift in the power structure of the Lands Between, the remaining mage houses now vie for dominance.

In this power vacuum, various orders of Carian Knights have reemerged—some to fiercely protect, others to ruthlessly slay those who once taught them these ancient Carian Sorceries.

Whether summoning massive weapon constructs to vanquish their foes or imbuing themselves with protective magics to shrug off potent arcane effects, the Carian Knight is always prepared to end any battle with a swish and flick of their arcane focus.

 

 

Level 3: Bonus Proficiencies

You gain proficiency with jeweler’s tools and you gain proficiency in the Arcana skill.

  

Level 3: Carian Sorcery

You can use a magic Glintstones to enhance your gear. This allows you to initially cast two Carian Sorceries of your choice from the list described below. 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 staff with a Glintstone. This Glintstone allows you to use the 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 number of Carian Sorceries you know. If a Glintstone is lost or destroyed, another may be created by cultivating magic in a common stone during a Long Rest. An object can bear only one Glintstone at a time.

The following Carian Sorceries are available to you. If a sorcery has a level requirement, you must be at least that level in this class to learn it. You can use Carian Sorceries a number of times equal to your Intelligence modifier + 1. You regain all expended uses when you finish a Long Rest.

  • If a Carian Sorcery requires a saving throw, your Carian Sorcery save DC is 8 + your proficiency bonus + your Intelligence modifier.

  • If a Carian Sorcery requires an attack roll, use the attack modifier of the Glintstone focus weapon you are using.


Carian Sorceries

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 with advantage using your glintstone focus against a creature within 10 feet. 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 by 1d6 for each instance of the Extra Attack feature you have (maximum of 4 dice total).

Carian Greatsword
You conjure a massive magical greatsword and strike out in an arc. As 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 must succeed on a Dexterity saving throw or take 2d6 + your Intelligence modifier force damage. On a success, they take half damage. At 10th level in this class, you can sacrifice one additional attack to make a follow-up attack with this Greatsword without expending a Carian Sorcery use.

Carian Piercer
As part of your Attack action, you may sacrifice one of your weapon attacks to lunge forward with a giant magical estoc. Make an attack against each creature in a 5-foot wide, 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 10th level, you may sacrifice one additional attack to make a follow-up attack with this estoc without expending a Carian Sorcery use.

Gavel of Haima
You conjure a magical great hammer and strike it down with thunderous force. As part of your Attack action, you may sacrifice one of your weapon attacks to attack a creature with the Gavel of Haima. On a hit, the creature takes 2d6 force damage + your Intelligence modifier, and must succeed on a Constitution saving throw or have its AC reduced by 1 until the start of your next turn. At 10th level, you may sacrifice one additional attack to make a follow-up attack with this hammer without expending a Carian Sorcery use.

Glintblade Phalanx
As a bonus action, you conjure a defensive arc of magical glintblades overhead. Until your next turn, these blades will strike the next hostile creature that attacks within 15 feet of you. That creature must succeed on a Dexterity saving throw or take 2d6 force damage, cannot make attacks or take reactions until its next turn. 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 glintstone focus against a creature within 150 feet (up to 600 feet at disadvantage). On a hit, the target takes 2d6 + your Intelligence modifier force damage and, if Large or smaller, must succeed on a Strength saving throw or be pushed 15 feet away. On a successful save, it is not pushed. At 10th level, if you have the Extra Attack feature, you can make one immediate follow-up attack without expending a Carian Sorcery use.

Magical Downpour
As an action, summon a mass of magic above you that bursts, needling enemies in a 15-foot radius sphere centered on you. Creatures of your choice within the sphere must succeed on a Constitution saving throw or take 2d6 force damageand become Poisoned until the start of your next turn. On a successful save, the creature takes half damage and is not Poisoned.

Magical Glintblade
As a bonus action, summon a sigil that remains in the air at its cast location 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 take 2d6 force damage and have its movement speed halved until the start of its next turn. On a success, the creature takes half damage and suffers no additional effects.


 

Level 3: Carian Lore

You've learned to augment your martial prowess with Carian Sorceries. You can channel powerful blade projections through arcane focuses such as wands, rods, and staffs (quarterstaffs and glaives count as these focuses) that have been imbued with Glintstone.

During your Attack action, you may cast Carian Slicer in place of 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 force damage on a hit.

You can use Carian Slicer a number of times per Attack action equal to the number of attacks granted by your Extra Attack feature. The damage of Carian Slicer increases at fighter levels 7 and 15 by 1d6.

Additionally, you can ignore the attunement requirements of any wand, rod, or staff you imbue with glintstone during a long rest, treating it as a Glintstone focus for your Carian Sorceries.

   

Level 7: Scholars Armament

You gain the ability to infuse your armaments with magic wrought from the stars.

  • Whenever you make an attack with a nonmagical weapon, you can treat it as 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 either a weapon or a shield in your other hand for 10 minutes.

    • An enhanced melee weapon deals additional force damage equal to your Intelligence modifier on each hit.

    • An enhanced shield increases its AC bonus 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.

  

Level 7: Whistle-Ring of the Spectral Steed

In a dream, a great steed of spirit and smoke rides across a moonlit field. It does not touch the ground, yet the grass bends beneath its passing. It turns to you—not with eyes, but with knowing. A bond is offered, not forged by stable or saddle, but by soul and purpose. When you awaken, something is clenched gently in your hand—a delicate golden ring, etched with a galloping steed so finely worked it seems ready to run right off the band. Though it weighs almost nothing, it thrums with potential.

From this point forward, you feel its presence—light as breath, loyal as shadow. When danger stirs or distance demands haste, you need only bring the ring to your lips and blow a silent call. The spectral steed will answer.

Wondrous item, rare (requires attunement by a spellcaster or paladin)

This delicate ring of intricate goldwork bears a tiny engraving of a galloping steed and doubles as a whisper-light finger whistle. Once attuned, the ring allows its wearer to summon a spectral mount bound to their soul.


Summon Steed (1/day)

As an action, you may blow through the ring to cast a modified version of Find Greater Steed without expending a spell slot or using components. You summon an otherworldly being that appears as a loyal steed in an unoccupied space of your choice within range. The steed resembles a Large, rideable animal of your choice, such as a horse, a camel, a dire wolf, or an elk.

The steed is friendly to you and your allies. In combat, it shares your initiative count, taking its turn immediately after yours. While you are riding it, it functions as a controlled mount (as defined in the rules on mounted combat). If you are incapacitated, the steed acts independently on your initiative count, prioritizing your protection.

The steed vanishes if it drops to 0 hit points or if you die. You can summon it again at the end of a Long Rest.

 

Otherworldly Steed

Large Beast, unaligned


Armor Class: 10 + your class level
Hit Points: 50
Speed: 60 ft.


Ability Scores

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 14 (+2) 6 (−2) 12 (+1) 8 (−1)

Saving Throws: Dex +1 + PB, Con +2 + PB
Senses: Passive Perception 11
Languages: Telepathy (1 mile, only with you)
Proficiency Bonus (PB): Equals your own
Challenge: —


Traits

Life Bond. When you regain hit points from a spell of 1st level or higher, the steed regains the same number of hit points if it is within 5 feet of you.


Actions

Otherworldly Slam. Melee Weapon Attack: Use your spell attack modifier to hit, reach 5 ft., one target.
Hit: 1d8 + your class level force damage.


Bonus Actions

Fell Glare (Recharge after a Long Rest). One creature within 60 feet must succeed on a Wisdom saving throw (DC = your spell save DC) or be frightened until the end of your next turn.

Fey Step (Recharge after a Long Rest). The steed teleports, along with its rider, up to 60 feet to an unoccupied space it can see.

Healing Touch (Recharge after a Long Rest). One creature within 5 feet regains 2d8 + your class level hit points.


 

 

Level 10: Carian Retaliation

You have learned to redirect magical force back at its caster. When you are targeted by a spell attack or required to make a saving throw against a spell, you can use your reaction to attempt to block its magical effects.

  • If it's a spell attack, the caster makes the attack roll at disadvantage.

  • If it requires a saving throw, you make the saving throw with advantage.

If the attack misses or you succeed on the saving throw, you unleash a counterattack of three magical Glintblades that strike back at the caster. This counterattack automatically hits, dealing 3d6 force damage, and the caster must make 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. 

  

Level 10: Lucidity

You learn that the Carian Knight never wavers.

  • As an action, you can weave abjuration magic around yourself, expending one Carian Sorcery slot to end a negative magical effect affecting you. This functions as castingeither Greater Restoration or Lesser Restoration on yourself, without material components, but only if the effect is magical in nature.

  • In addition, your Carian Sorcery surges back in moments of desperation. When you use your Second Wind feature, you also regain one expended Carian Sorcery slot.

  

Level 10: Spell Resistance

You have Advantage on saving throws against spells, and you have Resistance to the damage of spells.

 

Level 15: Terra Magica

You have unlocked a powerful glyph that rends the magical defenses of your enemies.

As a bonus action, you cast a glowing sigil on the ground at your feet. The sigil radiates in a 20-foot radius, and any creatures of your choice within that area must succeed on a Wisdom saving throw or suffer the following effects until the start of their next turn:

  • They become vulnerable to the damage dealt by your Carian Sorceries.

  • They roll at disadvantage on saving throws against your Carian Sorceries.

A creature must repeat the saving throw each time it starts its turn within or re-enters the Terra Magica sigil. The sigil lasts for 1 minute.

You regain this feature after completing a Long Rest.

 

Level 18: Comet Azur

At 18th level, you gain access to the devastating spell Comet Azur, a legendary arcane invocation whispered of in ruins older than time itself.

Once a mythic incantation lost to the stars, Comet Azur calls down a torrent of raw, sapphire-hued magic—said to be the crystallized breath of dying worlds. When you cast it, you open a rift in reality, channeling a focused, annihilating beam of stellar energy so potent it scorches through dimensions. The spell requires a moment of stillness—both from you and the world—before releasing its unstoppable force.

Few mortals can withstand the recoil of channeling such pure power. Even fewer can aim it twice.


 Comet Azur

9th-level evocation

Casting Time: 1 action (or continuous while concentrating)
Range: 300 feet (120 ft beam length, 10 ft wide)
Components: V, S, M ( One Glintstone [shatters on use] )
Duration: Concentration, up to 1 round per level of the caster (minimum 1)


You call upon the primeval current of magic and unleash a devastating comet of arcane energy in a focused beam. A torrent of sapphire energy erupts from your outstretched hand in a 120-foot line that is 10 feet wide. The beam continues in a fixed direction from the point of casting and cannot be redirected.

Each creature in the beam’s area must make a Dexterity saving throw. On a failed save, a creature takes 10d10 force damage and is pushed 10 feet directly away from you. Creatures of CR 2 or lower are knocked prone or flung up to 25 feet at your DM's discretion. On a successful save, they take half damage and suffer no additional effects.


Overchannel

You may choose to sustain the beam as long as you maintain concentration and do not move or take other actions (including reactions). At the start of each of your turns, you can deal another 5d10 force damage to any creatures in the beam’s path that did not succeed their save, or to any new creatures entering the area. The beam continues in the same direction.

Each round you sustain this beam, you take 1d10 force damage, which cannot be reduced or avoided, as the arcane energy drains your soul.


At Higher Levels

If cast using a mythic spell slot or through a legendary artifact, the beam becomes 150 feet long and 20 feet wide, and creatures automatically fail their save if they are CR 5 or lower and within 30 feet of the beam’s origin.


Bewitched by the Abyss

The first time you cast Comet Azur in a day, you must succeed on a DC 12 Wisdom saving throw or gain a short-term madness effect for 1d10 turns, as your mind brushes against the infinite void glimpsed by Azur.

 

Short-Term Madness

Duration: 1d10 turns

d100 Roll Effect
01–20 The character retreats into their mind and becomes paralyzed. The effect ends early if they take any damage.
21–30 The character becomes incapacitated and spends the duration screaming, laughing, or weeping.
31–40 The character becomes frightened and must use their action and movement each round to flee from the source of the fear.
41–50 The character begins babbling incoherently, making them unable to speak coherently or cast spells.
51–60 The character must use their action each round to attack the nearest creature.
61–70 The character suffers vivid hallucinations and has disadvantage on all ability checks.
71–75 The character will obey any verbal command that isn't obviously self-destructive.
76–80 The character experiences an overpowering urge to eat something bizarre, such as dirt, slime, or offal.
81–90 The character is stunned for the duration.
91–100 The character falls unconscious.
Carian Knight Image

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