Fighter
Base Class: Fighter

A holy warrior on a divine mission, be it from a god or some equivalently malevolent force, you are a weapon of faith. You have learned to combine the prowess of a blade with the power of near immortal beings, the magic at your fingertips comes not from study and arcane research, but you channel it directly from your divine source of power, the entity you worship in turn only requires you spread your faith and devotion however they see fit.

Mechanically similar to an Eldritch Knight but with a more divine warrior approach, the Empyrean Knight changes the school for their spells from Wizard to Cleric, casting Divine magic instead of Arcane. For this effect, they also change their Spell Casting Ability from Intelligence to Wisdom. They also change a couple of the class abilities for more thematically religious abilities.

Contrary to many other Divine casters, Empyrean Knights don´t know all spells on their spell list. They have to learn spells like a normal Eldritch Knight would have to.

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 Empyrean 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 sanctuary and have a 1st-level and a 2nd-level spell slot available, you can cast sanctuary using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level cleric spells of your choice.

The Spells Known column of the Empyrean Knight Spellcasting table shows when you learn more cleric spells of 1st level or higher, 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.

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.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through prayer and memorization. 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

Empyrean 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

Superlunaris Bond

At 3rd level, you learn a number of prayers that imbue a weapon with the divine power of your deity. You perform the ritual over the course of 10 minutes, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and imbue it.

Your weapon counts as magical to ignore damage resistances against Fiends, Demons and the undead. Counts as spell focus while wielded, and you can perform the somatic components of spells when you have the bonded weapon in hand.

Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Empyrean Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Blessed Strike

At 10th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant or necrotic damage (based on the entity you worship) to the target. When you reach 15th level, the extra damage increases to 2d8.

Deity - Evil

Damage is Neurotic 

Deity - Good/Neutral

Deals Radiant damage

Channel the Divine

At 15th level, you gain the ability to channel the power of your god when you use your Action Surge. Gain a bonus on attack and saving throws equal to your Wisdom modifier, until your next turn.

Improved Empyrean Magic

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Previous Versions

Name Date Modified Views Adds Version Actions
1/24/2021 12:03:10 AM
10
2
1.0
Coming Soon
3/9/2021 10:18:28 PM
12
0
2.0
Coming Soon
3/24/2021 1:59:18 AM
14
0
2.5
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes