Fighter
Base Class: Fighter

An Armamentalist, also known as Magic Knight is a Warrior that posseses prowess with Offensive as well as Support Magic and but is also a formidable Fighter. An Armamentalist studies the blade as well as Magic, they are the perfect Mix between a Wizard and a Fighter.

Level 3: Force

You can learn Force Imbues that you can use as a Bonus Action. You learn an additional Force at 5th, 7th, 9th, and 11th level. Each time you gain a Force, you must choose one you don't already know.

Fire Force - Imbue yourself or an Ally you can see with Magic flames, your weapon or unarmed attacks deal additional 1d6 fire damage. Additionally once on each of the imbued creature's turns when it hits with a weapon attack, the target must succeed on a Constitution saving throw or take 1d4 fire damage at the start of its next turn. The creature repeats the save at the end of its turn, ending the effect on a success.

Frost Force - Imbue yourself or an Ally you can see with Magic Ice, your weapon or unarmed attacks deal additional 1d6 ice damage. Additionally a creature damaged by this Force has its speed reduced by 10 feet until the start of its next turn (once per turn).

Gale Force - Imbue yourself or an Ally you can see with Magic Lightning, your weapon or unarmed attacks deal additional 1d6 lightning damage. Additionally while imbued, the creature's speed increases by 10 feet and it ignores difficult terrain caused by nonmagical effects.

Funereal Force - Imbue yourself or an Ally you can see with Necrotic energy, your weapon or unarmed attacks deal additional 1d6 Nectrotic damage. Additionally a creature damaged by this Force can't regain hit points until the start of your next turn (once per turn).

Life Force - Imbue yourself or an Ally you can see with Radiant energy, your weapon or unarmed attacks deal additional 1d6 Radiant damage. Additionally Once per turn when the imbued creature deals radiant damage, it gains temporary hit points equal to your proficiency bonus + your Fighter level divided by 2 (rounded up).

An imbuement lasts for 1 minute.

Level Scaling:
Level 5: You can now choose yourself AND an ally or 2 allies to imbue with Force. You can only choose one Force to imbue, if you imbue yourself with Fire, the chosen ally cannot be imbued with a different force, same with two allies, they get the same force.

Level 7: The additional damage dealt by your imbued force is now 1d8

Level 9: You can now imbue yourself and two allies or three allies.

Level 11: The additional damage dealt by your imbued force is now 1d10

Level 13: you can now imbue yourself and three allies or imbue 4 allies.

Level 15: The additional damage dealt by your imbued force is now 1d12

Level 3: Tactical Imbuement

Your understanding of magical weapons allows you to prepare allies before battle.

When you roll initiative, you may immediately imbue one creature with a Force you know. This does not require an action or bonus action.

Level 3: Rallying Surge

When you use Action Surge, you may choose one ally within 30 feet.

That ally can immediately use their reaction to make one weapon attack or move up to half their speed without provoking opportunity attacks.

If that ally is imbued with one of your Forces, they can instead immediately take the Attack action (one attack only).

Level 7: Arcane Analysis

You have learned to read magical energies in combat.

Whenever a creature takes damage from one of your Forces for the first time, you learn:

  • Resistances
  • Immunities
  • Vulnerabilities

Additionally...

Once per turn when a creature under one of your Forces damages an enemy, you may change that Force's damage type to another Force you know until the start of your next turn.

Level 10: Refined Force

Each Force gains an additional property.

Fire

  • Burning creatures can't benefit from invisibility and the fire damage increases to 1d8 fire damage per turn. A creature can only be affected by one instance of this burning effect at a time.

Frost

  • If a creature already has its speed reduced by Frost Force and is hit again, its speed becomes 0 until the start of its next turn. Creatures whose speed becomes 0 are restrained until the start of their next turn.

Gale

  • Opportunity attacks against the imbued creature are made with disadvantage. Additionally the movement increases by an additional 5 feet

Life

  • One Ally within 5 feet also gains the temporary HP you gain. If they already have Temp HP that are higher than the Temp HP they would gain from this effect you gain half those Temp HP additionally to the Temp HP you already get.

Funereal

  • A creature prevented from regaining hit points also has disadvantage on the next Constitution saving throw it makes before the start of your next turn.

    Additionally you can increase your STR or DEX by 1

 

Level 10: Force Transference

Your mastery over magical armaments allows you to redirect enchantments as the battle evolves.

 

As a bonus action, you may move one Force Imbuement you created from one willing creature to another willing creature you can see within 60 feet. The duration of the imbuement remains unchanged.

Additionally, whenever an imbued creature is reduced to 0 hit points, you may use your reaction to immediately transfer its Force to another willing creature within 30 feet.

On top of that when a creature under one of your Forces hits a creature that is resistant or immune to that Force's damage type, you may immediately change that Force into another Force you know without using a bonus action.

This transformation regains it's timer back to the full minute.

Level 15: Elemental Exploitation

Your mastery over magical armaments allows you to exploit an enemy's elemental weaknesses.

When a creature imbued by one of your Forces deals Force damage to a target that has vulnerability to that damage type, the Force damage is maximized.

In addition, the Force damage dealt by your Forces ignores resistance to its damage type.

On top of that you can turn now imbue yourself and allies with 2 Force imbuments.

Whenever a creature under two Forces hits with a weapon attack, both secondary effects trigger, even if they normally only trigger once per turn.

 

Level 18: Master Armamentalist

Once per long rest, as a bonus action, every creature of your choice within 30 feet becomes imbued with every Force you know for 1 minute.

While under this effect:

  • they gain every secondary Force benefit simultaneously
  • their Force damage becomes 2d12
  • whenever they hit a creature, they can choose up to 3 secondary effects to trigger at the same time.

Previous Versions

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7/11/2026 4:36:00 PM
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