Fighter
Base Class: Fighter

The Divine Knight is a fighter who has chosen to worship a deity ( typically a war god) while honing there martial prowess. The deity has noticed the Fighter's training and determination and has granted the some divine abilities.

Level 3: Spellcasting

You have learned to cast spells.

Cantrips. You know two cantrips of your choice from the Cleric spell list. Whenever you gain a Fighter level, you can replace one of these cantrips with another cantrip of your choice from the Cleric spell list.

When you reach Fighter level 10, you learn another Cleric cantrip of your choice.

Spell Slots. The Divine Knight Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Divine Knight Spellcasting
  —Spell Slots per Spell Level—
Fighter Level Spells Prepared 1 2 3 4
3 3 2
4 4 3
5 4 3
6 4 3
7 5 4 2
8 6 4 2
9 6 4 2
10 7 4 3
11 8 4 3
12 8 4 3
13 9 4 3 2
14 10 4 3 2
15 10 4 3 2
16 11 4 3 3
17 11 4 3 3
18 11 4 3 3
19 12 4 3 3 1
20 13 4 3 3 1

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Cleric spell list.

The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Divine Knight Spellcasting table. Whenever that number increases, choose additional spells from the Cleric spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include five Cleric spells of levels 1 and 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Fighter level, you can replace one spell on your list with another Cleric spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Cleric spells.

Spellcasting Focus. You can use an Arcane Focus or a shield  with your deitys emblem on it as a Spellcasting Focus for your Cleric spells.

Level 3: Divine Bond

You learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. The bond fails if another Fighter is bonded to the weapon or if the weapon is a magic item to which someone else is attuned.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you have the Incapacitated condition. If it is on the same plane of existence, you can summon that weapon as a Bonus Action, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but you can summon only one at a time with a Bonus Action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Level 7: War Magic

When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Cleric cantrips that has a casting time of an action.

Level 10: Divine Strike

Once per turn, when you hit a creature with an attack using a weapon, you may deal an additional 1d8 Radiant or Necrotic damage (your choice). This additional damage increases to 2d8 at 17th level.

Level 15: Divine Surge

When you use Action Surge, you can raise your shield and project a Holy aura you. Each creature of your choice within 30ft of you including yourself gain temporary hit points equal to 2d6 plus half your Fighter level (rounded down). In addition, you and the chosen creatures gain immunity to the frightened condition while within your aura. The aura disappears after one minute or when you have the incapacitated condition. The temporary hit points disappear after one minute.

Level 18: Improved War Magic

When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Cleric spells that has a casting time of an action.

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