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Fighter Archetype_Grim Knight

Feb 28, 2018

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    Grim Knight Spellcasting

    Fighter Cantrips Spells --Spell Slots per Spell Level--

    Level Known Known 1st 2nd 3rd 4th

    3rd 2 3 2 --- --- ---

    4th 2 4 3 --- --- ---

    5th 2 4 3 --- --- ---

    6th 2 4 3 --- --- ---

    7th 2 5 4 2 --- ---

    8th 2 6 4 2 --- ---

    9th 2 6 4 2 --- --- 10th 3 7 4 3 --- ---

    11th 3 8 4 3 --- ---

    12th 3 8 4 3 --- ---

    13th 3 9 4 3 2 ---

    14th 3 10 4 3 2 ---

    15th 3 10 4 3 2 ---

    16th 3 11 4 3 3 ---

    17th 3 11 4 3 3 ---

    18th 3 11 4 3 3 ---

    19th 3 12 4 3 3 1

    20th 3 13 4 3 3 1

    Expanded Spell list

    The Grim Knight archetype lets you choose from an expanded list of

    spells when you reach certain levels. The following spells are addedto the necromancy spell list for you.

    Grim Knight Expanded Spells

    Fighter Level Spells

    3rd hellish rebuke . 5th hex 7th crown of madness .

    9th find steed

    Any steed summoned with thefind steedspell takes the form of a

    skeletal warhorse, using the standard warhorse statistics.

    Weapon Bond

    At 3rd level, you learn a ritual that creates a magical bond between

    yourself and one weapon. You perform the ritual over the course of

    1 hour, which can be done during a short rest. The weapon must be

    within your reach throughout the ritual, at the conclusion of which

    you touch the weapon and forge the bond.

    Once you have bonded a weapon to yourself, you cant be disarme

    of that weapon unless you are incapacitated. If it is on the same

    plane of existence, you can summon that weapon as a bonus action

    on your turn, causing it to teleport instantly to your hand.

    You can have up to two bonded weapons, but can summon only

    one at a time with your bonus action. If you attempt to bond with a

    third weapon, you must break the bond with one of the other two.

    Grim Harvest

    At 3rd level, you gain the ability to reap life from enemies you kill

    with a weapon attack. Once per turn, when you kill a creature with a

    weapon attack, you gain temporary hit points equal to your

    Intelligence modifier (minimum of 1). You dont gain this benefit

    for killing undead or constructs.

    Grim Knight

    Your careful study of magic to augment your martial abilities has

    lead you down a dark path. The call of necromancy and the shades

    of death have pulled you away from your Eldritch Knight brethren

    and into something deeper, darker, and more grim. You have

    focused your study on the necromantic school of magic, learning to

    embrace and shape death rather than fear it.

    Spellcasting

    When you reach 3rd level, you augment your martial prowess with

    the ability to cast spells. See chapter 10 for the general rules of

    spellcasting and chapter 11 for available necromancy school spells.

    Cantrips.You learn two cantrips of your choice from thefollowing list: chill touch, spare the dying, thunderclap, ray of frost,

    and message. You learn an additional cantrip of your choice from

    this list at 10th level.

    Spell Slots. The Grim Knight Spellcasting table shows how manyspell slots you have to cast your spells of 1st level and higher. To

    cast one of these spells, you must expend a slot of the spells level or

    higher. You regain all expended spell slots when you finish a long

    rest.

    Spells Known of 1st-Level and Higher. You know three 1st-level spells of your choice, which you must choose from the

    necromancy spell list.

    The Spells Known column of the Grim Knight Spellcasting table

    shows when you learn more spells of 1st level or higher. Each of

    these spells must be a necromancy spell of your choice, and must be

    of a level for which you have spell slots.

    Whenever you gain a level in this class, you can replace one of the

    necromancy spells you know with another spell of your choice from

    the necromancy spell list. The new spell must be of a level for which

    you have spell slots.

    Spellcasting Ability. Intelligence is your spellcasting ability foryour necromancy spells, since you learn your spells through study

    and memorization. You use your Intelligence whenever a spell refersto your spellcasting ability. In addition, you use your Intelligence

    modifier when setting the saving throw DC for a necromancy 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

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    Presence of the Master

    At 15th level, any undead creature that attacks you must make a

    Wisdom saving throw against your spell save DC. On a failed save,

    the creature must choose a different target, or the attack

    automatically misses. On a successful save, the creature is immune

    to this effect for 24 hours. The creature is aware of this effect before

    it makes its attack against you.

    Grim Reaper

    Starting at 18th level, you can, as an action, summon a dark field of

    spectral chains in a 30 foot circle around you. The ground in this

    area becomes difficult terrain for the duration. When a creature

    enters the affected area for the first time on a turn or starts its turn

    there, it must succeed on a Dexterity saving throw or take 3d6

    bludgeoning damage and be restrained. A creature that starts its turn

    in the area and is already restrained takes 3d6 bludgeoning damage.

    A creature may use its action to make a Strength check against your

    spell save DC, freeing itself on a success.

    Any enemy killed in this field by you or an ally triggers your Grim

    Harvest ability. Additionally, while this effect is active, you can use

    your action to automatically strike every restrained enemy within the

    affected area for 3d6 bludgeoning damage. The chains remain inplace for 1 minute or until you dismiss them.

    You must complete a long rest before using this ability again.

    Chain of Fate

    At 7th level, your familiarity with death and the undead grants you

    resistance to necrotic damage. You also gain the Grim Knight ability

    Chain of Fate.

    Chain of Fate.As a bonus action on your turn, you summon from

    the ground before you a spectral version of your bonded weapon

    trailing a long chain. The weapon spears into the ground at your feet,

    lashing out with the chain, targeting a creature of choice within 30feet. The creature must make a Dexterity saving throw against your

    spell save DC. On a failed save, the creature is wrapped in the chain,

    taking 1d6 bludgeoning damage and is pulled to the spectral weapon

    where it is grappled in place. On a successful save, the creature takes

    half damage and shrugs off the effects of the chains, not becoming

    pulled or grappled. A grappled creature may use its action to make a

    Strength check against your spell save DC, freeing itself on a

    success. Once freed, the spectral weapon and chains dissipate.

    You must complete a short or long rest before using this ability

    again. At 10th level, you may use this ability twice before resting

    and its damage increases to 2d6. At 15th level, the damage increases

    to 3d6.

    Spectral Weapon

    Beginning at 10th level, you gain the Grim Knight ability Spectral

    Weapon.

    Spectral Weapon.As a bonus action on your turn, you call forth a

    spectral version of your bonded weapon to appear in an unoccupied

    space within 30 feet of you. You may then use this weapon to make

    a melee attack at a target within the weapons range with all

    modifiers that apply to your normal weapon strikes however, the

    damage done by this weapon is considered necrotic. If you make

    your first attack with this weapon, all subsequent attacks for that turn

    must be done with the spectral weapon. You may use your extra

    attack feature with this weapon. Using your bonus action onsubsequent turns you can maintain this summoning, allowing you to

    then take another attack action with it. The weapon is unable to

    move and you must maintain concentration on the spell, making a

    concentration check if you are attacked. At 15th level, you may use

    your action to move the weapon up to 20 feet.

    You must complete a short or long rest before using this ability

    again.

    template by /u/jonoman3000

    archetype by /u/shylocvart from World of Warcraft and benedickbana.2014 on deviantart