Base Class: Fighter
The Ward Knight, much like Eldritch Knights are masters of martial skills that also study the arcane. Ward Knights focus their studies on one school of magic; abjuration magic. They learn to weave magic into defensive wards and shields to protect themselves and allies from harm.
Force Manipulation
Starting at 3rd Level you learn how to manipulate force energy into offensive and defensive capabilities.
- Over Shield. You weave abjuration magic into a protective magical force that surrounds you, manifesting as a faint glowing Over Shield that covers you and your gear. On your turn you can activate your Over Shield using your Bonus Action. While active you gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. While your Over Shield is active you radiate dim light within 5 feet.
- Force Strike. You channel force energy around your unarmed fists. Your fists each count as simple melee weapon, and each deals 1d8 force damage on a hit plus your intelligence modifier.
Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency in the Arcana skill.
Sentinel's Ward
Starting at Level 7 you learn to enhance your abjuration magic to protect your allies from harm. A faintly shimmering barrier springs into existence in a 10-foot radius around you for one minute. For the duration, each friendly creature in the area (including you) gains the benefit of three quarter cover. You must use an action every turn to maintain the Sentinel's Ward. You can use the Sentinel's Ward once per Long rest.
Enhanced Over Shield
Starting at level 10 your Your Over Shield gains an extended range of 10 feet centered on you. While active you and any friendly creatures with in the radius gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. While your Over Shield is active you radiate dim light within 5 feet.
Enhanced Sentinel's Ward
Starting at level 15, You have honed your abjuration powers enhancing your Sentinel's Ward. While the Ward is active any hostile creature that enters or starts its turn within the radius must make a Constitution saving throw. The DC for this saving throw equals 8 + your Intelligence modifier + your proficiency bonus. On a failed save the creature suffers the blinded condition. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the the effect ends.
Perfected Sentinel's Ward
Starting at level 18, You have perfected your abjuration powers enhancing your Sentinel's Ward. While the Ward is active any friendly creature inside the radius of the ward gains a bonus to attack rolls equal to your intelligence modifier.
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