Fighter
Base Class: Fighter

Celestial Knight's have souls touched by celestial powers, and have trained is using these powers to augment there fighting prowess, healing allies, protecting themselves, and smiting enemies. Many celestial knights drawn their powers from a gift, others draw it from a bloodline, others still were exposed to a region of powerful divine magic. Whatever the source, celestial knights can use this power to augment their strengths, smiting foes with ease. Celestial knight usually either follow a strict code, similar to paladins, or follow a deity, similar to clerics. 

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.

Cantrips

You learn two cantrips of your choice from the cleric spell list. You learn an additional cleric cantrip of your choice at 10th level.

Spell Slots

The Celestial Knight Spellcasting table shows how many spell slots you have to cast your cleric 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice, two of which you must choose from the abjuration and evocation spells on the cleric spell list.

The Spells Known column of the Celestial Knight Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Celestial Knight Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

4th

2

4

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

3

7

4

3

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

 

Divine Proficiencies

at 3rd level, you gain proficiency in religion, and your choice of medicine or persuasion.

Sacred Casting

beginning at level 6, you can cast spells as rituals. additionally, you learn 2 spells of your choice. the spells may be from any classes spell list, but must have the ritual tag. these spells count as cleric spells for you, but don't count against the number of cleric spells you can learn. 

when you cast a spell as a ritual, you may choose a creature the spell effects. That creature gains one sacred die, a d4.

Once within the next hour, the creature can roll the die and add the number rolled to one saving throw or attack roll. The creature can wait until after it rolls the d20 before deciding to use the sacred die, but must decide before the DM says whether the roll succeeds or fails. additionally, creature may use a reaction when they are targeted by an attack, to roll the die and add it to their armor class for the attack. Once the sacred die is rolled, it is lost. A creature can have only one sacred die at a time.

Divine Smite

starting at 10th level, when you deal damage with a weapon attack, you may expend a spell slot, to deal additional radiant damage equal to half your level, plus a number of d6s equal to the spell slots level.

Celestial Charge

when you reach level 15, when you use your action surge, you may give you or another creature within 50 feet of you, a sacred die. you may do this before or after taking the additional action.

Improved Sacred Casting

beginning at 18th level, you gain the following benefits: 

  • your sacred dice becomes a d6
  • when you cast a ritual spell, you may also give yourself a sacred die, in addition to the one given to the creature it affects. if it already affected you, you do not give yourself 2.
  • casting a spell as a ritual takes only 1 minute longer, instead of 10
Celestial Knight Image

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