Arcane Knight
Arcane Knights supplement their skill with the armements of war with arcane knowledge. Compared to mages who study only magic, Arcane Knights can only produce minor spells, but, when combined with their deadly skill with the weapons of warfare, these minor spells become potent enhancements.
You can magically bond yourself to a weapon of your choice. At the end of a short or long rest, you can touch a weapon, forging a magical bond between you and that weapon. You cannot be disarmed of a bonded weapon unless you are incapacitated. If it is on the same plane of existence, you can use a bonus action to instantly summon it to you. It can be used as a spellcasting focus for your Arcane Knight spells. You can have up to two bonded weapons at any one time, though, they must be summoned one at a time. If you bond a third weapon, you break the bond with one of the other two.
You have learned to produce arcane spells to enhance your abilities in combat. You gain the features listed below:
You can seamlessly weave minor spells with weapon attacks. When you use your action to cast an Arcane Knight spell you can make a weapon attack as a bonus action on that turn. Additionally, when you use your Action Surge, you can use the additional action to cast a spell.
Your strikes weaken your foe's resistance to your magic. If you hit a creature with a weapon attack, it has disadvantage on the first saving throw you force it to make against an Arcane Knight spell before the end of your next turn.
When you use Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can choose to teleport before or after the additional action from your Action Surge.
You expertly weave spell and sword together. When you take the Attack action on your turn, you can cast an Arcane Knight spell with a casting time of one action in place of one attack.
Weapon Bond
3rd-Level Fighter (Arcane Knight) FeatureYou can magically bond yourself to a weapon of your choice. At the end of a short or long rest, you can touch a weapon, forging a magical bond between you and that weapon. You cannot be disarmed of a bonded weapon unless you are incapacitated. If it is on the same plane of existence, you can use a bonus action to instantly summon it to you. It can be used as a spellcasting focus for your Arcane Knight spells. You can have up to two bonded weapons at any one time, though, they must be summoned one at a time. If you bond a third weapon, you break the bond with one of the other two.
Spellcasting
3rd-Level Fighter (Arcane Knight) FeatureYou have learned to produce arcane spells to enhance your abilities in combat. You gain the features listed below:
Spell Slots
The Arcane Knight Spellcasting table shows how many spell slots you have to cast your 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.Spells Known of 1st-Level and Higher
You know three 1st-level Arcane Knight spells. The Spells Known column of your Spellcasting table shows when you learn more spells of 1st-level or higher, of a level for which you have spell slots. When you gain a new spell, you can also replace one of your spells known with another spell from the Arcane Knight spell list. The spell must be of a level for which you have spell slots.Spellcasting Ability
Intelligence is your spellcasting ability for your Arcane Knight spells. You can use Intelligence whenever a spell refers to your spellcasting ability. You also use your Intelligence modifier when setting the saving throw DC or making a spell attack roll for an Arcane Knight spell.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Fighter Level | Spells Known | 1st Level | 2nd Level | 3rd Level | 4th Level |
---|---|---|---|---|---|
3rd | 3 | 2 | — | — | — |
4th | 4 | 3 | — | — | — |
5th | 5 | 3 | — | — | — |
6th | 5 | 3 | — | — | — |
7th | 6 | 4 | 2 | — | — |
8th | 6 | 4 | 2 | — | — |
9th | 7 | 4 | 2 | — | — |
10th | 7 | 4 | 3 | — | — |
11th | 8 | 4 | 3 | — | — |
12th | 8 | 4 | 3 | — | — |
13th | 9 | 4 | 3 | 2 | — |
14th | 9 | 4 | 3 | 2 | — |
15th | 10 | 4 | 3 | 2 | — |
16th | 10 | 4 | 3 | 3 | — |
17th | 11 | 4 | 3 | 3 | — |
18th | 11 | 4 | 3 | 3 | — |
19th | 12 | 4 | 3 | 3 | 1 |
20th | 12 | 4 | 3 | 3 | 1 |
War Magic
7th-Level Fighter (Arcane Knight) FeatureYou can seamlessly weave minor spells with weapon attacks. When you use your action to cast an Arcane Knight spell you can make a weapon attack as a bonus action on that turn. Additionally, when you use your Action Surge, you can use the additional action to cast a spell.
Enchanted Strikes
10th-Level Fighter (Arcane Knight) FeatureYour strikes weaken your foe's resistance to your magic. If you hit a creature with a weapon attack, it has disadvantage on the first saving throw you force it to make against an Arcane Knight spell before the end of your next turn.
Arcane Surge
15th-Level Fighter (Arcane Knight) FeatureWhen you use Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can choose to teleport before or after the additional action from your Action Surge.
Legendary Arcane Knight
18th-Level Fighter (Arcane Knight) FeatureYou expertly weave spell and sword together. When you take the Attack action on your turn, you can cast an Arcane Knight spell with a casting time of one action in place of one attack.
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