The Arcane Knight V3

The Arcane Knight V3

Level

Proficiency bonus

Features

Cantrips

known

Spell slots per spell level

1st

+2

Fighting style

1st

2nd

3rd

4th

5th

2nd

+2

Spellcasting

3rd

+2

Arcane guardian, Blood & iron, subclasses, subclass spells

3

2

– 

4th

+2

Ability Score Improvement (ASI)

3

3

5th

+3

Extra Attack

3

3

2

6th

+3

War Magic

3

4

3

7th

+3

Subclass feature

3

4

3

8th

+3

Ability Score Improvement (ASI)

3

4

3

9th

+4

    3

    4

    3

    2

    10th

    +4

    Unstoppable

    4

    4

    3

    2

    11th

    +4

    Subclass feature

    4

    4

    3

    3

    12th

    +4

    Ability Score Improvement (ASI)

    4

    4

    3

    3

    13th

    +5

      4

      4

      3

      3

      1

      14th

      +5

      Arcane blink

      4

      4

      3

      3

      1

      15th

      +5

      Subclass feature

      4

      4

      3

      3

      2

      16th

      +5

      Ability Score Improvement (ASI)

      5

      4

      3

      3

      2

      17th

      +6

        5

        4

        3

        3

        3

        1

        18th

        +6

        Arcane Blink (two uses)

        5

        4

        3

        3

        3

        1

        19th

        +6

        Ability Score Improvement (ASI)

        5

        4

        3

        3

        3

        2

        20th

        +6

        Subclass Feature

        5

        4

        3

        3

        3

        2

        Arcane Knight:

        Hit Points:

        Hit Dice: 1d10

        Hit Points at 1st Level: 10 + your Constitution modifier

        Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per arcane knight level after 1st

        Proficiencies

        Armor: light armor, medium armor, shields

        Weapons: simple weapons, martial weapons

        Tools:1 tool proficiency of your choice

        Saving Throws: Strength, intelligence.

        Skills: Choose 2 from arcana, Athletics, History, Insight, investigation, intimidation, and religion.

        Starting Equipment

        You start with the following items, plus anything provided by your background.

        1. Studded leather (light) or (b) scale mail (medium)

            (a) a martial weapon and a shield or (b) two simple/martial weapons

            (a) a light crossbow and 20 bolts or (b) a longbow and 20 arrows

            (a) a dungeoneer's pack or (b) an explorer's pack

        Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

        Multiclassing

        Ability Score Minimum: dexterity/strength 13, Intelligence 13

        When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.

        Armor: light armor, medium armor, shields.

        Weapons: simple weapons, martial weapons


        Fighting style – 1st level

        You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

        Archery:

        You gain a +2 bonus to attack rolls you make with ranged weapons.

        Blind Fighting: TCE p41

        You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

        Defense:

        While you are wearing armor, you gain a +1 bonus to AC.

        Dueling:

        When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

        Great Weapon Fighting:

        When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

        Interception: TCE p41

        When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

        Protection:

        When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

        Superior Technique: TCE p41

        You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or 

        Dexterity modifier (your choice).

        You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

        Thrown Weapon Fighting: TCE p42

        You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

        In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

        Two-Weapon Fighting:

        When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

        Unarmed Fighting :TCE p42

        Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

        At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.


        Spellcasting – 2nd level

        Cantrips: 

        you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels.

        Preparing and Casting Spells:

        The arcane knight table shows you how many spell slots 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.

        You prepare the list of arcane knight spells that are available for you to cast, choosing from the wizard spell list. When you do so, choose a number of arcane knight spells equal to your intelligence modifier + half your arcane knight level rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

        For example, if you are a 6th-level arcane knight, you have four 1st-level and three 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six (6) spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell burning hands, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

        You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane knight spells requires time spent studying old spellbooks and arcane tomes, memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

        Spellcasting Ability:

        Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated 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 wizard 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


        Spells Known at 2nd Level and Higher:

        You know four 1st-level spells of your choice from the wizard spell list.

        When you gain a new spell level, you can choose 1 new spell of that level or lower from the Wizards spell list. This represents the culmination of your research and study of magic.

        Additionally, when you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots. Subject to the standard costs for a Wizard.


        Arcane guardian – 3rd level:

        You draw on your arcane energy to protect others from harm. As a reaction you can project out an arcane shield towards a creature within 30ft, reducing the damage that creature would suffer by 1d10 + half your level.

        You can use this a number of times equal to your proficiency modifier per long rest.


        Blood and Iron – 3rd level:

        You can choose to add your strength modifier to your AC instead of dexterity. All medium armor rules relating to modifier restriction still apply.


        Arcane Knight Subclasses:

        Order of the War Mages

        Order of the Wardens

        Order of the Elemental Transmutors (name suggestions?)

        Order of the Occult

        Order of the Conquerors


        Order of the War Mages

        An order of arcane knights that train as elite warriors of both the blade and the arcane (think the swiss guard or the navy seals)

        War Mage Subclass Spells:

        Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the subclass Spells table. These spells count as Arcane knight spells for you, but they don't count against the number of Arcane Knight spells you prepare.

        Arcane Knight level

        spells

        3rd

        Magic missile, shield

        5th

        Scorching ray, Misty step

        9th

        Lightning bolt, Counterspell

        13th

        Wall of fire, Dimension door

        17th

        Cone of heat (fire damage equivalent of cone of cold), far step


        Order of the Wardens

        The wardens are enforcers, protectors, hunters. They guard prisoners from other dimensions, hunt evil and aberrant beings all throughout the land, and hold the line against the abyss and the nine hells.

        Warden Subclass Spells:

        Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the subclass Spells table. These spells count as Arcane knight spells for you, but they don't count against the number of Arcane Knight spells you prepare.

        Arcane Knight level

        spells

        3rd

        Faerie fire, Bane

        5th

        Hold person, Silence

        9th

        Slow, Magic circle

        13th

        Dominate beast, Locate creature

        17th

        Wall of force, Bigby’s hand


        Order of the Elemental Transmutors (name suggestions?)

        Commonly known as elementalists, these arcane knights are masters of manipulating the effects of harmful magic, bending it’s ferocity to their will and reshaping it to devastating effect.

        Elemental Transmutor Subclass Spells:

        Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the subclass Spells table. These spells count as Arcane knight spells for you, but they don't count against the number of Arcane Knight spells you prepare.

        Arcane Knight level

        spells

        3rd

        Absorb elements, chromatic orb

        5th

        Enhance ability, Dragons breath

        9th

        Water breathing, Erupting earth

        13th

        Elemental bane, vitriolic sphere

        17th

        Greater restoration, cloud kill


        Order of the Occult

        Not to be mistaken for a warlock, an occultist is an arcane experimenter that has stared into the horrors of the abyss, and come back stronger for it.

        Occultist Subclass Spells:

        Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the subclass Spells table. These spells count as Arcane knight spells for you, but they don't count against the number of Arcane Knight spells you prepare.

        Arcane Knight level

        spells

        3rd

        Arms of hadar, hellish rebuke

        5th

        Maximillians earthen grasp, shadow blade

        9th

        Animate dead, summon shadowspawn

        13th

        Summon aberration, evard's black tentacles

        17th

        Conjure elemental, wrath of nature


        Order of the Conquerors

        The titans are an order of knights that conquer and rule. They live for battle, and are often found in the court of a nation at war. 

        Titan Subclass Spells:

        Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the subclass Spells table. These spells count as Arcane knight spells for you, but they don't count against the number of Arcane Knight spells you prepare.

        Arcane Knight level

        spells

        3rd

        Armor of agathys, wrathful smite

        5th

        blur, firebeam (fire damage equivalent of moonbeam)

        9th

        Enemies abound, energised leap (action, jump up to 60ft, on impact you deal 4d8 force damage vs a con save to adjacent creatures, failed save is full damage and adjacent enemies are knocked back 10ft).

        13th

        Fire shield, phantasmal killer

        17th

        Steel wind strike, infernal calling


        Ability Score Improvement – 4th levelPHB p72

        When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

        If your DM allows the use of feats, you may instead take a feat.


        Extra Attack – 5th level PHB p72

        Beginning at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn.


        War Magic – 6th level PHB p74

        Beginning at 6th level, when you use your action to cast a cantrip, you can make one melee weapon attack as a bonus action.


        War Wage Subclass feature

        Magicians ward – 7th level

        As an action on your turn you expend a spell slot of 1st level or higher and create an arcane barrier around you that grants you 1d10 temporary HP for the next hour.

        For each spell slot above 1st the temporary HP is increased by 1d10, to a maximum of 5d10.


        Warden Subclass feature

        Arcane smite – 7th level

        When you hit a target you can choose to expend a spell slot, dealing an additional 1d8 force damage per spell slot level, up to a maximum of 5d8.


        Elemental Transmutor Subclass feature

        Altered elements – 7th level

        When you cast a spell that deals acid, cold, fire, necrotic, poison or lightning damage, you can choose to change the elemental damage to another one of those elements. E.g. casting fireball but it deals cold damage, or casting thunderstep but it deals necrotic damage.


        Occultist Subclass feature

        Aberrant visage – 7th level

        As a bonus action on your turn you allow a visage of horror to envelop you for a moment, imposing fear on all creatures you choose within 60ft. All affected creatures must make a wisdom save vs your spell DC or be frightened for the next minute.

        You can use this ability a number of times equal to your proficiency modifier between long rests.


        Titan Subclass feature

        Giants kin – 7th level

        You gain proficiency with heavy armor.

        As an action on your turn you can cast the enlarge part of the enlarge/reduce spell on yourself, this lasts for 10 minutes, and does not require concentration. 

        When this effect ends you take 1 point of exhaustion, and you are unable to move or take actions until after your next turn.


        Ability Score Improvement – 8th levelPHB p72

        When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

        If your DM allows the use of feats, you may instead take a feat.


        Unstoppable – 10th level

        Beginning at 10th level, when you cast a spell and miss, you can choose to reroll/have any number of the affected targets reroll their save. If you do so, the new roll must be used.

        You can use this ability once per round.

        you can use this feature a number of times equal to 1/3 your arcane knight level (rounded down) between long rests.


        War Mage Subclass feature

        Arcane sculptor – 11th level

        At 11th level, you can twist and shape the nature of your area of effect spells to protect allies.

        When you cast a spell with an area of effect, you can choose a number of creatures you can see within that area of effect equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.


        Warden Subclass feature

        Sentinels Aegis – 11th level

        At 11th level, you gain the ability to imbue your shield with a magical essence, making it into a shield that floats and automatically intercepts attacks targeted at you without you having to wield it.

        As a bonus action you cause the shield to animate, the shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

        You cannot use another shield while using the arcane interceptor ability.


        Elemental Transmutor Subclass feature

        Elemental barrier – 11th level

        As an action on your turn you expend a spell slot of 3rd level or higher and create an elemental shield around a creature you touch (including yourself). For the next minute they have resistance to 1 elemental damage type.

        If you expend a 5th level spell slot you can choose 2 elements to grant resistance to.


        Occultist Subclass feature

        Dark dealer – 11th level

        Whenever you cast a conjuration spell, you heal 3 HP per spell level, up to a total of 15 HP. If you are at full HP you gain 3 temp HP per spell level, up to a maximum of 15 temp HP.


        Titan Subclass feature

        Titan’s resilience – 11th level

        As a bonus action you expend a spell slot of 1st level or higher and imbue your armor with arcane energy. For the next minute, whenever you take bludgeoning, piercing or slashing damage you reduce the damage by 2.

        For each spell slot above 1st you subtract an additional 2 points of damage, up to a maximum of -10 to bludgeoning, slashing, and piercing damage received.


        Ability Score Improvement – 12th levelPHB p72

        When you reach 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

        If your DM allows the use of feats, you may instead take a feat.


        Arcane blink – 14th level

        At 14th level, you gain the ability to teleport to an unoccupied space within 30ft of you as a bonus action. You can use this feature once per long rest.

        You can use this feature twice between long rests when you reach 18th level.


        War Mage Subclass feature

        Improved War Magic – 15th levelPHB p74

        Starting at 15th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.


        Warden Subclass feature

        Shackles and chains – 15th level

        When you cause an aberration, fiend, monstrosity or undead to make a wisdom or charisma saving throw, they do so at disadvantage.


        Elemental Transmutor Subclass feature

        Elemental Absorption – 15th level

        When you take elemental damage you can use a reaction to expend a spell slot of 1st level or higher to absorb the elemental damage taken by 1d6 per spell slot level expended, you add damage equal to the amount of damage absorbed to the next spell you cast that inflicts damage.

        For each spell slot above 1st you absorb an additional 1d6 damage, up to a maximum of 5d6.


        Occultist Subclass feature

        Horror of the abyss – 15th level

        You summon a 10ft tall 5ft wide arcane version of a hand, tentacle, tail etc of a creature of horror and legend. This giant  appendage has the stats of a 6th level bigby’s hand, and functions identically to it.

        You can use this ability once between long rests.


        Titan Subclass feature

        Titan’s physique – 15th level

        You have permanently imbued your body with arcane power, you increase your constitution by 2, to a maximum of 20.

        And your AC increases by 2, however you permanently lose the ability to cast the shield spell, or benefit from any spell or feat that would increase your AC.


        Ability Score Improvement – 16th levelPHB p72

        When you reach 16th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

        If your DM allows the use of feats, you may instead take a feat.


        Arcane blink (two uses) – 18th level

        Arcane blink – 18th level

        At 18th level, you gain the ability to use this feature twice between long rests.


        Ability Score Improvement – 19th levelPHB p72

        When you reach 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

        If your DM allows the use of feats, you may instead take a feat.


        War Mage subclass feature

        Unparalleled defense  – 20th level

        As a reaction when you are hit you can cast the spell shield. You can do this a number of times between long rests equal to your intelligence modifier (minimum of 1) without consuming a spell slot.


        Warden Subclass feature

        Wardens wrath – 20th level

        Once per long rest when you are hit by an aberration, fiend, monstrosity or undead you can use your reaction to cast the spell hellish rebuke at 5th level without expending a spell slot.


        Elemental Transmutor Subclass feature

        Moment of weakness – 20th level

        As a bonus action on your turn you undercut the elemental defenses of an enemy until the end of your turn.

        If the enemy is immune to the damage type you deal, they become resistant.

        If the enemy is resistant to the damage type you deal,  they do not benefit from the resistance.

        If the enemy has no resistance to the damage type you deal, they become vulnerable.


        Occultist subclass feature

        Efficient summoner – 20th level

        Whenever you cast a conjuration spell of 2nd level or higher, you can choose to cast it with a spell slot one level lower. 

        E.g. casting conjure elemental but expending a 4th level spell slot instead of a 5th. If you have no more spell slots of the lower level you must cast the spell as per normal.


        Titan Subclass feature

        Olympian – 20th level

        Once per long rest you can use your bonus action to channel arcane might into your weapon for 1 minute, as a result each time you hit on an attack with that weapon you add your proficiency modifier to the damage dealt.

        You are permanently under the enlarge part of the enlarge/reduce spell.

        And you age half as slowly as you normally would.

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