Arcaknight

By Foxtail Foundry


A spellblade to remember as it dances across the battlefield

An Original Class

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Forward

5th Edition is lacking in some thematic areas, the most major being an actual gish (a spellcaster mixing weapons and magic in melee combat). Yes, there are plenty of classes people think are gishes, such as Paladin, but the truth is gishing simply doesn’t work in 5th Edition, at least not in games that are above 1 encounter per day. I’ve worked long and hard of course to make gishing work with my own brews, but the present remaining thing is still the lack of a proper gish class - no it’s not Paladin, Paladin is a defender. 1/3 casting subclasses also don’t really count for this. Sorry, Eldritch Knight.

As such, this is the big one, the dedicated gishing class, drawing inspiration from Pathfinder 1e and 2e’s Magus class, as well as 4th Edition’s Swordmage class.

Enjoy living out your gish dreams with the Arcaknight.

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Arcaknight

Standing high atop a castle’s tower, an astral fox leaps off the top, hurling towards the ground with twin blades in hand, before striking with a massive wave of magic, taking no damage itself but hurling away multiple foes.

Dashing across the battlefield, an orc bearing an axe in one hand and a spectral greatsword floating besides him quickly rushes through multiple foes at once, deftly cleaving through them thanks to the special enchantment placed onto his axe, followed quickly with a blow from its greatsword.

Arcaknights apply the arcane arts to melee combat. The combat skills they possess are enhanced by the magic they wield. The flourish of a arcaknight’s weapon not only bites with steel, but also with fire, lightning, or other powerful forces.

Magic and Might

Arcaknights, similar to wizards, are studied practitioners of arcane magic. However, while wizards focus almost entirely on the spellcasting aspect of magic, an arcaknight opts to practice with weaponry, learning to combine their magical prowess with fighting capabilities.

Battlefield Blitzers

With their capabilities, it isn’t uncommon to see arcaknights participate as mercenaries, assassins, or soldiers in a military. Thanks to their magical abilities, this often puts them a step above other people, making arcaknights often seen as war machines by many - a reputation some arcaknights aren’t entirely happy with as they simply learnt their practice to defend themselves.

Song of the Sword

Many who have witnessed an arcaknight often note how their weapons seem to sing through the air, humming the songs of the Weave itself as the arcaknight infuses the weapon with magical power. Such cases hold true, and indeed arcaknights are especially proficient in the enchantment of their own weaponry, infusing magics into them.

Creating an Arcaknight

As an arcaknight, you have studied and practiced for years to master your skills. You mastered the fundamentals of arcane magic and combined this academic study with endless hours of physical training.

You might be a young eladrin in search of your fortune, a stranger to the wider world outside the seclusion of your homeland; a self-trained genasi sellsword, gifted with an affinity for elemental magic; the scion of a disgraced noble human family, taught by the finest tutors in your youth but now a footloose expatriate; or a half-elf arcane champion, rigorously trained in a war magic academy to serve in the armies of your homeland.

Quick Build

You can make an arcaknight quickly by following these suggestions: First, make Intelligence your highest score, as it helps your weapon usage and your spellcasting ability, followed by Constitution, to protect your concentration as well as handling other nasty effects, then either Strength or Dexterity. Second, choose either the mercenary veteran or soldier background.

Multiclassing into Arcaknights

When multiclassing into or out of the arcaknight class, you must meet the minimum of having 13 Intelligence and either 13 Strength or 13 Dexterity. When multiclassing into a spellcaster, arcaknights add half their level, rounded up, when determining based on the multiclassed spellcaster table, like artificers.

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The Arcaknight
Level Proficiency Bonus Features Cantrips Known Max Spells Spell Points Point Pool Max Spell Level Cast Limit Enchantments
1st +2 Spellcasting, Magi, Enchantments 3 3 2 4 1st 2 2
2nd +2 Ability Score Improvement, Arcstance, Fighting Style, Spell Expert 3 4 2 4 1st 2 2
3rd +2 Arcaknight Enclave, Weavesurge 3 4 3 6 1st 2 2
4th +2 Ability Score Improvement 3 5 4 8 2nd 2 2
5th +3 Extra Attack, Spellstrike 3 6 5 10 2nd 3 3
6th +3 Arcaknight Enclave feature 3 6 6 12 2nd 3 3
7th +3 Warmage Casting, Evasive 4 7 7 14 3rd 3 3
8th +3 Ability Score Improvement 4 7 8 16 3rd 3 3
9th +4 Arcane Reflexes, Weave Potency 4 8 9 18 3rd 4 4
10th +4 Arcaknight Enclave feature 4 8 10 20 4th 4 4
11th +4 Energy Leech 4 9 11 22 4th 4 4
12th +4 Ability Score Improvement 5 9 12 24 4th 4 4
13th +5 Overwhelming Spellstrike 5 10 13 26 5th 4 5
14th +5 Arcaknight Enclave feature 5 10 14 28 5th 5 5
15th +5 Imploding Arcstance, Dispelling Blow 5 10 15 30 5th 5 5
16th +5 Ability Score Improvement 5 11 16 32 6th 5 5
17th +6 Arcaknight Enclave feature 6 12 17 34 6th 5 6
18th +6 Spell Mastery 6 12 18 36 6th 5 6
19th +6 Ability Score Improvement 6 13 19 38 6th 5 6
20th +6 Spell Oversurge 6 14 20 40 6th 6 6

Class Features

As an arcaknight, you gain the following class features

Hit Points

Hit Dice:
1d12 per arcaknight level
Hit Points at 1st Level:
12 + your Constitution modifier
Hit Points at Higher Levels:
1d12 (or 7) + your Constitution modifier per arcaknight level after 1st

Proficiencies

Armor:
Light armor, medium armor, shields
Weapons:
Simple weapons, martial melee weapons
Tools:
Alchemist’s supplies
Saving Throws:
Constitution, Intelligence
Skills:
Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Perception, Performance, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a weapon you are proficient with and a shield or (b) two weapons you are proficient with
  • (a) studded leather armor and a shield or (b) scale mail
  • A ranged weapon you are proficient in and 20 pieces of ammunition
  • 2 thrown weapons you are proficient with
  • Alchemist’s supplies and (a) a dungeoneer’s pack or (b) an explorer’s pack.

Spellcasting

You have learned to manipulate the Weave to cast spells, much as a wizard does.

Cantrips (0-Level Spells)

At 1st level, you know three cantrips of your choice from the arcaknight spell list. At higher levels, you learn additional arcaknight cantrips of your choice, as shown in the Cantrips Known column of the Arcaknight table.

Whenever you finish a long rest, you can replace an arcaknight cantrip with another arcaknight cantrip from the arcaknight spell list.

Preparing Spells

You prepare a list of arcaknight spells that are available for you to cast, choosing from the arcaknight spell list. When you do so, you can select a number of spells up to the maximum shown in the Max Spells column on the Arcaknight table. The spells must be of a level of which you can cast, as shown in the Max Spell Level column on the Arcaknight table.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcaknight spells requires time spent studying new magics: at least 1 minute per spell level for each spell on your list.

Using Spell Points

You gain a set of spell points, demonstrating your mastery over the Weave. You expend a number of spell

 

 

points to create a spell slot of a given level, and then use that slot to cast a spell. You can’t reduce your spell point total to less than 0.

The Arcaknight table shows how many spell points you have to cast your arcaknight spells of 1st through 5th level. The table also shows the maximum spell level you can cast, shown in the Max Spell Level column on the Arcaknight table.

When determining costs for a spell, translate its spell level into point cost: a 1st-level spell is 1 point for example, while a 4th-level spell would be 4 points, and so on. If you choose to cast a lower-level spell as a higher-level one, such as casting fog cloud) as a 3rd-level spell, you increase the point cost to match the level you are casting at. Fog cloud is normally a 1st-level spell, but if choosing to cast it at 3rd level, you expend 3 spell points instead of 1.

Cast Limit

Everyone has their limits, and manipulating the arcane is no easy task. As such, you can only cast spells a certain amount of times per short rest, as shown in the Cast Limit column on the Arcaknight table, provided said casting of a spell expends spell points.

This cast limit represents how many times you can cast a spell of a given level. For example, if you are a 5th-level Arcaknight, you only cast 1st-level spells up to 3 times, subtracting one from the cast limit for each time you cast a 1st-level spell, but can still cast a 2nd-level spell up to 3 times as the cast limit is per spell level.

Once you have met the cast limit for a given spell level, you cannot cast a spell of that level until you have completed a short or long rest, which also resets your cast limit as a whole.

If you wish to cast a lower-level spell but have already met to cast limit for its level, you can still choose to cast it as a higher-level spell. In this case, this spell’s casting counts towards the cast limit of that higher level. Using the aforementioned fog cloud as a 5th-level arcaknight, if you meet the cast limit of 3 for 1st-level spells, you can still cast it as a 2nd-level spell. If cast at 2nd-level for the sake of this example, it instead counts towards the spell limit of 2nd-level spells.

When casting spells of 6th level or above, your cast limit for those spells is once, and aren’t reset upon finishing a short rest, only on a long rest.

Refreshing Spell Points

While your spell points represent the current points you can use, the Point Pool as shown in the Arcaknight table represents your reserves of energy. Whenever you finish a short rest, you can draw on this reserve, taking any amount of points from this pool to refresh your spell points. You can not take more than half of the point pool per each short rest, and the points you draw from this reserve cannot exceed the maximum amount of spell points you can have at a time, shown on the Spell Points column of the Arcaknight table.

For example, if you are a 3rd-level Arcaknight, you have a maximum of 3 spell points, and a point pool of 6. If you expended 1 spell point to cast, say, fog cloud , you expend 1 spell point (due to being a 1st-level spell) and you now have 2 spell points remaining. You and the party later enter a short rest, where you can then draw points from your pool. You opt to draw 1 point from the point pool, subtracting that much from the point pool and adding it to your current spell points (you draw only 1 due to taking any more causing you to go over your spell point maximum).

Whenever you finish a long rest, your current spell points and point pool completely refill to their maximums.

Spellcasting Ability

Intelligence is your spellcasting ability for your arcaknight spells, represnting your practice and study with magic. 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 an arcaknight 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

Ritual Casting

You can cast an arcaknight spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an arcane focus or weapon you are proficient in as a spellcasting focus for your arcaknight spells.

Magi

You are a capable combatant, wielding weapons with ease. Once per turn, you may use your bonus action to make an attack with a weapon you have on hand or an unarmed strike.

Whenever you make a weapon attack or unarmed strike, you may opt to take a penalty to-hit equal to your proficiency bonus. If the attack still hits, it gains a damage bonus equal to twice your proficiency bonus.

Additionally, you may cast an arcaknight cantrip you know as a bonus action, provided the cantrip has a casting time of one action and requires an attack roll or saving throw. If a cantrip makes multiple attacks, it instead merges into a single attack, adding together the damage dice of the multiple attacks.

Lastly, your movement speed increases by 10 feet, and when you attack a creature, you do not provoke opportunity attacks from it for the rest of your turn.

 

 

Enchantments

As an arcaknight, you are proficient in infusing magical essence into your weaponry, enchanting it. Whenever you finish a long rest, choose a weapon you are proficient in that is within 10 feet of you. Choose a number of enchantments from the list of Arcaknight Enchantments documented at the end of this class, up the maximum shown on the Enchantments column on the Arcaknight table. You cannot choose a given enchantment more than once per weapon.

Until the start of your next long rest, the weapon is enchanted with the chosen enchantments, gaining a variety of benefits.

When you reach 5th level in this class, and again at 11th and 17th level, you may choose one additional weapon to enchant when you finish a long rest. As usual, these weapons lose their enchantments once you start your next long rest.

While you wield a weapon enchanted by this feature, you may use your Intelligence in place of Strength or Dexterity for the attack and damage rolls of the weapon.

Forced Enchanting

You can also forcefully enchant weaponry. As an action, you may touch a weapon you are proficient with. Choose a number of enchantments, up to your enchantment maximum. You the expend a spell point for each enchantment added to the weapon. For the next 8 hours, the weapon is enchanted with the chosen enchantments.

Ability Score Improvement

When you reach 2nd level, and again at 4th, 8th, 12th, 16th, and 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.

Additionally, whenever you reach a level in this class that grants this feature, you may replace a Fighting Style you know with another Fighting Style available to this class.

Arcstance

At 2nd level, you can take the magical exhaust from your spells in order to bolster your weapons. On your turn, if you cast an arcaknight spell, you may immediately enter a special magical stance. Until the end of your next turn, which is when the stance ends, your melee weapon attacks and unarmed strikes deal an additional 1d8 damage, with the damage type being determined by the spell school of the triggering spell.

  • Abjuration and Evocation are force damage
  • Conjuration and Transmutation are one damage type of your choice
  • Divination and Illusion are your choice of either psychic or radiant damage
  • Enchantment and Necromancy are necrotic damage

Once you’ve entered this stance, you can’t do so again until it ends.

When you reach 6th level in this class, and again at 10th level, the bonus damage increases to 1d10 (6th level) and 1d12 (10th level), respectively.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Blind Fighting

You have blind sight 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.

Close Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

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.

Interception

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.

Thrown Weapon Fighting

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.

 

 

Spell Expert

At 2nd level, you have gained a level of mastery over certain spells. Choose two 1st-level spells in the arcaknight spell list. You can cast each of the chosen spells once per short or long rest without expending any spell points.

When you finish a long rest, you may replace the chosen spells with other spells of that level from the arcaknight spell list.

When you reach 7th level in this class, and again at 11th and 15th level, the maximum level of the spell you can choose for this feature increases by 1, to a maximum of 4th-level spells at 15th level.

Arcaknight Enclave

At 3rd level, you have either joined with or learnt your practices from a particular arcaknight enclave. Your choice grants features at 3rd level, and again at 6th, 10th, 14th, and 17th level.

Weavesurge

At 3rd level, you can cause a surge of magic to erupt momentarily. Once per short or long rest when you cast a spell using your action or take the Attack action, you may immediately gain another action. This action can only be used to take the Attack action, or to cast another spell that has a casting time of 1 action.

Extra Attack

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

Spellstrike

At 5th level, you can quickly cast spells. Once on each of your turns when you make a melee weapon attack or unarmed strike, you may immediately replace that attack with the casting of an arcaknight spell you know. The spell must have a casting time of 1 action, and can be no higher than 3rd level. You must expend spell points as usual if you cast a spell this way. However, casting a spell this way does not cause it to count against your cast limit.

Casting a cantrip that makes multiple attacks this way causes the attacks to merge into a single attack, adding together the damage dice of the multiple attacks.

Warmage Casting

At 7th level, you can infuse your weapon attacks with the potency of spells. Once on each of your turns when you make a melee weapon attack or unarmed strike, you may choose to cast an arcaknight spell you know of 1st-level or higher as part of that attack. You expend spell points as normal, though casting a spell this way does not cause it to count against your cast limit. The spell must have a casting time of 1 action.

If you use this feature, the weapon attack or unarmed strike itself takes a penalty to its attack roll equal to the level of the spell being cast. If the spell cast makes attack rolls, it also suffers from a penalty to its attack rolls equal to half the penalty the initial weapon attack or unarmed strike takes (rounded up). Otherwise, if the spell imposes a saving throw, its DC is decreased by 2.

In order to impose the spell’s effects, you must hit with the weapon attack or unarmed strike. On a miss, the spell is wasted, as is the expended spell points. On a hit, the attack deals its usual damage, and the spell is also finally cast, following the penalties imposed to it above. The target of the attack is treated as the point of origin for the spell.

Evasive

At 7th level, your battle capability and reflexes lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Additionally, your movement speed increases by 5 feet.

Arcane Reflexes

At 9th level, you channel magic into your senses, greatly enhancing them. You add your Intelligence modifier to your initiative rolls (minimum of +1), and you cannot be surprised.

Additionally, attacks made against you do not benefit from advantage as a result of the attacker being unseen by you, nor do attacks you make against unseen creatures have disadvantage.

Weave Potency

Also at 9th level, you utilize your weapon attacks to undercut enemies, increasing the potency of your spells. Once per turn when you hit a creature with a melee weapon attack or unarmed strike, the next spell you cast that would affect that creature before the end of your next turn is enhanced in the following ways:

  • If the spell makes one or more attack rolls, the attack roll(s) gain a +2 bonus to hit against that creature.
  • If the spell forces a saving throw, the creature has a -2 penalty to saving throws against that casting of the spell.

When you reach 15th level in this class, the bonus to the spell’s to-hit increases to +3, and the penalty against the spell’s saving throw increases to -3.

If you are casting a spell through your Warmage Casting feature and are using this feature, the bonus to to-hit and penalty to the saving throw are reduced by 1.

 

 

Energy Leech

At 11th level, you can leech energy from your foes in order to regain magic power. Once per short or long rest when you hit a creature with a melee weapon attack or unarmed strike, you can regain 1 spell point. This can be added to either your active spell points or your point pool.

As usual, this cannot go over the maximum amount of points you can store in either your active spell points or your point pool - if you would not be able to add this point as a result of both pools being at their maximums, the regained spell point is lost, but you do not expend a use of this feature.

When you reach 16th level in this class, you can use this feature one additional time per short or long rest.

Overwhelming Spellstrike

At 13th level, your ability to merge magic with weapons improves vastly. Your Magi, Spellstrike, and Warmage Casting features improve in the following ways.

Magi

Casting a cantrip using your bonus actions now makes the normal amount of attacks should the cantrip make multiple attacks, rather than merging into a single attack.

Spellstrike

You can use the feature up to twice per turn rather than once. However, the second time you use this feature on a turn, the spell being cast can be no higher than 2nd level, rather than 3rd.

Warmage Casting

When you cast a spell this way, you reduce the cost of the spell by 1 spell point. This does not change the level the spell is being cast at nor the cast limit it counts against, and it cannot reduce the spell point cost of the spell below 1 point.

Imploding Arcstance

At 15th level, you can turn your Arcstance into an explosive blast. When you hit a creature while your Arcstance is active, you can choose to create an explosive blast, forcing all creatures of your choice within 10 feet of the target to make a Dexterity saving throw against your spell save DC. On a failure, a creature takes damage equal to that dealt to the original target, or half as much on a success.

Dispelling Blow

Also at 15th level, you can rend magic from your target. When you hit a creature with a melee weapon attack or unarmed strike, you can immediately dispel one magical effect affecting the target, such as a spell.

Once you’ve used this feature, you can’t do so again until you roll for initiative once more, or until you spend at least 1 spell point to use it again.

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a two spells in the arcaknight spell list: One 1st-level spell and one 2nd-level spell. You can cast the chosen spells at-will without expending spell points. If you wish to cast one of the chosen spells at a higher level, you must expend the required spell points as normal.

Spells gained from this feature are always prepared, and do not count against your max preparations.

If you wish to change your spell mastery, you must spend 8 hours studying new spells in order to fully study the new spells you want to master. At the end of these 8 hours, you lose the 2 current spells you have, selecting 2 new spells from the arcaknight spell list: a 1st-level spell and a 2nd-level spell.

Spell Oversurge

At 20th level, you can channel the power of the Weave itself to regain expend spell points. As an action, you can begin channeling the Weave, which lasts for 1 minute, or until you are interrupted, usually from taking damage or if you choose to end it early. If you are able to channel for 1 minute uninterrupted, your spell points and point pool refill to their maximums, and all of your cast limits are reset. If you are interrupted, the channeling ends prematurely, and you do not gain its benefits.

Once you’ve used this feature, you can’t use it again until you finish a long rest, regardless of whether you successfully channeled for the 1 minute or not.

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Arcaknight Enclaves

Similar to that of wizards, arcaknights either join or learn from certain enclaves, the equivalent to a wizard’s arcane traditions. Unlike an arcane tradition though, arcaknights don’t only learn brands of magic from their enclave - they also learn new tactics and fighting styles for combat, to better suit their needs. The options available for you to choose are shown below.

  • The Arbiter (Page 10), a destructive force of nature that uses magic and weapons to destroy.
  • The Armory (Page 11), a specialized school creating or summoning weapons for nothing and wielding all of them in combat.
  • The Bladesinger (Page 12), drawing upon the power and techniques of fey to dance around its foes.
  • The Ensnarer (Page 14), an arcaknight utilizing their magic to trap and ensnare foes in their wake.
  • The Ferryman (Page 15), calling upon the undead to fight alongside them.
  • The Foxite (Page 17), a master spellstriker and weave manipulator.
  • The High Enchanter (Page 18), merging and enchanting weapons and even armor to a high caliber.
  • The Mirage (Page 19), using illusions and mirages to distract foes and create openings.
  • The New Shadow (Link), imposing their will into the world around them.
  • The Rangemaster (Page 21), a unique arcaknight that wields ranged weapons as opposed to melee.
  • The Sequencer (Link), blitzing through enemy lines and chaining blow after blow.
  • The Walking Shield (Page 22), protecting allies with magically constructed forces from harming enemies.
  • The Zephyr (Link), bending the sky itself to their whim, dancing on their foes.

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Arbiter

Of all the enclaves of arcaknights, Arbiters are the most famous - or rather, infamous - for their inherently destructive nature. The set aside more refined castings of magic, instead simply focusing on brute-forcing their way through enemy lines with explosive and destructive magic. And what do you know, it works!

Arbiter Initiate

Beginning at 3rd level when you choose this enclave, you learn the booming blade cantrip if you did not know it already. It does not count against your known cantrips. If using my cantrip masteries, you also gain one of its masteries.

Additionally, when you reach 7th level in this class, you learn the fireball spell, which is always prepared for you and is an arcaknight spell. It does not count against your max preparations.

When you cast fireball, you can choose to not expend spell points when doing so. You can do this once per short or long rest.

Ringing in the Ears

At 3rd level, you excel in evocation magic, adding fragments of it into your attacks. Whenever you hit with a weapon attack or unarmed strike, you can create a small explosion, forcing all creatures of your choice within 5 feet of your original target to make a Dexterity saving throw against your spell save DC. On a failure, a creature takes half the damage the original target did.

When you reach 15th level and gain your Imploding Arcstance feature, this feature is not active - instead, your Imploding Arcstance has its range increased from 10 feet to 15 feet.

Incendiary Blade

At 6th level, you can create bursts of evocation magic with your attacks. As an action, you may throw a weapon you have on hand at a point within 60 feet of you. On impact, the weapon creates a fiery burst, forcing all creatures of your choice within 15 feet of that point to make a Dexterity saving throw against your spell save DC. On a failure, a creature takes 4d8 + your Intelligence modifier damage, with the damage being chosen by you from the following: acid, cold, fire, force, lightning, and is seared. On a success, a creature takes half as much damage, and is not seared.

Regardless of a creature’s success or failure, the next attack a chosen creature makes against a creature other than you before the end of that creature’s turn causes it to also immediately take 2d8 damage, with the damage being the same as the one chosen for the initial burst.

After throwing the weapon, it then reappears in your hand, or in a space within 5 feet of you if you do not have a free hand to hold it.

Stagger

At 10th level, you can infuse concussive forces into your weapons. When a creature fails its saving throw against your Ringing in the Ears feature (or your Imploding Arcstance when that is gained), instead of it taking damage, you can cause it to become staggered.

Bombing Run

At 14th level, you can briefly create a large array of explosions in your wake. Once per turn when you use your movement, you can leave a trail of explosive magic. Keep track of the spaces you move to during this movement. When you end this movement, the leftover magic explodes. All creatures of your choice that are within 5 feet of a space you moved to or moved away from during this movement must make a Dexterity saving throw against your spell save DC. On a failure, a creature takes 3d10 + your Intelligence modifier damage, with the damage being chosen by you from the following: acid, cold, fire, force, lightning. On a success, a creature takes half as much damage.

Additionally, your movement speed increases by 5 feet.

Bane of Evocation

At 17th level, you can cut through the resistances of even the hardiest of foes. When you deal acid, cold, fire, force, or lightning damage, you ignore any resistances or immunities a creature has to any of those damage types, and you treat a creature who already lacks any resistances or immunities to those damage types as if it had vulnerability.

If a creature would benefit from taking damage from any of those damage types, it does not gain that benefit when you deal that damage, such as a Clay Golem’s Acid Absorption not triggering.

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Armory

Perhaps one of the most unique enclaves, arcaknights of the Armory fabricate weapons from the Weave itself, using them to attack alongside their normal attacks and spellcasting, as well as using them to create defenses and the like. Due to this ability, Armory arcaknights are often seen as one-man armies, being able to create what is essentially a whole barrack’s worth of weapons in mere seconds.

Armory Initiate

Beginning at 3rd level when you choose this enclave, you learn the sword burst cantrip if you did not know it already. It does not count against your known cantrips. If using my cantrip masteries, you also gain one of its masteries.

Additionally, when you reach 7th level in this class, you learn the spirit guardians spell, which is always prepared for you and is an arcaknight spell. It does not count against your max preparations. When you cast the spell, its effects appear as swirling weapons.

When you cast spirit guardians, you can choose to not expend spell points when doing so. You can do this once per short or long rest.

Spectral Swords

At 3rd level, you can conjure spectral blades on a whim. As a bonus action, you can summon a number of spectral blades equal to half your Intelligence modifier, rounded up (minimum of one). These spectral blades hover around you normally. You may decide the appearance of the spectral blades, though this change is purely cosmetic. Once per turn when you make a weapon attack or an unarmed strike, you can immediately send the spectral blades forth to your target, making a melee spell attack for each spectral blade against that creature. On a hit, a spectral blade deals 1d8 + your Intelligence modifier magical slashing or piercing damage (your choice). These attacks happen alongside the triggering attack, they do not replace it.

Summoned spectral blades last for 1 minute, or until you are incapacitated in some way.

Once you’ve summoned your spectral blades, you can’t do so again until you roll for initiative again, unless you opt to expend 2 spell points to summon them once more. Summoning spectral blades again while you already have some that are active causes all older spectral blades you created to vanish, being replaced by the new summoning.

When you reach 15th level in this class, the amount of blades you summon now equals your Intelligence modifier (minimum of two) rather than half.

Barrier of Blades

At 6th level, you can utilize your spectral blades to guard against attacks. When you or an ally within 15 feet of you is hit by an attack, you can use your reaction to instead interpose one of your spectral blades between the creature and the attacker, causing the attack to be directed at the spectral blade instead. The interposed spectral blade is treated as a construct with 16 AC and 1 hit point. If the attack would hit the spectral blade, the blade is immediately destroyed, but the creature being protected does not take any damage. If the attack fails to hit the spectral blade, the attack simply fails, and the used spectral blade returns to your side, unharmed.

Circle Shield

At 10th level, you can add a further layer of defenses with your spectral weapons. When you finish a short or long rest, you become surrounded by a circle of of spectral shields. This layer protects you from harm, bearing a number of hit points equal to 10 + 2 times your arcaknight level - when you would take damage, that damage is instead dealt to the spectral shields first. Once the spectral shields are reduced to 0 hit points, they do not continue to absorb damage until you finish a short or long rest.

If damage would reduce your spectral shields to 0 hit points, and there would be excess damge, the excess damage is negated.

Spiral Blades

At 14th level, you can unleash a rain of blades on your foes. As an action while you have at least 1 spectral blade summoned, can expend any number of your active spectral blades, sending them at creatures within 60 feet of you. A creature can only have one blade sent to it at a time.

A creature that has a blade sent to it must immediately make a Dexterity saving throw against your spell save DC. On a failure, a creature takes 3d8 force damage and has its movement speed reduced to 0 until the end of your next turn. Expended blades are destroyed if a creature fails, but otherwise return to you if a given creature succeeds.

Final Judgement

At 17th level, you can release a massive volley of all spectral weapons you can muster. As an action, choose a point within 60 feet of you. All creatures of your choice within 25 feet of that point must make a Dexterity saving throw against your spell save DC. On a failure, a creature takes 10d8 force damage, half as much on a success. Regardless of whether it succeeds or not, a creature then has its movement speed reduced to 0 and is restrained until the end of your next turn.

Once you’ve used this feature, you can’t use it again until you finish a short or long rest, or until you expend at least 5 spell points to use it again.

 

 

Bladesinger

Bladesingers master a tradition of combat magic that incorporates swordplay and dance. Originally created by elves, this tradition has been adopted by non-elf practitioners, who honor and expand on the elven ways.

In combat, a bladesinger uses a series of intricate, elegant maneuvers that fend off harm and allow the bladesinger to channel magic into devastating attacks and a cunning defense. Many who have observed a bladesinger at work remember the display as one of the more beautiful experiences in their life, a glorious dance accompanied by a singing blade.

Bladesinger Initiate

Beginning at 3rd level when you choose this enclave, you learn the green-flame blade cantrip if you did not know it already. It does not count against your known cantrips. If using my cantrip masteries, you also gain one of its masteries.

Additionally, when you reach 7th level in this class, you learn the summon fey spell, which is always prepared for you and is an arcaknight spell. It does not count against your max preparations.

When you cast summon fey, you can choose to not expend spell points when doing so. You can do this once per short or long rest.

Bladesong

At 3rd level, ou can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor, or if you choose to dismiss it early (no action required). You may make a weapon attack or unarmed strike as part of the bonus action used to enter your Bladesong.

While your Bladesong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
  • Your walking speed increases by 10 feet, and your movement does not provoke opportunity attacks
  • You have a +3 bonus to any checks or saving throws that use your Strength or Dexterity
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1)

You can use this feature twice, regaining all expended uses upon finishing a short or long rest, or until you expend 2 spell points to use it again.

Dance of the Sword

At 6th level, you are able to mimic some of the aspects of your Bladesong even when it is not active, adding your own moves onto it. You gain the following benefits, provided you are not wearing medium or heavy armor and your Bladesong is not active:

  • You have a bonus to your AC equal to half your Intelligence modifier (minimum of +1)
  • Your walking speed increases by 5 feet
  • You may add a 1d4 to Constitution saving throws you make to maintain your concentration on a spell

Additionally, regardless of whether or not your Bladesong is active (though you still must not be wearing medium or heavy armor), you may add half your proficiency bonus to the damage rolls of your weapon attacks and unarmed strikes.

Elven Resilience

At 10th level, you have gained some of the benefits of the elves.

  • You have a +2 bonus to saving throws made to avoid being charmed or frightened
  • You cannot be put to sleep by magic
  • You have a +3 bonus to detect and see through illusion

Additionally, while in your Bladesong, these benefits improve:

  • You instead become immune to being charmed or frightened
  • If magic would put you to sleep, the creature attempting to apply such an effect must instead make a Wisdom saving throw against your spell save DC. On a failure, the creature suffers the effects of that magical effect instead. On a success, nothing further happens.
  • You automatically detect and see through illusions. This includes saving throws against illusion spells.

War Dance

At 14th level, you can now impart some aspects of your Bladesong into your allies. When you enter your Bladesong, choose a number of willing creatures equal to your Intelligence modifier (minimum of one) that are within 30 feet of you and can hear you.

For the duration of your Bladesong, a chosen creature gains the movement speed and AC bonuses of your Bladesong.

This effect ends early on a chosen creature if that creature is incapacitated in some way.

 

 

Grace of the Blade

At 17th level, you have delved into the ancient traditions and origins of the Bladesong. While you are in your Bladesong, you also gain the following benefits:

  • You gain a flying speed equal to your walking speed and can hover
  • You ignore movement-reducing effects such as difficult terrain
  • If you would be restrained or grappled, you may simply expend 5 feet of movement to escape
  • You gain temporary hit points equal to 5 + thrice your arcaknight level. These temporary hit points are lost once you exit your Bladesong
  • You gain a +3 bonus to your attack and damage rolls made with weapons and unarmed strikes

When you enter your Bladesong and use your War Dance feature, you may also choose one of these above benefits to grant the chosen creatures, in addition to the benefits War Dance would normally grant.

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Ensnarer

Ensnarer arcaknights are the second-most defensive enclave, and is relatively popular among many, due to its practices being straightforward to learn while being highly effective.

Often likened to druids and rangers due to sometimes manipulating plant life to achieve their goals, Ensnarers often focus on bending the Weave to ensnare enemies, as their title suggests, stopping their movement or otherwise moving them to more favorable positions.

Ensnarer Initiate

Beginning at 3rd level when you choose this enclave, you learn the thorn whip cantrip if you did not know it already. It is an arcaknight spell for you and does not count against your known cantrips. If using my cantrip masteries, you also gain one of its masteries.

Additionally, when you reach 7th level in this class, you learn the plant growth spell, which is always prepared for you and is an arcaknight spell. It does not count against your max preparations.

When you cast plant growth, you can choose to not expend spell points when doing so. You can do this once per short or long rest.

Snaretrap

At 3rd level, you can create ensnaring magic with your weapons, opening enemies up to your allies. Once per turn when you hit a creature with a weapon attack or unarmed strike, you can do one of the following:

  • The area within 10 feet of the hit creature, centered on and moving with it, is difficult terrain to that creature and its allies
  • The creature is moved up to 10 feet horizontally to an unoccupied space
  • The creature has its movement speed halved

Non-instantaneous effects from this feature last until the start of your next turn.

Additionally, you are immune to movement-impairing effects that you create, such as difficult terrain.

At 6th level, you can link an enemy to you, keeping it occupied. When you hit a creature with a weapon attack or unarmed strike, you can force it to make a Strength saving throw against your spell save DC. On a failure, the creature is forcibly tethered to you until the start of your next turn.

During this time, the creautre has a penalty to attack rolls equal to your Intelligence modifier, rounded up (minimum of -1), against creatures that are not you.

Additionally, the tethered creature cannot willingly move farther than 30 feet away from you.

You can only have one creature tethered to you at a time - if you attempt to tether another creature while you already have someone tethered to you, and that creature fails its saving throw, any previously tethered creatures are no longer tethered to you.

Eldritch Chains

At 10th level, you can create spectral chains to grasp and pull down your foes. As a bonus action, choose a number of creatures up to your Intelligence modifier (minimum of one) within 60 feet of you. Make a melee spell attack against each creature. On a hit, a creature takes 1d8 + your Intelligence modifeir force damage and is grappled until the start of your next turn. A creature grappled by this effect may attempt to break out prematurely by using its action to make a Strength (Athletics) check against your spell save DC. On a success, this effect ends on that creature.

Greater Snares

At 14th level, your Snaretrap improves in the following ways:

  • Area of difficult terrain increases to 15 feet
  • Forced movement increases to 15 feet
  • Movement speed reduction increases to 3/4 of the creature’s movement speed

Shackle Ward

At 17th level, you can create a zone that prevents enemies from going anywhere. As a bonus action, you create a special zone that is 30 feet in radius, centered on and moving with you. This zone lasts for 1 minute, until you are incapacitated, or until you choose to end it early (no action required). While this zone is active, all creatures you deem as hostile to you treat this area s difficult terrain. If a creature can teleport, it is unable to teleport while in this zone, and it cannot teleport into the zone either. Flying creatures that enter the zone are unable to fly if it they are on the ground, and if they are in the air, they immediately fall, being unable to slow their descent.

Once you’ve used this feature, you can’t do so again until you finish a short or long rest, or until you expend 4 spell points to use it again.

 

 

Ferryman

While most arcaknights are greatly focused on raw arcane power, those following the enclave of the Ferryman are essentially necromancers, creating or otherwise summoning undead.

Arcaknights of the Ferryman are often found expertly controlling their undead, often fighting alongside them, engaging in the true dance of the dead.

Ferryman Initiate

Beginning at 3rd level when you choose this enclave, you learn the toll the dead cantrip if you did not know it already. It is an arcaknight spell for you and does not count against your known cantrips. If using my cantrip masteries, you also gain one of its masteries.

Additionally, when you reach 7th level in this class, you learn the animate dead spell, which is always prepared for you and is an arcaknight spell. It does not count against your max preparations.

When you cast animate dead, you can choose to not expend spell points when doing so. You can do this once per short or long rest.

Walk Among the Dead

At 3rd level, you are capable of creating minor undead, and fighting alongside them. As an action, you can touch one corpse or a pile of bones, either of which must be from a humanoid, and expend 1 spell point. In doing so, you either cause a zombie to rise if you touched a corpse, or a skeleton if you touched a pile of bones. The undead is perfectly obedient to you, and follows your commands perfectly. In combat, it shares your initiative, taking its turn directly after yours, though it will only take the Dodge action if you do not give it any verbal commands on its turn (no action required). If you are incapacitated, the created undead can take actions beyond Dodge without your command, and will prioritize protecting you as best as possible.

Undead created this way gain additional hit points equal to twice your arcaknight level, and use your spell attack modifier for their to-hit instead of their normal to-hit with attacks. Undead created this way also add your proficiency bonus to their damage rolls with attacks.

Undead created by this feature last until destroyed. However, you can only have one undead created by this feature at a time - creating a new undead via this feature destroys any undead you have previously created with this feature.

Additionally, while you are within 10 feet of at least one friendly undead creature at the start of your turns, you gain a +2 bonus to attack rolls until the end of your turn.

Enchant Undead

At 6th level, you can aid undead in their attacks. Attacks made by undead you create are considered magical for the purposes of overcoming resistances and immunities, and add your proficiency bonus to their to-hits. Undead created by your Walk Among the Dead feature do not add your proficiency bonus, instead gaining a simple +2 bonus to their to-hits.

Additionally, for each friendly undead that is within 10 feet of you at the start of your turns, your movement speed increases by an accumulating 5 feet until the end of your turn.

Ferryman’s Fortitude

At 10th level, you draw upon the fortitude of the undead. You gain resistance to necrotic damage. If you already have resistance, you instead gain immunity.

Additionally, you gain a level of regeneration - at the start of each of your turns while you have active spell points remaining, you regain hit points equal to half the remaining amount of active spell points you have. Otherwise, you simply regenerate 1 hit point at the start of each of your turns if you have no active spell points remaining.

If you take acid or radiant damage, this regeneration is disabled until the end of your next turn.

Danse Macabre

At 14th level, you know how to perform the well-known dance of the dead. You learn the danse macabre spell, which is an arcaknight spell for you and is always prepared, not counting against your max preparations.

Once per short or long rest when you cast the spell, you can choose to do so without expending spell points. Casting the spell this way also causes it to not require your concentration, though it only lasts for 10 minutes.

Additionally, for each friendly undead that is within 15 feet of you at the start of your turns, you gain an accumulating +1 bonus to your damage rolls until the end of your turn.

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Dead Rising

At 17th level, you can conjure a small army of undead to fight alongside you. As a bonus action, you may create a number of zombies or skeletons equal to twice your Intelligence modifier (minimum of two). These undead are special - they add twice your arcaknight level to their HP, and your Intelligence modifier to your AC. They also lose any damage vulnerabilities they would normally have.

Undead created this way last for one hour, after which they collapse into corpses and piles of bone.

You can use this feature up to twice per long rest, or until you expend 6 spell points to use this feature again.

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Foxite

Foxites, unlike the rest of the arcaknight enclaves, decide to focus more on their magic and spellcasting, as opposed to weapon utilization - while they are still more than proficient in fighting physically, they prefer to take a more laid-back approach, utilizing cantrips and other magics to take out foes from a distance - or up close if the arcaknight is particularly ballsy.

Foxite Initiate

Beginning at 3rd level when you choose this enclave, you learn any one cantrip from the arcaknight or wizard spell list. If you choose a cantrip from the wizard spell list, it is an arcaknight spell for you and does not count against your known cantrips. If using my cantrip masteries, you also gain one of its masteries.

Additionally, when you reach 7th level in this class, you learn any one 3rd-level spell from the arcaknight or wizard spell list, which is always prepared for you and is an arcaknight spell if you chose from the wizard spell list. It does not count against your max preparations.

When you cast the chosen spell, you can choose to not expend spell points when doing so. You can do this once per short or long rest.

Simple but Deadly

At 3rd level, you are a capable caster, being able to emulate even weapon attacks. When you cast a spell that makes a melee spell attack or ranged spell attack, you may instead treat the spell’s attacks as a melee weapon attack or ranged spell attack, respectively.

Additionally, when you cast a spell that makes an attack roll, you may make one more attack with that spell, which you may direct at the same target or another (for example, fire bolt would create 2 bolts rather than one, while eldritch blast at 5th level would create 3 beams rather than 2).

If an arcaknight feature would normally require an unarmed strike or melee weapon attack to trigger, you can trigger it with a ranged weapon attack.

Foxite’s Spellstrike

At 6th level, your Spellstrike feature improves. The maximum spell level you can cast with your Spellstrike increases to 4th-level, and you can use your Spellstrike feature up to twice per turn rather than once. However, the second time you use this feature on a turn, the spell being cast can be no higher than 2nd level, rather than 4thd.

When you reach 13th level and gain your Overwhelming Spellstrike feature, the Spellstrike section instad grants you the ability to use your Spellstrike feature up to thrice per turn. However, the third time you use your Spellstrike, the spell being cast can be no higher than 1st level.

Weave Expert

At 10th level, your Weave Potency feature improves. The bonus to attack roll(s) increases to +3, and the penalty to saving throws increases to -3. When you reach 15th level, the to-hit bonus and saving throw penalty are +4 and -4, rather than +3 and -3.

Energy Drain

At 14th level, your Energy Leech feature improves. You can use the feature up to twice per short or long rest, rather than once.

Perfected Spellstrike

At 17th level, you have perfected your Spellstrike feature. The first time you use your Spellstrike feature on each of your turn and cast a cantrip using it, that cantrip’s attacks do not merge, instead making multiple attacks as normal.

Additionally, spells of 1st-level or higher that you cast with your Spellstrike have their save DC increased by 1.

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High Enchanter

Arcaknights of the High Enchanter enclave are precisely as their name implies - expert enchanters who won’t stop at anything, and will enchant whatever can be enchanted.

Most people will often find themselves going to enchanter when they wish to get a magic item for a relatively reasonable price, or to add other effects onto their weapons and gear, and they are a highly respected enclave as a result.

Enchanting Initiate

Beginning at 3rd level when you choose this enclave, you learn the guidance cantrip if you did not know it already. It is an arcaknight spell for you and does not count against your known cantrips. If using my cantrip masteries, you also gain one of its masteries.

Additionally, when you reach 7th level in this class, you learn the tiny servant spell, which is always prepared for you and is an arcaknight spell. It does not count against your max preparations.

When you cast tiny servant, you can choose to not expend spell points when doing so. You can do this once per short or long rest.

Enchanting Expert

At 3rd level, you excel in enchanting weapons and infusing them with the power of the Weave. The maximum number of weapons you can enchant increases by 1, and the maximum number of enchantments you can apply to a weapon increases by the same amount.

When you forcefully enchant a weapon, you can do so for free once per short rest. Doing so applies the maximum possible number of enchantments (up to your enchantment maximum) to the chosen weapon.

Additionally, weapons you enchant become magical for the purpose of overcoming resistances and immunities.

Armor Enchanting

At 6th level, you can also enchant armor. Whenever you finish a long rest, choose up to 2 sets of armor, which can include shields, that are within 10 feet of you. The chosen armor(s) becomes magical, granting an AC bonus equal to half your maximum enchantments that you can apply to weapons.

When you reach 15th level in this class, you can choose up to 3 sets of armor (including shields), rather than 2.

Permanence

At 10th level, you can permanently imbue enchanted equipment with certain properties. If you continuously enchant a given weapon with the same enchantments

for a week, you may, at the end of that week, choose one of the applied enchantments to make permanent on that weapon. That enchantment can no longer be chosen to apply to that weapon. However, the weapon now permanently has that enchantment active on itself.

A weapon cannot have more than one permanent enchantment applied to it at a time - if you would be able to apply a new permanent enchantment to a given weapon, you must decide between the new enchantment and the previous one to discard first.

You can sell enchanted weapons that have a permanent enchantment imbued into them - the selling price equals half your enchantment maximum, multiplied by 10.

Resistive Armoring

Also at 10th level, when you enchant an armor, choose one damage type. So long as the enchanted armor is worn, it grants its wearer resistance to that damage type.

Animation

At 14th level, you can animate items through the use of magical enchantments. You learn the animate objects spell if you do not know it already. It is always prepared for you, and it does not count against your max preparations.

For you, the spell’s duration is increased to concentration, up to 1 hour, and when you cast the spell, you can choose two additional objects to animate.

When you cast the spell, you may, once per short or long rest, choose to cast it without expending spell points. If you do so, the spell no longer requires concentration, but only lasts for 1 minute.

Master Enchanter

At 17th level, you are a master of weapon enchanting. If you continuously enchant a given weapon for 2 weeks, at the end of that 2 weeks, you can cause the given weapon to replicate the benefits of a magical weapon, up to uncommon rarity. To replicate the effects of the given magical weapon, the enchanted weapon must first be the same type of weapon as the magical weapon (for example, a greataxe cannot replicate a Blood Spear, but can replicate a Slumbering Dragon’s Wrath Weapon due to that kind of weapon being able to be any kind of weapon).

This replication lasts until you choose to end the replication on the enchanted weapon as an action.

 

 

Mirage

Elusive and always in the shadows, arcaknights of the Mirage enclave utilize illusions to their fullest within combat, using them to distract foes as they close in, exploit openings created from their confusion, and land a killing blow.

Many more experienced Mirage arcaknights are even capable of turning illusory duplicates into near reality, with each copy being roughly the same strength as the arcaknight themselves.

Mirage Initiate

Beginning at 3rd level when you choose this enclave, you learn the minor illusion cantrip if you did not know it already. It does not count against your known cantrips. If using my cantrip masteries, you also gain one of its masteries.

Additionally, when you reach 7th level in this class, you learn the phantom steed spell, which is always prepared for you and is an arcaknight spell. It does not count against your max preparations.

When you cast phantom steed, you can choose to increase its duration to 6 hours. You can do this twice per long rest.

Phantom Mirage

At 3rd level, you can temporarily create shadowy duplicates of yourself to further rain blows on your enemies. Up to twice per round when you hit a creature with a weapon attack or unarmed strike, you can conjure a phantom copy in the same space as your target, which lasts until the start of your next turn. If your target moves while this phantom copy is active, you may immediately make an attack of opportunity against the target without using your reaction. If the target is out of your reach, the attack is instead made through your phantom copy. Opportunity attacks granted to you as a result of your phantom copy can be paired with your Spellstrike.

Once the phantom copy granted you an opportunity attack, it disappears.

When you reach 10th level in this class, the opportunity attack granted by your phantom copy benefits from your Extra Attack.

Steeled Mind

At 6th level, your work with illusions has granted a high level of protection to your mind. You gain resistance to psychic damage, which turns into immunity if you already have resistance.

Additionally, you have a +3 bonus to saving throws made to resist being charmed or frightened, and to checks and saving throws made to detect and determine illusions, such as against those created by spells.

Phantom Swap

Also at 6th level, you can quickly switch places with your phantom clones. As a reaction when you would take damage while you have phantom clone from your Phantom Mirage feature active, you can teleport to the position of your clone, appearing in an unoccupied space within 15 feet of the target that the phantom clone is active on. If this would take you out of the range, reach, or area of the provoking damage, you take no damage.

Using this feature causes the active phantom clone to disappear.

Mirror Duplicate

At 10th level, you coat yourself in illusions, granting you protection. So long as you aren’t incapacitated, you are constantly paired with an illusory duplicate of yourself. When you are targeted by an attack, roll a d20. On a 15 or higher, the attack is instead redirected to the illusory duplicate. The duplicate has an AC equal to yours. If the attack would hit the duplicate, it absorbs the damage dealt, and the duplicate disappears until the end of your next turn. If the attack misses, nothing further happens.

Phantom Brigade

At 14th level, you can create a large amount of illusory clones. As a bonus action, you create a number of illusory clones equal to your Intelligence modifier (minimum of one). Each clone appears in an unoccupied space within 30 feet of you, and they possess an AC equal to yours, but only have 1 hit point.

When you make an attack or cast a spell, you can cause that attack or casting to originate from the position of one of the illusory clones, rather than from you. You always know the locations of your clones, and gain sensory information from them.

Additionally, when you roll for your Mirror Duplicate feature and have illusory clones from this feature active, you can cause the attack to be redirected at one of the illusory clones, rather than the duplicate created by your Mirror Duplicate.

Illusory clones created by this feature last for 1 minute, until destroyed, or until you are incapacitated in some way.

Once you’ve used this feature, you can’t do so again until you finish a short or long rest, or until you expend 4 spell points to use it again.

 

 

Perfect Simulacrum

At 17th level, you can create a perfect illusory duplicate of yourself. When you finish a long rest, this copy appears in an unoccupied space within 5 feet of you. In combat, it shares your initiative, but takes its turn directly after yours. You must command it verbally on your turn (no action required) in order to have it perform any actions or movement, but if not given any command, it will take the Dodge action. If you are incapacitated in any way, the duplicate can act without your command, and will do its best to protect you.

The duplicate shares all of your statistics and will duplicate any nonmagical gear. However, it cannot use any features granted to you from this enclave, nor can it cast spells higher than 3rd level.

When the duplicate fully depletes its point pool, if at all, it vanishes.

Otherwise, the duplicate vanishes when you begin a long rest.

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Rangemaster

Perhaps the rarest enclave to come across due to their particular practices, arcaknights of the Rangemaster enclave completely shy away from the melee combat that other enclaves embrace, instead gladly taking up a ranged weapon or two in order to fight foes from afar.

This fighting stle has caused this particular enclave to often be looked down upon due to not following the normal arcaknight traditions, but regardless, they are formidable fighters that should not be underestimated.

Rangemaster Initiate

Beginning at 3rd level when you choose this enclave, you learn the sapping string cantrip if you did not know it already. It does not count against your known cantrips. If using my cantrip masteries, you also gain one of its masteries.

Additionally, when you reach 7th level in this class, you learn the lightning arrow spell, which is always prepared for you and is an arcaknight spell. It does not count against your max preparations.

When you cast lightning arrow, you can choose to not expend spell points when doing so. You can do this once per short or long rest.

Marksman

At 3rd level, you are proficient in the usage of ranged weaponry for arcaknight combat. You gain proficiency in all martial ranged weapons, as well as firearms. When an arcaknight feature would be triggered by a melee weapon attack or unarmed strike, you can also trigger it with a ranged weapon attack.

Additionally, you gain the Archery Fighting Style if you do not have it already. If you do, you may choose one other Fighting Style from the list of arcaknight Fighting Styles, which cannot be one you already have.

When you hit a creature with a ranged weapon attack, you can move that creature up to 5 feet horizontally into an unoccupied space.

Ricochet

At 6th level, you are an expert and landing shots in the most strange ways, through the use of magic. Once per turn when you miss with a ranged weapon attack, you can cause it to ricochet, making another attack against the original target or another target within 10 feet of the original. If this attack hits, it deals an additional 2d8 damage.

Reshot

At 10th level, you can reactively shoot enemies. When a creature misses you or a creature within 10 feet of you with an attack, you can immediately make a weapon attack with a ranged weapon you have on hand against them. You may use your Spellstrike on this attack.

You can’t use this feature more than thrice per round.

Reaper’s Challenge

At 14th level, you can embrace a shroud of the reaper of death, forcing foes to attack you. Once on each of your turns when you hit a creature with a ranged weapon attack, you can shroud them with death itself. Until the end of your next turn, attacks made by that target against creatures other than you cause the target to become weakened. A target weakened this way remains weakened until the end of your next turn, rather than the start of it.

You can use this feature once per encounter, or until you expend a spell point to reuse the feature again.

High Noon

At 20th level, you can temporarily infuse magic into your ranged weapons to cause them to rapidly fire. As an action while you are wielding a ranged weapon, choose a number of creatures up to your Intelligence modifier (minimum of one) that are within 60 feet of you. Make 4 ranged weapon attacks with the ranged weapon you are wielding against each creature. Each attack has a +2 bonus to hit and deals an additional 1d8 damage on hit.

You can use this feature once per short or long rest, or until you expend 3 spell points to use it again.

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stain

 

 

Walking Shield

The first defensive enclave, and the most popular, the enclave of the Walking Shield is a fairly common enclave to study under and practice from for many arcaknights, due to their more defensive and protective nature, being easy to learn, but quite potent once mastered, allowing an arcaknight to not only protect their comrades, but also be able to defend their loved ones and friends in the time of need.

Shield Initiate

Beginning at 3rd level when you choose this enclave, you learn the blade ward cantrip if you did not know it already. It does not count against your known cantrips. If using my cantrip masteries, you also gain one of its masteries.

Additionally, when you reach 7th level in this class, you learn the beacon of hope spell, which is always prepared for you and is an arcaknight spell. It does not count against your max preparations.

When you cast beacon of hope, you can choose to not expend spell points when doing so. You can do this once per short or long rest.

Shielding Aegis

At 3rd level, you can mark enemies with the arcane, blunting their attacks. Once on each of your turns when you hit a creature with a weapon attack or unarmed strike, you can mark with with your aegis, which lasts until the start of your next turn.

While a creature is marked this way, it suffers a penalty to its attack rolls against creatuires that are not you equal to half your Intelligence modifier, rounded up (minimum of -1).

If a marked creature would hit an ally even despite the penalty, you may immediately use your reaction remove the mark from the creature, causing the creature to suffer 3d8 + your Intelligence modifier force damage, and cause damage dealt to that ally by that creature to be reduced by a number equal to 10 + your Intelligence modifier, to a minimum of 1 damage.

When you reach 10th level in this class, the damage reduction further increases to 15 + your Intelligence modifier.

Warding Flourish

At 6th level, you can use your combat skill to create an arcane buffer between friend and foe. Once on each of your turns when you hit a creature with a weapon attack or unarmed strike, you can inflict it with this ward. Until the end of your next turn, the warded creature cannot willingly move within 5 feet of you and creatures you deem your allies, and when an ally attacks a warded creature, it can move the warded creature 5 feet in any horizontal direction to an unoccupied space.

You can use this feature up to twice per encounter, or until you expend 2 spell points to use it once more.

Nimbus of Shielding

At 10th level, you can project a defensive field around you. As a bonus action, you may enter a defensive stance until the end of the encounter, until you are incapacitated, or until you willingly exit the stance (no action required). While you remain in this stance, you, and creatures you deem your allies that start their turn within 15 feet of you, gain a +1 bonus to their AC until the end of each of their turns.

Once you’ve used this feature, you can’t do so again until you finish a short rest, or until you expend 2 spell points.

Primal Warding

At 14th level, you can grant a layer of elemental protection to your allies. When you finish a long rest, choose one damage type. You, and up to 3 other creatures within 10 feet of you are that are willing, gain resistance to the chosen damage type. Whenever a creature benefitting from this feature takes that damage of that chosen damage type, it also causes the attacker to take 3d10 + your Intelligence modifier damage of that type.

You may expend 3 spell points to change the damage type that is being resisted by this feature, though you cannot do this more than twice per long rest.

When you begin your next long rest, the effects of this feature end.

Arcaknight’s Heritage

At 17th level, you can create a shield of blades to protect you and allies. As a bonus action, you can call upon this shield, which causes you and creatures of your choice within 15 feet of you to gain a +2 bonus to AC and saving throws until the end of the encounter, until you are incapacitated, or until you willingly end this effect (no action required). Whenever a creature damages any of the creatures affected by this spell, that creature immediately takes 2d6 + your Intelligence modifier force damage.

Once you’ve used this feature, you can’t do so again until you finish a short rest, or until you expend 4 spell points.

sword

 

 

Enchantments

Enchantments available to the arcaknight.

While multiple enchantments can be applied to a given weapon, you cannot choose a given enchantment more than once when applying enchantments to weapons.

If an enchantment calls for a saving throw, it uses your spell save DC for the save.

If a creature wields multiple weapons that have the same enchantments, how the enchantments will function depends - if the enchantment simple buffs the weapon’s to-hit, damage, causes an explosion, or similar, the enchantment is simply kept per weapon. However, if the enchantments are things such as AC bonuses, movement speed increases, or resistances, only once instance of that enchantment is applied at a time to the wielder.

Alacrity

A creature wielding a weapon with this enchantment has their movement speed increased by 10 feet.

Alertness

A creature wielding a weapon with this enchantment adds half your proficiency bonus to their initiative rolls.

Arcing

Once per turn when a creature wielding this weapon hits with an attack using this weapon, it shocks the target.

Chaining

Once per turn when a creature wielding this weapon hits with an attack using this weapon, they can cause the attack to chain to one creature within 10 feet of the original target. Said creature must then make a Dexterity saving throw. On a failure, it takes damage equal to half the damage the original target did.

Damaging

A weapon with this enchantment applied deals an additional 1d6 damage on hit.

Defending

A creature wielding this weapon can, as a reaction when hit by an attack, interpose the weapon between them and the attacker, granting themselves a +2 bonus to their AC until the start of their next turn. Once the wielder has done so, it can’t do so again until the end of its next turn.

Exposing

Once per turn when a creature wielding this weapon hits with an attack using this weapon, it exposes the target.

Freezing

Once per turn when a creature wielding this weapon hits with an attack using this weapon, it freezes the target

Provoking

Once per turn when a creature wielding this weapon hits with an attack using this weapon, it can force the target to make a Wisdom saving throw. On a failure, the target moves 10 feet in a horizontal direction of the wielder’s choice to an unoccupied space. This movement can provoke opportunity attacks.

Punching

When a creature wielding this weapon hits with an attack using this weapon, it can move the target up to 5 feet away from the wielder in a straight line.

Reaching

A weapon with this enchantment applied has its reach increased by 5 feet. If the weapon is a ranged weapon, it instead has its normal and long ranges increased by 10 feet.

Resisting

A creature wielding a weapon with this enchantment gains resistance to one damage type of your choice. You choose the damage type when you enchant the weapon.

Returning

A weapon with this enchantment applied gains the Thrown property, with a range of 30/60 feet. Hit or miss, this weapon after being thrown returns to its wielder’s hand, or an unoccupied space within 5 feet of its wielder should its wielder not have a free hand.

Searing

Once per turn when a creature wielding this weapon hits with an attack using this weapon, it sears the target.

Seeking

Once per turn when a creature wielding this weapon hits with an attack using this weapon, it can change the damage type of the attack to a damage type the target has vulnerability to. If the target does not have any vulnerabilities, the damage type changes to a type that the target has no resistances or immunities to.

Shattering

Once per turn when a creature wielding this weapon hits with an attack using this weapon, it can impose a -2 penalty to the target’s AC until the start of the wielder’s next turn.

Shielding

A creature wielding a weapon with this enchantment gains a +1 bonus to their AC.

Slipperiness

A creature wielding a weapon this enchantment can take the Disengage action as a bonus action, and opportunity attacks made against the wielder have a -4 penalty to hit.

 

 

List of Spells

The list of arcaknight spells below is presented in alphabetical order, sorted by spell level. The spell list notes which arcaknight spells are rituals.

Listed spells are from across all published works from Wizards of the Coast. If you want to view the spell, try 5e.tools’ spell list.

This spell list is organized under the assumption that my spell overhauls are in use.

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Dancing Lights
  • Eldritch Blast
  • Fire Bolt
  • Frostbite
  • Green-Flame Blade
  • Infestation
  • Light
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Minor Illusion
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Resistance
  • Sapping Sting
  • Shape Water
  • Shocking Grasp
  • Sword Burst
  • Thunderclap
  • True Strike
1st Level
  • Absorb Elements
  • Alarm (ritual)
  • Armor of Agathys
  • Bane
  • Burning Hands
  • Cause Fear
  • Chromatic Orb
  • Earth Tremor
  • Ensnaring Strike
  • Entangle
  • Expeditious Retreat
  • Faerie Fire
  • Feather Fall
  • Fog Cloud
  • Frost Fingers
  • Gift of Alacrity
  • Grease
  • Hellish Rebuke
  • Inflict Wounds
  • Jump
  • Longstrider
  • Mage Armor
  • Magic Missile
  • Magnify Gravity
  • Shield
  • Snare (ritual)
  • Tasha’s Caustic Brew
  • Witch Bolt
  • Zephyr Strike
2nd Level
  • Alter Self
  • Blindness/Deafness
  • Blur
  • Branding Smite
  • Cloud of Daggers
  • Cordon of Arrows
  • Darkness
  • Dragon’s Breath
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Find Traps (ritual)
  • Flame Blade
  • Flaming Sphere
  • Haste
  • Heat Metal
  • Invisibility
  • Levitate
  • Locate Object
  • Magic Armament
  • Magic Mouth (ritual)
  • Mirror Image
  • Misty Step
  • Phantasmal Force
  • Pyrotechnics
  • Rime’s Binding Ice
  • Scorching Ray
  • Shadow Blade
  • Silence (ritual)
  • Spider Climb
  • Spiritual Weapon
  • Vortex Warp
  • Warding Bond
  • Web
3rd Level
  • Ashardalon’s Stride
  • Bestow Curse
  • Blink
  • Call Lightning
  • Conjure Barrage
  • Counterspell
  • Elemental Weapon
  • Erupting Earth
  • Fear
  • Flame Arrows
  • Hold Monster
  • Incite Greed
  • Lightning Bolt
  • Major Image
  • Melf’s Minute Meteors
  • Pulse Wave
  • Slow
  • Spirit Shroud
  • Thunder Step
  • Wall of Water
  • Water Breathing (ritual)
  • Water Walk (ritual)
4th Level
  • Arcane Eye
  • Banishment
  • Compulsion
  • Confusion
  • Death Ward
  • Dimension Door
  • Elemental Bane
  • Evard’s Black Tentacles
  • Fire Shield
  • Freedom of Movement
  • Greater Invisibility
  • Hypnotic Pattern
  • Ice Storm
  • Otiluke’s Resilient Sphere
  • Phantasmal Killer
  • Raulothim’s Psychic Lance
  • Shadow of Moil
  • Sleet Storm
  • Stone Shape
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Animate Objects
  • Antilife Shell
  • Bigby’s Hand
  • Circle of Power
  • Cloudkill
  • Cone of Cold
  • Danse Macabre
  • Dominate Monster
  • Enervation
  • Far Step
  • Immolation
  • Passwall
  • Seeming
  • Steel Wind Strike
  • Swift Quiver
  • Synaptic Static
  • Telekinesis
6th Level
  • Blade Barrier
  • Chain Lightning
  • Contingency
  • Disintegrate
  • Eyebite
  • Fizban’s Platinum Shield
  • Flesh to Stone
  • Globe of Invulnerability
  • Harm
  • Programmed Illusion
  • Soul Cage
  • Sunbeam
  • Tasha’s Otherworldly Guise
  • Tenser’s Transformation
  • Wall of Ice
  • Wind Walk

 

 

Arcaknight

This “port” has been sitting on my backburner for quite a while, and it’s only recently that I finally decided to start working on it, and I don’t regret it at all. This was really fun to make and think about, especially since 5e currently lacks working gishes, so having one that does work can go quite far.

However, despite arcaknight’s inherent design hopefully allowing it to work well in melee without outside help, I would still strongly recommend using my combat changes and spell changes, as well as weapon masteries, which not only helps arcaknight further along in its combat, but also other martial characters and weapon users who could use it.

Arbiter

Arbiter is a cut and dry subclass for people who don’t really want to think and just want to blast, and boy does Arbiter deliver, with explosives and damage galore. Just want to have some dumb fun? This is what you pick.

Armory

While also a more dedicated damage-dealer like Arbiter, this one is a little more complex, dealing with weapon summoning and controlling, allowing you control a small armory, as the name suggests. While Arbiter was very explosive-focused, Armory prefers to make additional attacks through its summoned weapons.

Bladesinger

As I removed Bladesinger from my wizard and replaced it with Somatomancy, it was appropriate to bring the more signature gish subclass into a proper gish class. Bladesinger, as before, focuses on managing its Bladesong, wanting to keep it up when it can, though it still gains benefits even when not using Bladesong to compensate.

Ensnarer

Ensnare is the more control-aligned subclass for arcaknight, dealing forced movement, difficult terrain, and so on, while avoiding its own effects, allowing it to deftly move around enemies unimpeded. A good subclass choice for players who want to play more tactically, setting up traps and stopping foes in their tracks, rather than dealing direct blows.

Ferryman

Ferryman is the obligatory necromancy subclass, and it delivers, serving as a sort of horde summoner tha mingles with its own horde, opting to overwhelm opponents with sheer numbers in undead, gaining stacking bonuses for each friendly undead.

Foxite

The unconventional subclass, the Foxite is much more cantrip and spellcasting-focused than the greater weapon focus the base class normally has, as well as buffing up your Spellstrike and other features, acting sort of as a “more X in your X” subclass for arcaknight. If you just want some versatility or want improvements to the base class, this is the subclass to use.

High Enchanter

Weed jokes aside, the High Enchanter is much more support-oriented to most of the other subclass, sans Walking Shield, and takes advantage of the enchanting mechanic exclusive to this class, allowing it to have a larger plethora of enchantments compared to other subclass options, and even make money in the downtime, later being able to to even replicate magic weapons.

Mirage

The Mirage subclass is a doozy - while its direct offensive power isn’t amazingly high, at least not initially, it is incredibly dodgy and will exploit any and all openings an opponent gives it, creating clones to guard itself while sending out illusory phantoms to distract foes.

New Shadow

Simple Domain: The Subclass. Take the New Shadow style for a very flexible and fast option with no glaring strengths or weaknesses.

Rangemaster

Rangermaster is the “heretical” subclass, utilizing ranged weaponry for its attacks rather than melee weapons, with a variety of features to ricochet, “parry”, or otherwise snipe away at enemies. Want an arcaknight but sad that it’s mostly melee focus? This is the subclass to use.

Sequencer

Sequencer is a lightning-fast blitz subclass that prioritizes multitarget alongside its single-target to quickly elminate encounters, making for a fast-paced enclave compared to others.

Walking Shield

The most defensive and support-oriented subclass, the Walking Shield lacks offensive capability, but more than makes up by being able to impose a variety of defensive attacks to dissaude enemies or otherwise protect allies. Best for people who just don’t feel like beating monsters up and would rather sit back to protect their friends.

Zephyr

A high-mobility and forced-movement focused subclass, bending the sky to inflict extra damage, forcefully movement targets, and create barriers, as a flexible jack-of-all-trades option.

 

 

Optional Features

A set of optional features for people who may not prefer certain features with the base class or subclasses, as well as optional rules. Please remember to check with your DM as to whether or not they will allow certain optional features before using the optional features yourself.

Multiclassing with Points and Pools

As you may have noticed, multiclassing with spell points and point pools is a lot different from normal spellcasting multiclassing. As such, here are the rules for multiclassing with spell points and point pools:

Spellcasting

Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.

Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your intelligence is 16, you can prepare six wizard spells from your spellbook.

Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.

Spell Points. You determine your available spell points by adding together all your levels in the cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, half your level (rounded up) in the artificer and bard classes, and a third of your class level if the class obtained spellcasting through a subclass feature instead of having it as a part of their base class (Such as rogue’s Arcane Trickster). Use this total to determine your spell points by consulting the Multiclass Spellcaster table.

Do the same for determining your Max Spell Level, Point Pool, and Cast Limit, which are also shown in the Multiclass Spellcaster table.

Pact Magic. If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the Pact Points you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell points you gain from the Spellcasting class feature to cast warlock spells you know.

Multiclass Spellcaster
Level Spell Points Point Pool Max Spell Level Cast Limit
1st 4 8 1st 2
2nd 5 10 1st 2
3rd 6 12 2nd 3
4th 7 14 2nd 3
5th 8 16 3rd 3
6th 9 18 3rd 4
7th 10 20 4th 4
8th 11 22 4th 4
9th 12 24 5th 4
10th 13 26 5th 5
11th 14 28 6th 5
12th 15 30 6th 5
13th 16 32 7th 5
14th 17 34 7th 5
15th 18 36 8th 6
16th 19 38 8th 6
17th 20 40 9th 6
18th 21 42 9th 6
19th 22 44 9th 6
20th 23 46 9th 6

Points and Slots. If attempting to multiclass a chaacter with the Spellcasting feature this spell point system with a character that utilizes spell slots and has the Spellcasting feature, then simply remove the spell slots entirely and determine your points, pool, limit, and spell level based on what was outlined in the Spell Points paragraph.

fox

 

 

Rangemaster Fighting Styles

At the DM’s discretion, you may replace the Archery Fighting Style gained from Rangemaster with one of the following:

Guns Akimbo

You are excellent in dual-wielding firearms, gaining proficiency in firearms if you weren’t already.

You do not need a free hand to reload a one-handed firearm, and once per turn when you make a weapon attack with a one-handed firearm you have in one hand, you may make one additional attack with a one-handed firearm in your off hand. If this off hand firearm has the Light property, you may add your ability modifier to its damage as normal. You do not add your ability modifier if it lacks the Light property.

When you reload a firearm you are wielding in one hand and have a one-handed firearm in the other, you may also immediately reload that firearm.

Additionally, your ranged weapon attacks rolls gain a +2 bonus to hit.

Quickshot

You can quickly draw firearms on demand. You gain proficiency in firearms if you weren’t already.

As a reaction when you or a creature within 30 feet of you is targeted by an attack, you may use your reaction to draw a firearm you have on the attacker. Make a ranged weapon attack with the firearm against the attacker. On a hit, you disrupt the attack, preventing it from hitting. You must have or be wielding a firearm to use this reaction.

Successfully hitting the attacker grants you back your reaction, allowing you to use this reaction once more, or use another reaction.

Additionally, your ranged weapon attacks rolls gain a +2 bonus to hit.

mages

stain

 

 

Pact Magic

Due to the nature in which Arcaknight works, pact magic can work with it as well as its current spellcasting. As such, at your DM’s discretion, you may exchange its current spellcasting for pact magic.

Your max spells and cantrips known remain the same, though your Max Spell Level column is replaced with Slot Level.

Using Pact Points

You gain a small pool of spell points, dubbed Pact Points due to you pulling power from your deity, as they have granted to you. You expend a number of Pact Points to create a pact slot of a given level, and then use that slot to cast a spell. You can’t reduce your Pact Points total to less than 0.

The Templar table shows how many Pact Points you have to cast your templar spells of 1st through 5th level. The table also shows what the level of those points are; all of your Pact Points are the same level. You regain all expended Pact Points when you finish a short or long rest.

Unlike other spellcasters who utilize spell points, your spells only have three costs: Spells of 1st to 2nd level cost 2 points, spells of 3rd to 4th level cost 4, and 5th-level spells cost 6. 6th-level spells cost 7.

For example, when you are 5th level, you have 4 Pact Points. To cast the 1st-level spell guiding bolt, you must spend two of those Pact Points, and you cast it as if you cast the spell with a 2nd-level spell slot.

Calling Beyond

While you do possess a small pool of Pact Points to utilize, sometimes you may run out and need a spell right then, right there, choosing to dive deeper into your deity’s power than what they allotted you.

If you attempt to cast a spell of 1st through 6th level without the Pact Points necessary to do so, you may draw in on your deity’s power, casting the spell as normal. If you have any Pact Points remaining, those are expended as usual.

The first time you use this feature, you do not incur any side effects from doing so. However, every additional time you use this feature without completing a long rest, you gain a level of exhaustion, as while your god may forgive you, drawing on their power is still incredibly taxing.

Exhaustion gained this way ignores any immunities to exhaustion, and can’t be removed until you finish a long rest. Exhaustion gained this way cannot cause the amount of exhaustion you have to exceed 3 levels.

All exhaustion gained from this feature is completely removed upon finishing a long rest.

Pact Points
Arcaknight Level Pact Points
1 2
2 2
3 4
4 4
5 4
6 4
7 6
8 6
9 6
10 6
11 8
12 8
13 8
14 8
15 10
16 10
17 10
18 10
19 12
20 12

Compatibility

As this now makes Arcaknight use pact points and not spell points, several parts of the class need to be changed.

Spell Expert

Spell Expert now notes you can cast the chosen spells without expending pact points instead of spell points

Spellstrike

Spellstrike notes you expend pact points as usual instead of spell points. As you are a pact caster, you also no longer have a cast limit.

Warmage Casting

Warmage casting notes you expend pact points instead of spell points

Energy

Now regains pact points instead of spell points, and regains 2 points instead of 1

Overwhelming Spellstrike

Warmage Casting’s improvement no longer reduces cost - instead, it treats the spell as if it were cast one level higher

Dispelling Blow

Dispelling Blow costs 2 pact points to reuse instead of 1 spell point

 

 

Spell Mastery

As with Spell Expert, now states without expending pact points instead of spell points.

Spell Oversurge

Fully refills pact points instead of spell points and grants 4 temporary pact points, which can be used to cast spells like normal pact points, but cannot be refilled and are lost after finishing a short or long rest.

X Initiate Features

All of the Initate features in the enclaves now state without expending pact points instead of spell points.

Spectral Swords

Resummoning spectral blades now costs 1 pact point instead of 2 spell points

Final Judgement

Final Judgement now costs 6 pact points instead of 5 spell points

Bladesong

Reusing Bladesong now costs 1 pact point to reuse instead of 2 spell points

Shackle Ward

Shackle Ward costs 4 pact points to reuse instead of 4 spell points

Danse Macabre

Danse Macabre now notes without expending pact points, instead of spell points

Dead Rising

Dead Rising costs 7 pact points to reuse instead of 6 spell points

Animation

Animation now notes without expending pact points, instead of spell points

Phantom Brigade

Phantom Brigade now costs 6 pact points to reuse instead of 4 spell points

Reaper’s Challenge

Reaper’s Challenge now costs a pact point to reuse instead of 1 spell points

High Noon

High Noon is now reused by expending 4 pact points instead of 3 spell points

Warding Flourish

Reusing Warding Flourish now costs 2 pact points instead of 2 spell points

Nimbus of Shielding

Reusing Nimbus of Shielding now costs 3 pact points instead of 2 spell points

Arcaknight’s Heritage

Reusing Arcaknight’s Heritage now costs 6 pact points instead of 4 spell points

Weave Claw

At the DM’s discretion, you may add the following 2nd-level feature to the Arcaknight.

Weave Claw

2nd-level Arcaknight feature

You focus spiritual energy into a launchable grappling hook that can be used to pull yourself, dubbed your weave claw.

Once per turn as a free action, you can launch your weave claw at a creature, object, or surface within 40 feet of you. You make a ranged weapon attack if you are launching it at a creature. On contact, you can immediately pull yourself to the target, which does not provoke opportunity attacks. An unsecured object that is Medium or smaller and is not being held is immediately pulled to you.

If you end at least 10 feet off the ground when you use the weave claw to pull yourself to a surface, you can stay hooked on and may use your movement to move down. You may use the weave claw again to continue moving vertically, or you can opt to climb.

Climbing ends the effects of your weave claw.

ck

 

 

Conditions Dictionary

List of custom conditions that are not present in the base game. Refer to here for when a new condition is noted on, usually in bold.

Bleeding

A bleeding target takes 1d6 damage at the start of each of its turns for 1 minute. This damage can not be reduced by any means.

If a target is bleeding, it or another creature can use their action to make a DC 14 Medicine (WIS) check to staunch the bleeding, thus removing the condition. Any healing will also remove the bleeding condition.

Undead, constructs, and creatures that don’t have blood are immune to bleeding.

Condition: Expose

A creature that is exposed is marked as such until the exposed target is hit by an attack or combat ends. When an exposed target takes damage, the mark is activated, causing the exposed target to take an additional 2d10 force damage, and the target is no longer exposed.

If the activating attack would also apply expose on an already exposed target, the older expose is activated first, then the new application of expose is placed onto the target.

Condition: Freeze

A frozen creature is encased in ice, reducing its movement speed by 10 feet and causing the next attack made against it while frozen to deal an additional 2d8 cold damage. Both effects end at the start of the inflicter’s next turn.

If the creature is coated in flames, such as a fire elemental, it is immune to this condition. The condition is also removed early if the affected creature takes any fire damage.

Condition: Hemorrhage

A hemorrhaging target takes 2d6 damage at the start of each of its turns until healed. This damage cannot be reduced by any means.

If a target is hemorrhaging, it or another creature can use their action to make a DC 15 Wisdom (Medicine) check to staunch the bleeding. Staunching the bleeding of a hemorraging creature does not remove the condition, instead it prevents them from suffering the damage of the condition until the end of the affected creature’s next turn. Any healing will also remove the hemorrhaging condition.

Undead, constructs, and creatures that don’t have blood are immune to hemorrhaging - instead, effects that would inflict hemorrhaging on those creatures deal an additional 2d8 damage.

Condition: Seared

A seared creature suffers from great burns, reducing its movement speed by 5 feet and causing it to suffer a -2 penalty to attack rolls. This condition lasts until the end of the inflicter’s next turn, or until the affected creature is healed, unless stated otherwise.

Constructs cannot be seared. If an attack that would sear a Construct hit, it simply deals an additional 1d8 fire damage instead to the Construct.

Condition: Shocked

A creature that is shocked cannot take reactions.

If an attack or effect would shock a Construct, the Construct takes an additional 2d8 lightning damage.

Stagger

A staggered creature stumbles around, confused and weak, and as a result has its movement speed halved and suffers disadvantage on the next saving throw it makes. The duration of stagger lasts for 1 round or the staggered creature is healed, unless stated otherwise.

A creature that is Undead or a Construct cannot be staggered.

Condition: Stasis

A target affected by stasis has its time greatly dilated, having its movement speed halved until the start of the inflicter’s next turn. In addition, if the target was moving when it was affected by stasis, it immediately stops its movement.

Objects affected by stasis cannot be moved by any means until stasis ends on it.

Condition: Weakened

A creature that is weakened takes a -2 penalty to attack and damage rolls and has its movement speed reduced by 10 feet. These effects remain until the start of the inflicter’s next turn, unless stated otherwise.

Undead and Constructs are immune to being weakened.

fracture

 

 

Artists

Artists and their works used in this document.


Cover Logo - Swordmage Emblem by ???

Cover Background - Spellblade master by FrozDiary

Forward 1 - CK by FadeShock

Forward 2 - Dracolich Battle by Trollfeetwalker

Opening - Swordmage by Steves3511

Page 8 - Temple Knight from Final Fantasy Tactics by EldritchArtworks

Enclave List - Elias Ainsworth by Smalls2233

Arbiter - Evokers - Crocell by kevinsidharta

Bladesinger - Spellblade Elf Apprentice by arifwijaya

Ferryman 1 - Corpse Warden by Eemeling

Ferryman 2 - Grave Knight by DeivCalviz

Foxite - Magi by mattforsyth

Mirage - Mirage by Kevin-Glint

Rangemaster - Gunslinger Adept by django-red

Walking Shield - Sword by BillyCat

Optional Features 1 - Nine Tails by RHPotter

Optional Features 2 - Spirit Against Steel by sznexus

Optional Feature 3 - CK by FadeShock

Conditions - Fracture by Volinfer

Artist Credit - Soma Schicksal by Jeff-Drawing

Back Cover Logo - Foxtail Foundry Logo by FadeShock

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