Base Class: Fighter
The Tech Knight combines the study of magic, the study of the blade, and a mastery of the mechanical arts. Tech Knights take on the spells used by Artificers, and use them in tandem with unique fighting styles to best their foes and defend the innocent. They focus their studies on abjuration, conjuration, and evocation. Abjuration spells grant a Tech Knight additional protection in battle, conjuration spells allow the Tech Knight to summon aid to themselves and their allies in need, and evocation spells deal damage to many foes at once, extending the Tech Knight's reach in combat. These Knights learn a comparatively small number of spells, keeping them logged in an internal database.
A Tech Knight is usually someone of a fair amount of wealth, as to become a Tech Knight, one must have a lot of wealth, for the way one becomes a Tech Knight is a long and arduous path. To become a Tech Knight, one must first learn many styles of combat, which is then supplemented with the learning of Artificer spells. The process to fully become a Tech Knight is done by the engraining of tech into the Tech Knight's body, wherein the Tech Knight will make their own upgrades which are then surgically implemented into the Knight. Once this occurs, the training is complete and all skills are used in tandem.
Tool Master
As part of your training to become a Tech Knight, you have become a master of Thieves' Tools and Tinker's Tools.
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 artificer spell list.
Cantrips
You learn two cantrips of your choice from the artificer spell list. You learn an additional artificer cantrip of your choice at 10th level.
Spell Slots
The Tech Knight Spellcasting table shows how many spell slots you have to cast your artificer 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 alarm and have a 1st-level and a 2nd-level spell slot available, you can cast alarm using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level artificer spells of your choice, where one must be abjuration, one conjuration, and one must be conjuration, and one must be evocation
The Spells Known column of the Tech Knight Spellcasting table shows when you learn more artificer spells of 1st level or higher. Each of these spells must be an abjuration, conjuration, 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 artificer spells you know with another spell of your choice from the artificer spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration, conjuration, 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
Intelligence is your spellcasting ability for your artificer spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a artificer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Tech 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 |
Built-in Weapon
As your training has turned you into part machine, you are able to build up to two weapons of your choice into your body.
At 3rd level, you are able to perform a mechanical procedure for 1 hour to build a weapon of your choice within your arm or hand, which can be deployed when needed. You perform the procedure over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which the weapon is forged into your arm or hand.
Once you have built a weapon into yourself, you can’t be disarmed of that weapon unless that limb is amputated..
You can have up to two built-in weapons, but can summon only one at a time with your bonus action. If you attempt to build in a third weapon, you must remove one of the other two.
New Toys
As a Tech Knight you get a set of Thieves' Tools and Tinker's Tools.
Magic of the Knights
Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
Mechanists' Bonds
At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Esper's Gift
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action.
Magic of the Blades
Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
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