Base Class: Artificer
Combining Spells With Martial Combat
A battle hardened warrior that has an advanced form of fighting that seamlessly combines the power of magic and technology to create a new spellcasting technique against foes. By temporarily enchanting sigils onto weapons, they can cast the spell as swiftly as a swing of a sword.
Level 3: Tools of the Trade
3rd-level Arknight feature
You gain the following benefits.
Tool Proficiency. You gain proficiency with Smith’s Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice.
Weapon Crafting. When you craft a nonmagical or magic weapon, the amount of time required to craft it is halved.
Level 3: Arknight Spells
3rd-level Arknight feature
When you reach an Artificer level specified in the Arknight Spells table, you thereafter always have the listed spells prepared. These spells count as Artificer spells for you.
| Artificer Level | Spells |
|---|---|
| 3 | Bane, Burning Hands |
| 5 | Hold Person, Shatter |
| 9 | Lightning Bolt, Slow |
| 13 | Blight, Banishment |
| 17 | Cone of Cold, Dominate Person |
Level 3: Combat Magus
3rd-level Arknight feature
You have plenty of battle experience and armament training. You gain the following benefits.
Martial Training. You gain proficiency with Martial weapons.
Arcane Adept. Weapons you are holding function as a spellcasting focus. In addition, you learn one additional Artificer cantrip of your choice.
Intelligent Combat. When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Level 3: Spell Strike
3rd-level Arknight feature
You have a unique way of spellcasting that gives you an edge in fights. Once on your turns, when you hit a target with a weapon, you can cast an Artificer spell as part of that attack provided the spell has a casting time of 1 action and does not require a spell attack roll. In addition, the spell’s range is replaced by the weapon’s range and if the spell would originate from you, it instead now originates from the hit target.
The target suffers the weapon attack’s normal effects and the spell’s effect. If the target succeeds on its saving throw against a spell that deals damage, it takes half damage from that spell regardless of its success. If you score a Critical Hit, the target automatically fails its saving throw against the spell.
You can use this feature a number of times equal to your Intelligence modifier, regaining one use after finishing a Short Rest and regain all expended uses when you finish a Long Rest.
Level 5: Extra Attack
5th-level Arknight feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Level 9: Arcane Asunder
9th-level Arknight feature
Your martial prowess has influenced the development of your spellcasting. You no longer expend a use of Spell Strike to cast a cantrip with that feature.
In addition, when you use Spell Strike to cast a spell that deals damage, you can choose to change the weapon’s damage type to that of one of the spell's damage types. If the spell is 1st level or higher, you can roll one additional damage die and add it to the spell's damage roll.
Level 15: Spell Wound
15th-level Arknight feature
The wounds you inflict on your enemies become opportunities for your spellcasting. You always have the Glyph of Warding spell prepared and do not require material components when you cast it. You can cast it once without expending a spell slot. Once you cast this spell this way, you can’t do so again until you finish a Long Rest.
In addition, when you cast Glyph of Warding you can change the casting time of the spell to a Bonus Action which you immediately take after hitting a target with a melee weapon and can be cast on creatures. The spell also no longer ends if the surface, object, or creature is moved more than 10 feet from where you cast this spell.







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