Base Class: Fighter
The Kingsglaive is an elite group of soldiers that defends their nation's crown capital. It is referred to colloquially as the Glaive, and it is blessed with the monarch's magic. The monarch's magical powers enable them to teleport, cast elemental spells and magical protective barriers, and forge weapons from thin air, and the monarch lends these powers to the Glaives who in turn are sworn to serve the crown. The Glaives' recurring theme is to fight to preserve hope for the future even in a losing battle.
Among the Kingsglaive's members are warriors who participate in military operations, and mages who provide cover for the aforementioned by casting powerful spells. The Glaive receives its orders from both the Monarch and one leading member known as the Captain, but it otherwise lacks a ranking system. No soldier within the group is subservient to another.
Level 1: BugFix
This is a bug fix, ignore it
Level 3: Warp Strike
Starting at 3rd level, your training grants you the ability to “warp” across the battlefield, striking with speed granted by Monarch-blessed magic. Kingsglaive members know warping as a form of magic. To warp, one must use the magic of the Monarchs, either by being royalty themselves, or by the monarch lending their power to the Kingsglaive. Appropriate training is also required. Warping can be done by any weapon type, but is fastest and covers the most distance if done with Light Weapons. A warp-strike is when you warp into an enemy's space and use that to swiftly attack them.
All melee weapons you wield gain the Thrown property with a normal range of 30 feet and a long range of 90 feet. The weapon uses its normal damage and damage type when thrown in this way.
Whenever you take the Attack action, you can replace any one melee weapon attack you make as part of that action with a Warp Strike. To do so, you throw your weapon as part of that attack. Hit or miss, if the weapon lands within 30 feet of you, you teleport to the weapon’s location in a flash of magical energy. Immediately after you teleport, the weapon reappears in your hand as part of the same action.
You can use Warp Strike once per attack you make. For example, a fighter of 11th level (with two uses of Extra Attack) can use Warp Strike up to three times when they take the Attack action.
You can flavor the visual appearance of your warp however you wish.
Spellcasting Interactions.
This teleportation is considered conjuration magic for the purpose of effects such as antimagic fields.
For the sole purpose of making opportunity attacks, Warp Strike is treated as though it were a spell with a casting time of 1 action. A creature must have the War Caster feat to use Warp Strike to make an opportunity attack.
Warp Strike improves at 7th level and again at 15th level.
Level 3: Spellcasting
Crystal Magic
Starting at 3rd level, your connection to the Crystal through your Monarch grants you access to a set list of spells. You may cast these spells with any spell slots you have available, and Constitution is your spellcasting ability modifier, as the Crystal's magicks are tied to a life force, be that yours, or your Monarchs.
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fighter Level |
Cantrips Known |
— Spell Slots per Spell Level — |
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|---|---|---|---|---|---|
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1st |
2nd |
3rd |
4th |
||
|
3rd |
3 |
2 |
— |
— |
— |
|
4th |
3 |
3 |
— |
— |
— |
|
5th |
3 |
3 |
— |
— |
— |
|
6th |
3 |
3 |
— |
— |
— |
|
7th |
4 |
4 |
2 |
— |
— |
|
8th |
4 |
4 |
2 |
— |
— |
|
9th |
4 |
4 |
2 |
— |
— |
|
10th |
4 |
4 |
3 |
— |
— |
|
11th |
4 |
4 |
3 |
— |
— |
|
12th |
5 |
4 |
3 |
— |
— |
|
13th |
5 |
4 |
3 |
2 |
— |
|
14th |
5 |
4 |
3 |
2 |
— |
|
15th |
5 |
4 |
3 |
2 |
— |
|
16th |
6 |
4 |
3 |
3 |
— |
|
17th |
6 |
4 |
3 |
3 |
— |
|
18th |
6 |
4 |
3 |
3 |
— |
|
19th |
6 |
4 |
3 |
3 |
1 |
|
20th |
6 |
4 |
3 |
3 |
1 |
Cantrips.
You learn three cantrips of your choice from the Kingsglaive spell list. You learn one additional Kingsglaive cantrip of your choice at 10th level.
Spell Slots
The Kingsglaive Spellcasting table shows how many spell slots you have to cast your Kingsglaive 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.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
At 3rd level, you know all 1st-level spells from the Kingsglaive spell list.
When you gain access to a new level of spells (as shown in the Kingsglaive Spellcasting table), you automatically learn all spells of that level from the Kingsglaive spell list. These spells are always prepared for you, and you cannot replace or exchange them when you gain a level in this class.
Spellcasting Ability
Constitution is your spellcasting ability for your Kingsglaive spells, as your magic is drawn from the Crystal’s life force. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Kingsglaive spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Kingsglaive Spell List
Cantrips (0 Level)
Guidance, Fire Bolt, Frostbite, Message, Prestidigitation, Shocking Grasp
1st Level
Absorb Elements, Burning Hands, Ice Knife, Shield
2nd Level
Invisibility, Misty Step, Rime’s Binding Ice, Scorching Ray, Vortex Warp
3rd Level
Fireball, Lightning Bolt, Spirit Shroud (cold damage only), Thunder Step
4th Level
Dimension Door, Ride the Lightning
Level 7: Counterstrike
At 7th level, you can retaliate the moment you are struck. When a creature deals damage to you, you can use your reaction to make a spell attack against that creature. The attack must be melee or ranged, matching the type of the triggering attack (melee for a melee attack, ranged for a ranged attack).
As part of this reaction, a crystalline weapon briefly forms in your hand, producing its own ammunition if it is a ranged weapon. On a hit, the attack deals 1d8 lightning damage and 1d8 force damage, and then the conjured weapon vanishes.
You can use this feature a number of times equal to your Constitution modifier + half your proficiency bonus (rounded down), and you regain all expended uses when you finish a long rest.
Additionally, you can now use your Warp Strike feature to escape the Grappled condition.
Level 10: Elemancy Strike
At 10th level, when you take the Attack action on your turn, you can replace one of the attacks with the casting of a cantrip from your Kingsglaive spell list that has a casting time of 1 action.
Level 15: Warp Strike Mastery
At 15th level, you have achieved mastery over your Crystal-granted warping abilities.
The normal and long ranges of your thrown weapons granted by Warp Strike both double, becoming 60/180 feet. In addition, when you hit a creature with a Warp Strike, you deal an additional 1d8 force damage.
These benefits apply only to your Warp Strike feature and do not modify your normal ranged weapon attacks.
Level 18: Hero of the Glaive
Starting at 18th level, you can enter a heightened state of crystalline power known as the Hero’s Flow, greatly enhancing your abilities at the risk of overwhelming strain.
You can activate Hero's Flow as an action. The state lasts for 10 minutes. It ends early if you choose to end it (no action required), if combat ends, or if you fail three Hero’s Flow saving throws. While Hero’s Flow is active, you make saving throws normally, adding your proficiency bonus if you are proficient, and you can still benefit from bonuses provided by magic items. However, you cannot add bonuses granted by spells or class features (such as Aura of Protection or Flash of Genius), and you can’t reroll any of these saving throws using features such as Indomitable.
Hero's Flow
While Hero’s Flow is active, you gain the following benefits:
Misty Step Surge. Once on each of your turns, you can cast Misty Step without using a spell slot or any action. Casting it this way does not prevent you from casting it again as a bonus action.
Unhindered Casting. You can cast any number of leveled spells on your turn, provided you have the actions to do so.
Enhanced Warp Strikes. Whenever you hit with a Warp Strike, you deal an additional 1d8 force damage until the end of your turn. This bonus damage stacks with each successful Warp Strike you make that turn (1d8 → 2d8 → 3d8, and so on).
Flow Strain
Beginning on the turn after you activate Hero’s Flow, and at the start of each of your turns while it remains active, you must make a DC 25 Constitution saving throw. On a successful save, nothing happens and you maintain your state. On a failed save, you gain 1 level of exhaustion. If you roll a natural 1, the save automatically fails regardless of modifiers, and you gain 2 levels of exhaustion instead. Exhaustion gained in this way can only be removed with a long rest, removing all exhaustion levels gained from this feature once the rest is completed.
Hero’s Flow ends immediately once you have accumulated three failed saving throws, whether or not they occur consecutively.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/1/2026 3:20:43 PM
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66
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17
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Alpha
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Coming Soon
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