Fighter
Base Class: Fighter

 

Note I: Please, please talk to your DM before choosing to play a Spark Knight. Spark Knights will not fit thematically or mechanically into every game. 

Note II: The Spark Knight is a reasonably complex subclass, one requiring you to keep track of two things of Hit Points, two Dexterity and Strength Scores, Armor Classes, Speeds and more. Personally, I split applicable boxes into two sections, with one section dedicated to Spark Knight Armor stats, and the other to your Player Character's stats. You may also consider highlighting which abilities are only applicable while in your Spark Knight Armor.

Spark Knights are a fearsome sight to behold. They walk the battlefield in large mechanical suits of armor, destroy battlements, and give protection to allies and slay enemies. The most powerful Spark Knights completely understand their armor and use experimental upgrades to tackle new challenges, improve existing equipment, or overclock their machine's engines to dangerous limits. 

In some settings, the name Spark Knight is literal, as becoming the knight of a king or queen means the completion of one's training and the receiving of a suit of Spark Knight Armor. In other settings, such as Eberron, Spark Knights function as front line fighters, wielding the inventions of brilliant artificers. In other realms, Spark Knights are a truly bizarre, possibly a one of a kind, invention of a brilliant inventor or mad genius (who may be you!). Talk to your DM about the origins of your Spark Knight Armor, and how the rest of the world views your suit. 

Additionally, Spark Knights come in different shapes and forms. Some Spark Knight Armor suits are large, hollow mechs that follow their wearers around until they are to be deployed. Other suits are heavy mechanical packs that unfold when activated. Discuss with your DM the form of your Spark Knight Armor, how its powered, and possible maintenance you must do. 

Bonus Proficiencies

At level 3 you gain proficiency with smith's tools and tinkerer's tools if you are not proficient already. 

Spark Knight Armor

At third level, You attain a specialized suit of heavy armor, with which only your are proficient: your Spark Knight Armor. You can don and doff your Spark Knight Armor as a bonus action. When you don your Spark Knight Armor you gain a number of effects

  • You can add your Intelligence modifier to your Strength Score and you gain advantage on Strength saves and checks
  • Your Dexterity score becomes a 7 
  • The AC of the Spark Knight Armor is 15 + your Proficiency Bonus
  • You become resistant to all damage except necrotic, physic, and poison damage
  • You deal double damage to objects and structures
  • Your speed becomes 25 feet
  • Your size category increases by one (ex. medium to large)

Your Spark Knight Armor has a pool of hit points, 15 for each level you have in Fighter. Whenever you take damage that the armor gives you resistance against (but before applying resistances, immunities and vulnerabilities) subtract the amount from this pool. The armor cannot take half damage from constitution saving throws. If this pool of Hit Points reaches 0 the Spark Knight Armor is temporarily broken, and you become restrained and incapacitated, except you retain the ability to doff the armor. While the Spark Knight Armor is broken in this way it takes both an action AND a bonus action to don or doff it.

If you have access to your Smith's Tools or Tinkerer's Tools, All Hit Points are restored to the armor over a long rest. You can restore half of the hit points over a short rest with the tools.

 

Upgrades

At level 3 you begin customizing your Spark Knight Armor, and add one Upgrade from the Upgrade list. You add one additional upgrade at levels 7, 10 15, and 18. If an upgrades replicates a spell effect your Spell Save DC is 8 + Proficiency + Intelligence Modifier and your Spell Attack Bonus is Intelligence + Proficiency.

Arcane Weapon

Using a power cell, you channel energy into your Spark Knight Armor as a bonus action, and choose one damage type: fire, lightning, or thunder, and choose one weapon. Until the effect ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. It lasts for 10 minutes or until you end the effect, again with a bonus action. You can perform this 2 times per long rest. The damage increases to 1d8 at level 10 and 1d10 at level 15.

Burning Hands

A somewhat unorthodox and dangerous use of an oil canister let's you, as an action, spray lit oil from your Spark Knight Armor, recreating the effects of a 1st level Burning Hands spell. It increases to a 2nd level spell at 7th level, 3rd level spell at 10th level, 4th and level 15, and 5th at level 18. You can perform this 2 times per short rest. 

Lighting Blast

As an action, you use a spark and some fancy techniques to blast lighting and batter all creatures within 10 feet of you. Each creature in that area must make a Strength saving throw. On a failed save, a target takes 2d6 lightning damage and cannot take reactions until their next turn. On a successful save, the creature takes half damage, but suffers no other effect. The damage increases to 3d6 at level 7, 4d6 at level 10, 5d6 at level 15, and 6d6 at level 18. You can perform this two times per short rest.

Leg Improvement

Using improved parts and reinforced supports, you improve the legs of your Spark Knight Armor. Your speed increases to 40 ft and you jump distance now doubles. You can now jump as a bonus action separate to your movement.

Overdrive

You overclock your Spark Knight Armor and gain the ability to push your it past it's limits. As an action, you gain the effects of Haste. Starting next round you both 1)Take 1d4 + 2 points of fire damage at the beginning of every one of your turns and 2) At the end of everyone of your turns you must make a DC 11 Intelligence check to keep your Spark Knight Armor functioning. If you fail the check, the spell ends, and you also become Restrained until next turn. You can perform this once per long rest.

Smoke Screen

With a creative use of pressurized gas canisters, you can now deploy a Fog Cloud centered on yourself as an action. You can use this twice per short rest. Alternatively, you can use both charges of the Smoke Screen and deploy a Stinking Cloud.

Earth Pound

You have improved the pistons in your Spark Knight Armor to create a large stomp. As an action, you stomp on the ground like a large jackhammer, creating the effects of a 1st level Earth Tremor spell in a 10 ft radius circle centered on yourself. It increases to a 2nd level spell at 7th level, 3rd level spell at 10th level, 4th and level 15, and 5th at level 18. You can perform this 2 times per short rest.

Repair

Starting at level 7, as an action, you can use your tinker's tools to replenish the 4d6 + Intelligence modifier. You can do this a number of times equal to your intelligence modifier per long rest. This increases to 6d6 at 10th level and 8d6 at 15th level. 

Upgrade

At level 7 you can add one new Upgrade to your Spark Knight Armor.

Upgrade

At level 10 you can add one new Upgrade to your Spark Knight Armor.

Quick Repair

You have spent so much time in your suit of armor, that you know it like the back of your own hand. Because of this, you know how to quickly repair damage. You can now perform your repair action as a bonus action.

Upgrade

At level 15 you can add one new Upgrade to your Spark Knight Armor.

Upgrade

At level 18 you can add one new Upgrade to your Spark Knight Armor.

Previous Versions

Name Date Modified Views Adds Version Actions
8/13/2020 4:30:07 AM
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8/13/2020 7:31:50 PM
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