Fighter
Base Class: Fighter

Arcane Knights are not scholars of magic. They carry no spellbooks, memorize no incantations, and bargain with no otherworldly powers. Instead, they are living conduits through which raw arcane energy flows into the world.

Whether born with this connection, transformed by exposure to overwhelming magic, or awakened through some extraordinary event, an Arcane Knight possesses a bond with the arcane that is fundamentally different from conventional spellcasting. Their greatest challenge is not learning how to summon power, but learning how to survive it.

Through relentless martial training and extraordinary discipline, Arcane Knights learn to direct this energy through their bodies and weapons. Their strength can exceed mortal limits, their movements become impossibly fast, and even an ordinary blade becomes a devastating magical weapon in their hands. As their mastery grows, the power contained within them begins to spill beyond their physical form, creating echoes of their movements and manifestations of their arcane presence.

The greatest Arcane Knights transcend the limitations of a single mortal body entirely. Their arcane presence becomes powerful enough to take physical form, allowing the warrior to fight alongside a manifestation of themselves as though one consciousness inhabits two bodies.

An Arcane Knight does not wield magic.

The Arcane Knight is the weapon.

Arcane Conduit

Your body is a living conduit for raw arcane power. Through discipline and physical conditioning, you have learned to contain that power and release it in controlled bursts. When your reserves are exhausted, you can force still more power through yourself, though doing so risks progressively catastrophic consequences.

Arcane Dice. You have four Arcane Dice, which are d6s. An Arcane Die is expended when you use it.

 

Your Arcane Die changes as you gain Fighter levels: to a d8 at Fighter level 7, a d10 at Fighter level 15, and a d12 at Fighter level 18.

You gain a fifth Arcane Die at Fighter level 10 and a sixth Arcane Die at Fighter level 18.

You regain all expended Arcane Dice when you finish a Long Rest. When you finish a Short Rest, roll 1d4 + 1 and regain that many expended Arcane Dice, up to your maximum number of Arcane Dice.

When your maximum number of Arcane Dice increases to five at Fighter level 10, this recovery increases to 1d4 + 2. When your maximum number of Arcane Dice increases to six at Fighter level 18, this recovery increases to 1d4 + 3.

Arcane Ability. Constitution represents your ability to withstand and control the power flowing through you. If an Arcane Knight feature requires a saving throw, your Arcane save DC equals 8 + your Constitution modifier + your Proficiency Bonus.

When you would expend an Arcane Die while you have no Arcane Dice remaining, you can instead force additional arcane power through your body and use Arcane Overdrive. You use the feature normally, including rolling your Arcane Die if the feature requires it.

Immediately after the feature resolves, you must make a Constitution saving throw. The DC equals 12 + twice the number of times you have previously used Arcane Overdrive since your last Long Rest. Thus, your first Arcane Overdrive saving throw has a DC of 12, your second has a DC of 14, your third has a DC of 16, and so on.

You have Advantage on the first Arcane Overdrive saving throw you make after finishing a Long Rest.

On a failed saving throw, you suffer Arcane Backlash. The severity of the backlash is determined by the number of Arcane Overdrive saving throws you have failed since your last Long Rest.

Damage you take from Arcane Backlash can't be reduced or prevented in any way.

First Failure — Arcane Backlash. You take Force damage equal to two rolls of your Arcane Die.

Second Failure — Conduit Strain. You take Force damage equal to three rolls of your Arcane Die and gain 1 level of Exhaustion.

Third Failure — Conduit Fracture. You take Force damage equal to four rolls of your Arcane Die, gain 1 level of Exhaustion, and have Disadvantage on further Constitution saving throws caused by Arcane Overdrive until you finish a Long Rest.

Fourth Failure — Arcane Rupture. You take Force damage equal to five rolls of your Arcane Die and gain 1 level of Exhaustion. Your Hit Point Maximum is also reduced by an amount equal to one roll of your Arcane Die.

This reduction isn't removed by finishing a Short or Long Rest. It can be restored by Greater Restoration, Wish, or similarly powerful magic at the DM's discretion.

Suffering Arcane Rupture doesn't prevent you from continuing to use Arcane Overdrive.

Fifth Failure — Conduit Collapse. The arcane power flowing through you overwhelms your ability to contain it. You take Force damage equal to six rolls of your Arcane Die and gain 1 level of Exhaustion. Your Hit Point Maximum is permanently reduced by an amount equal to two rolls of your Arcane Die, and your Constitution score is permanently reduced by 2, to a minimum of 3.

Immediately after you suffer this damage, uncontrolled arcane power erupts from your body. Every other creature within 20 feet of you must make a Dexterity saving throw against your Arcane save DC. On a failed save, a creature takes Force damage equal to six rolls of your Arcane Die and is pushed 20 feet directly away from you. On a successful save, the creature takes half as much damage and isn't pushed.

Unattended objects in the area take the eruption's full damage. The DM determines the eruption's effects on surrounding structures and terrain.

The reductions to your Hit Point Maximum and Constitution score caused by Conduit Collapse aren't removed by finishing a Short or Long Rest. Greater Restoration can restore either the Hit Point Maximum reduction or the Constitution reduction caused by Conduit Collapse (your choice). Wish or similarly powerful magic can restore both at the DM's discretion.

After suffering Conduit Collapse, you can't use Arcane Overdrive again until you finish a Long Rest.

Overdrive Recovery. Your number of Arcane Overdrive uses and failed Arcane Overdrive saving throws reset when you finish a Long Rest. Any Hit Point Maximum or Constitution reductions caused by Arcane Rupture or Conduit Collapse remain until restored by appropriate magic.

Arcane Backlash can reduce you to 0 Hit Points. If it does, you fall Unconscious and begin making Death Saving Throws as normal unless the damage kills you outright. In the case of Conduit Collapse, the resulting arcane eruption occurs even if its backlash damage reduces you to 0 Hit Points.

Arcane Armament

As a Bonus Action, you can expend one Arcane Die to flood your armaments with sustained arcane power. For 1 minute, arcane energy courses through your weapons and forms a protective field around your body and equipment.

While Arcane Armament is active, whenever you deal damage with a weapon you're wielding, you can cause the weapon's damage to become Force damage instead of its normal damage type. You also have Resistance to Force damage for the duration.

The Force damage conversion is optional each time you deal damage. You can allow a weapon to deal its normal damage type without ending Arcane Armament.

Arcane Strike. While Arcane Armament is active, when you hit a creature with a weapon attack, you can expend and roll one Arcane Die to momentarily overpower your Arcane Armament, driving a concentrated surge of raw arcane energy through the weapon. The attack deals additional Force damage equal to the number rolled on the Arcane Die. You can use Arcane Strike only once per turn.

Unrestrained Strike. Starting at Fighter level 10, when you use Arcane Strike, you can expend any number of your remaining Arcane Dice instead of one. Roll all the Arcane Dice expended, and the attack deals additional Force damage equal to the total rolled. Any additional Arcane Dice expended through Unrestrained Strike must come from your available Arcane Dice and can't be generated using Arcane Overdrive. If you have no Arcane Dice remaining, you can still use Arcane Overdrive to fuel Arcane Strike normally, but doing so provides only one Arcane Die.

Sustained Armament. When Arcane Armament would end, you can expend another Arcane Die to extend its duration by its normal duration. You can continue extending Arcane Armament in this way as long as you have Arcane Dice available.

Greater Armament. Starting at Fighter level 10, Arcane Armament's normal duration increases to 2 minutes. Each use of Sustained Armament extends its duration by another 2 minutes.

Perfect Armament. Starting at Fighter level 18, while Arcane Armament is active, your Resistance to Force damage becomes Immunity to Force damage.

Arcane Augmentations

You have learned to direct arcane power through your body in specialized ways. You learn three Arcane Augmentations of your choice from the options available to you. You learn one additional Augmentation when you reach Fighter levels 7, 10, 15, and 18.

Whenever you gain a Fighter level, you can replace one Augmentation you know with another Augmentation for which you qualify.

Unless an Augmentation states otherwise, the same Augmentation can affect a single attack, action, movement, ability check, saving throw, instance of damage, or other event only once. Whenever you expend an Arcane Die to use an Augmentation, mark off one use of your Arcane Dice.

Unless an Augmentation states otherwise, a creature can't benefit from multiple instances of the same Augmentation at the same time. If an Augmentation is used again while its previous effect is still active, the new use replaces the previous one.

Different Augmentations can affect the same attack, action, movement, ability check, saving throw, or other event if the requirements of each Augmentation are met. Each Augmentation must be activated separately and requires the expenditure of its own Arcane Die.

When multiple Augmentations modify the same value, apply any additive bonuses before applying multiplication unless an Augmentation specifically states otherwise.

Arcane Guard

When you are hit by an attack, you can use your Reaction and expend one Arcane Die, rolling the die and adding the result to your AC against the triggering attack. If this causes the attack to miss, you can immediately move up to 5 feet without provoking Opportunity Attacks.

Arcane Reach

When you make a melee weapon attack, you can expend one Arcane Die to project arcane power beyond the weapon's physical reach. For that attack, your reach with the weapon increases by 10 feet.

Arcane Reach doesn't turn the weapon into a ranged weapon, and the triggering attack remains a melee weapon attack.

Arcane Armament. If Arcane Armament is active when you use Arcane Reach, the projected weapon becomes substantially more stable. Your reach increases by 15 feet instead of 10 feet.

Boundless Reach. Starting at Fighter level 10, the normal reach granted by Arcane Reach increases to 20 feet, or 30 feet while Arcane Armament is active.

Arcane Reprisal

When a creature within your weapon's reach hits you with an attack and deals damage to you, you can use your Reaction and expend one Arcane Die to make one weapon attack against the triggering creature.

You must be able to see the triggering creature and be capable of making an attack against it.

Arcane Armament. If Arcane Armament is active when you use Arcane Reprisal and your weapon attack hits, roll the Arcane Die expended to activate Arcane Reprisal and add the number rolled to the attack's damage as Force damage.

Overwhelming Reprisal. Starting at Fighter level 10, if the triggering attack reduces you to half your Hit Point maximum or fewer, you make the weapon attack granted by Arcane Reprisal with Advantage.

In addition, if the triggering attack reduces you to 0 Hit Points but doesn't kill you outright, you can use Arcane Reprisal before falling Unconscious. Resolve Arcane Reprisal immediately after taking the triggering damage. Once the reprisal is resolved, you fall Unconscious as normal if you still have 0 Hit Points.

Arcane Rush

As a Bonus Action, you can expend one Arcane Die to flood your body with arcane power. Until the end of your turn, your Speed increases by 5 times the maximum value of your Arcane Die: +30 feet with a d6, +40 feet with a d8, +50 feet with a d10, or +60 feet with a d12.

Movement granted by Arcane Rush provokes Opportunity Attacks normally.

Empowered Rush. If Empowered Body is active, you can sustain Arcane Rush for as long as Empowered Body remains active. After the initial turn, the Speed bonus granted by Arcane Rush is halved. When this combined effect ends, you gain 1 level of Exhaustion, in addition to any Exhaustion gained from other sources.

Relentless Rush. Starting at Fighter level 10, when a creature you can see within 60 feet moves at least 5 feet, you can use your Reaction and expend one Arcane Die to immediately pursue it.

Move up to your Speed toward the triggering creature, increasing your Speed by the amount normally granted by Arcane Rush for this movement. This movement doesn't provoke Opportunity Attacks.

If you end this movement within the reach of a weapon you're wielding, you can make one attack with that weapon against the triggering creature as part of the same Reaction.

Relentless Rush is a separate use of Arcane Rush and when a creature's movement would allow you to use both Relentless Rush and make an Opportunity Attack against that creature, you must choose one or the other. You can't use Relentless Rush and make an Opportunity Attack in response to the same creature's movement.

Relentless Rush can't be sustained through Empowered Rush.

Concussive Strike

When you hit a Huge or smaller creature with a weapon attack, you can expend and roll one Arcane Die to channel a concussive burst through the weapon. The target must succeed on a Strength saving throw against your Arcane save DC or suffer one of the following effects of your choice:

Knockdown. The target has the Prone condition.

Repulsion. The target is pushed directly away from you a number of feet equal to 5 times the number rolled on the Arcane Die. When you reach Fighter level 10, the distance instead equals 10 times the number rolled on the Arcane Die.

Collision. If a creature pushed by Concussive Strike collides with a solid surface or object before traveling the full distance it would have been pushed, the creature takes 1d6 Bludgeoning damage for every 10 feet of forced movement it was unable to travel, to a maximum of 6d6. If fewer than 10 feet of forced movement remained when the collision occurred, the creature takes no additional damage. The collision ends the creature's forced movement.

Unused Forced Movement Collision Damage
10–19 ft. 1d6
20–29 ft. 2d6
30–39 ft. 3d6
40–49 ft. 4d6
50–59 ft. 5d6
60+ ft. 6d6

 

Falling Impact. If you descended at least 20 feet as part of a jump or using a Fly Speed immediately before making the weapon attack that triggered Concussive Strike, the impact releases a shockwave around the target.

The target takes additional Force damage based on the distance you descended: 1d4 if you descended at least 20 feet, 2d4 if you descended at least 40 feet, or 3d4 if you descended at least 60 feet.

Each creature of your choice within 10 feet of the target, other than you and the target, must make a Strength saving throw against your Arcane save DC. On a failed save, a creature takes the same Force damage and has the Prone condition.

If you descended at least 40 feet, the shockwave's radius increases to 20 feet. In addition, a creature that fails its saving throw is pushed 10 feet directly away from the target.

If you descended at least 60 feet, the target of your Concussive Strike and each creature affected by the shockwave have Disadvantage on their saving throws against this use of Concussive Strike.

The height reached using Impossible Leap or Arcane Ascension counts when determining how far you descended for Falling Impact.

Except for Falling Impact, Concussive Strike deals no direct additional damage.

Empowered Body

As a Bonus Action, you can expend and roll one Arcane Die, flooding your body with arcane power. The number rolled becomes your Empowerment value. Empowered Body lasts for 1 minute.

While Empowered Body is active, you gain the following benefits:

Physical Enhancement. Whenever you make a Strength, Dexterity, or Constitution ability check, you add your Empowerment value to the check.

This bonus doesn't apply to attack rolls, damage rolls, or saving throws.

Superhuman Strength. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Powerful Handling. While Empowered Body is active, a weapon you wield in one hand that doesn't have the Heavy property is treated as having the Light property for you. The weapon retains all its other properties.

Empowered Leaps. Your Long Jump and High Jump distances increase by a number of feet equal to your Empowerment value.

If another feature multiplies your jump distance, including Impossible Leap, apply the bonus from Empowered Body before multiplying the distance.

Sustained Empowerment. When Empowered Body would end, you can sustain it for 1 additional minute without expending another Arcane Die. If you do, you gain 1 level of Exhaustion when Empowered Body ends.

Once you choose to sustain Empowered Body in this way, voluntarily ending the effect early doesn't prevent you from gaining this Exhaustion.

Greater Empowerment. Starting at Fighter level 10, Empowered Body's normal duration increases to 2 minutes.

Titanic Handling. Starting at Fighter level 10, Powerful Handling also applies to weapons with the Heavy property that you wield in one hand.

While it is active, you instead count as two sizes larger when determining your carrying capacity and the weight you can push, drag, or lift, and the increase to your Long Jump and High Jump distances equals twice your Empowerment value.

You can still use Sustained Empowerment when the normal 2-minute duration ends, extending Empowered Body by 1 additional minute and gaining 1 level of Exhaustion when the effect ends.

Arcane Ascension. Starting at Fighter level 10, while Empowered Body and Arcane Armament are both active, you gain a Fly Speed equal to your Speed, and you can hover.

This Fly Speed changes whenever your Speed changes. If either Empowered Body or Arcane Armament ends while you are airborne, you fall unless another effect is keeping you aloft.

Forceful Impact

As part of your movement, after moving at least 10 feet in a straight line toward a creature, object, or structure, you can expend one Arcane Die to use Forceful Impact, using your own body as the weapon.

If the target is a creature that isn't Incapacitated, make an attack roll using your Strength modifier + your Proficiency Bonus. On a hit, the target takes Force damage based on the distance you have moved continuously in a straight line immediately before the impact:

10–29 feet: your Arcane Die + your Strength modifier.
30–59 feet: two Arcane Dice + your Strength modifier.
60 feet or more: three Arcane Dice + your Strength modifier.

The additional Arcane Dice are rolled only to determine the damage of Forceful Impact and aren't expended from your Arcane Dice pool.

After taking this damage, a creature no more than one size larger than you must make a Strength saving throw against your Arcane Save DC. On a failed save, you push the creature 10 feet directly away from you. On a successful save, the creature isn't pushed.

If your attack misses, the Arcane Die is still expended, but the target takes no damage and isn't pushed.

Objects and Structures. You can use Forceful Impact against an unattended nonmagical object or structure. No attack roll is required. Determine the damage normally based on the distance you traveled before the impact, but the object or structure takes twice the resulting Force damage.

For the purpose of determining whether you can break, burst through, or otherwise overcome an object or structure with Forceful Impact, you count as two sizes larger than your actual size.

Juggernaut. Starting at Fighter level 10, objects and structures struck by Forceful Impact take three times the resulting Force damage instead of twice.

In addition, when you successfully push a creature with Forceful Impact, you can immediately continue moving through the space it vacated. Your movement doesn't provoke Opportunity Attacks from that creature for the remainder of the current turn.

While Empowered Body is active, successfully pushing a creature or breaking through an object or structure with Forceful Impact allows you to maintain Unstoppable Momentum. You can continue moving in the same straight line and resolve Forceful Impact against additional creatures, unattended nonmagical objects, or structures you encounter during that continuous movement without expending additional Arcane Dice.

Each creature encountered requires a new attack roll and resolves the damage and Strength saving throw of Forceful Impact normally. You can continue through its space only if the creature is successfully pushed out of your path. Each object or structure resolves Forceful Impact normally, and you can continue through it only if you successfully break through it or otherwise clear a path.

The damage of each subsequent Forceful Impact is determined by the total distance you have traveled during the continuous straight-line movement. Once you have traveled at least 30 feet, subsequent impacts deal two Arcane Dice of damage, and once you have traveled at least 60 feet, subsequent impacts deal three Arcane Dice of damage.

Unstoppable Momentum ends if you miss an attack, fail to push a creature out of your path, fail to break through an object or structure, stop moving, change direction, or run out of movement. Ending Unstoppable Momentum doesn't otherwise prevent you from using any movement you still have available.

Impossible Leap

When you jump, you can expend one Arcane Die to propel yourself with a burst of arcane power. Until the end of the current turn, your Long Jump and High Jump distances are tripled, and you don't need a running start to make either type of jump.

Arcane Leap. When making a Long Jump with Impossible Leap, you can follow a natural arc through the air, rising to a height of your choice before descending toward your destination. Only the horizontal distance between where you begin the jump and where you land counts toward the distance of the jump and the movement required to make it. The height of the arc doesn't require additional movement.

The maximum height of the arc can't exceed half the horizontal distance of the jump. For example, a 60-foot Long Jump can carry you up to 30 feet above your starting point before you descend toward your destination.

When making a High Jump primarily to gain height rather than horizontal distance, the vertical distance traveled determines the jump's distance and movement cost instead.

While using Impossible Leap, every 2 feet of jump distance costs only 1 foot of movement. Your jumping movement can exceed your Speed provided you have sufficient movement remaining to pay this reduced movement cost.

Bonuses that increase your Long Jump or High Jump distance, including those granted by Empowered Body, are applied before Impossible Leap multiplies that distance.

You take no damage from falling until the end of your next turn.

Once you use Impossible Leap, you can't use it again until you land on a surface capable of supporting you or otherwise end the jump.

Transcendent Leap. When you reach Fighter level 10, your Long Jump and High Jump distances are instead multiplied by five, and every 3 feet of jump distance costs only 1 foot of movement.

Indomitable Body

As a Bonus Action, you can expend one Arcane Die to reinforce your body with arcane power. Roll the Arcane Die and gain Temporary Hit Points equal to the number rolled + your Fighter level.

When you activate Indomitable Body, you can also immediately end one of the following conditions affecting you: Grappled, Poisoned, or Prone.

If you end the Grappled condition in this way, you physically overpower the creature or effect restraining you and immediately break free.

Empowered Body. If Empowered Body is active when you use Indomitable Body, your already enhanced body can withstand even greater punishment. Instead of rolling your Arcane Die when determining the Temporary Hit Points gained from Indomitable Body, treat the die as though it rolled its maximum value.

Indomitable Form. Starting at Fighter level 10, you can also end the Restrained condition when you activate Indomitable Body.

In addition, while you have any Temporary Hit Points granted by Indomitable Body, you have Advantage on saving throws against being Paralyzed, Poisoned, or Stunned.

Deathless Conduit. Starting at Fighter level 18, you have Advantage on Death Saving Throws. This benefit requires no Arcane Dice and functions even while you are Unconscious.

 

Unyielding Conduit

When you fail a saving throw, you can expend and roll one Arcane Die and add the number rolled to the saving throw, potentially turning the failure into a success. You can use this Augmentation after you know that you failed the saving throw, but before the effects of the failure are resolved.

Unbound Conduit. Starting at Fighter level 10, when the bonus from Unyielding Conduit changes a failed saving throw into a successful one, and the effect would cause you to take half damage on a successful save, you instead take no damage.

Unbound Conduit provides no additional benefit if you succeeded on the original saving throw; Unyielding Conduit must turn a failure into a success for this effect to apply.

Improved Conduit

At 7th level, your connection to the arcane power flowing through you strengthens. Your Arcane Dice become d8s, and you learn one additional Arcane Augmentation of your choice.

See your Arcane Conduit and Arcane Augmentations features for the rules governing these improvements.

Greater Conduit

At 10th level, your number of Arcane Dice increases to five, and you learn one additional Arcane Augmentation of your choice.

Your mastery also unlocks the level 10 improvements described by Arcane Armament and your chosen Arcane Augmentations.

See your Arcane Conduit, Arcane Armament, and Arcane Augmentations features for the complete rules governing these improvements.

Superior Conduit

At 15th level, your mastery of the arcane power flowing through you reaches extraordinary heights. Your Arcane Dice become d10s, and you learn one additional Arcane Augmentation of your choice, bringing your total number of known Augmentations to six.

You also gain the Arcane Duplicate feature, allowing you to manifest a persistent physical duplicate of yourself through the power of your conduit.

See your Arcane Conduit, Arcane Augmentations, and Arcane Duplicate features for the complete rules governing these abilities.

Arcane Duplicate

Starting at Fighter level 15, you have learned to channel enough arcane power to manifest a physical duplicate of yourself.

Over the course of 1 minute, you can expend two Arcane Dice to create your Arcane Duplicate in an unoccupied space within 5 feet of you. The duplicate is a physical manifestation of your arcane power that perfectly resembles you and carries arcane replicas of your equipment.

Your Arcane Duplicate has no duration. It remains until it is reduced to 0 Hit Points, you dismiss it (no action required), or you create another Arcane Duplicate. You can have only one Arcane Duplicate at a time, and creating another immediately causes the previous duplicate to disappear.

If your Arcane Duplicate is reduced to 0 Hit Points, it disappears, and you can't create another until you finish a Long Rest.

Arcane Manifestation. Your duplicate uses the Arcane Duplicate stat block. It resembles you and duplicates your mundane armor, weapons, clothing, and other worn equipment when created. These objects are manifestations of the duplicate and disappear with it.

Magic items aren't duplicated. A manifested copy of a magical weapon, armor, or other item is instead a nonmagical version of that item and gains none of the original item's magical properties, bonuses, or abilities.

The duplicate has Hit Points equal to half your Hit Point maximum when created. Its Hit Point maximum changes if yours changes.

The duplicate can't regain Hit Points through rests, spells, Second Wind, or other effects that restore Hit Points. When you finish a Long Rest, you can expend one or more Arcane Dice to repair the duplicate. For each die expended, roll it; the duplicate regains Hit Points equal to five times the number rolled, up to its Hit Point maximum.

One Mind, Two Bodies. Your duplicate possesses your memories, personality, languages, knowledge, and mannerisms. It is not an independent creature in purpose; it is an arcane extension of your consciousness and instinctively understands and follows your intentions.

While you and the duplicate are within 1 mile of each other, you can communicate with it telepathically. While this connection exists, memories and information experienced by either of you are instinctively shared.

As an Action while the duplicate is within 1 mile, you can perceive through its senses until the start of your next turn. During this time, you are Blinded and Deafened with regard to your own senses.

If the duplicate travels more than 1 mile from you, it doesn't disappear. Your telepathic connection and memory sharing are suspended, and the duplicate continues following your last instructions using your knowledge and reasoning until the connection is restored.

Shared Conduit. Your duplicate knows every Arcane Augmentation you know and can use Arcane Armament and your Arcane Augmentations. However, it doesn't possess its own Arcane Dice. Whenever the duplicate expends an Arcane Die, it expends one from your Arcane Dice pool.

The duplicate can't use Arcane Overdrive.

The duplicate can't use your Action Surge, Second Wind, Indomitable, feats, species traits, or other class or subclass features unless Arcane Duplicate specifically grants access to them.

Arcane Combatant. Your duplicate rolls its own Initiative and takes its own turn. It understands and follows your commands without requiring an action from you. If you give it no specific command, it acts according to your intentions and prioritizes protecting you and itself.

The duplicate can move normally and take actions described in its stat block. When it takes the Attack action, it can make only one attack, regardless of the number of attacks you can make with your Attack action.

Perfect Duplicate. Starting at Fighter level 18, your mastery of the conduit allows your duplicate to maintain its own independent reservoir of arcane power.

Your Arcane Duplicate gains its own pool of four d12 Arcane Dice. These dice belong exclusively to the duplicate and are restored whenever you finish a Long Rest. The duplicate no longer expends dice from your Arcane Dice pool.

In addition, when your duplicate takes the Attack action, it can make two attacks instead of one, and your telepathic connection, shared memories, and ability to perceive through its senses function at any distance while you and the duplicate are on the same plane of existence.

The duplicate still can't use Arcane Overdrive.

 

Arcane Duplicate Stat Block

Arcane Duplicate
Medium Construct (or your size), your alignment

Armor Class: Equal to your current Armor Class
Hit Points: Equal to half your Hit Point maximum, rounded down
Speed: Equal to your current Speed

STR Equal to yours
DEX Equal to yours
CON Equal to yours
INT Equal to yours
WIS Equal to yours
CHA Equal to yours

Saving Throws: Uses your saving throw modifiers
Skills: Uses your skill modifiers
Senses: Same as yours
Languages: All languages you know
Proficiency Bonus: Equal to yours

Arcane Manifestation

The duplicate is a physical manifestation of you. It has your appearance, voice, memories, personality, knowledge, and mannerisms.

Its statistics change whenever the corresponding statistics on your character change.

The duplicate manifests copies of the armor and weapons you are wearing or carrying when you create it. These copies are nonmagical, even if the original equipment is magical, and disappear if separated from the duplicate for more than 1 minute.

The duplicate can't attune to or benefit from magic items.

Limited Fighter

The duplicate doesn't gain your Fighter features, feats, species traits, or other features except those specifically granted by Arcane Duplicate.

In particular, it doesn't have Action Surge, Second Wind, Indomitable, Extra Attack, or Weapon Mastery.

Actions

Manifested Weapon. Melee or Ranged Attack: The duplicate makes an attack using one of its manifested weapons. It uses your current attack modifier for that type of weapon, including any bonus to the attack roll granted by the weapon you were wielding when the duplicate was created.

On a hit, the manifested weapon deals its normal nonmagical weapon damage, including the appropriate Strength or Dexterity modifier. It doesn't gain any additional damage, properties, or other effects from the original weapon being magical.

At level 15, when the duplicate takes the Attack action, it makes one attack.

At level 18, it makes two attacks.

Arcane Conduit

At level 15, the duplicate can use Arcane Armament and any Arcane Augmentations you know. Whenever it would expend an Arcane Die, it instead expends one of your Arcane Dice.

The duplicate can't use Arcane Overdrive.

At level 18, the duplicate instead gains its own pool of four d12 Arcane Dice. It regains all expended Arcane Dice whenever you finish a Long Rest. Its Arcane Dice can't be transferred to you, and your Arcane Dice can't be transferred to it.

The duplicate still can't use Arcane Overdrive.

Perfect Conduit

At 18th level, your body has become a nearly perfect vessel for the arcane power flowing through you. Your number of Arcane Dice increases to six, and your Arcane Dice become d12s. You also learn one additional Arcane Augmentation of your choice, bringing your total number of known Augmentations to seven.

Your Arcane Armament and any chosen Arcane Augmentations that possess 18th-level improvements gain those benefits.

Your Arcane Duplicate also reaches its perfected form. It gains its own independent pool of four d12 Arcane Dice rather than expending dice from your pool, and it can make two attacks when it takes the Attack action. Your telepathic connection, shared memories, and ability to perceive through your duplicate's senses now function at any distance while you and your duplicate are on the same plane of existence.

See your Arcane Conduit, Arcane Armament, Arcane Augmentations, and Arcane Duplicate features for the complete rules governing these improvements.

Arcane Knight Image

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