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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 the


following 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 many
spell slots you have to cast your spells of 1st level and higher. To
cast one of these spells, you must expend a slot of the 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 1stlevel 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 for


your necromancy spells, since you learn your spells through study
and memorization. You use your Intelligence whenever a spell refers
to your spellcasting ability. In addition, you use your Intelligence
modifier when setting the saving throw DC for a 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

Grim Knight Spellcasting


Fighter
Level
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

Cantrips
Known
2
2
2
2
2
2
2
3
3
3
3
3
3
3
3
3
3
3

Spells
Known
3
4
4
4
5
6
6
7
8
8
9
10
10
11
11
11
12
13

--Spell Slots per Spell Level-1st


2nd 3rd 4th
2
------3
------3
------3
------4
2
----4
2
----4
2
----4
3
----4
3
----4
3
----4
3
2
--4
3
2
--4
3
2
--4
3
3
--4
3
3
--4
3
3
--4
3
3
1
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 added
to the necromancy spell list for you.

Grim Knight Expanded Spells


Fighter Level
3rd
5th
7th
9th

Spells
hellish rebuke
hex
crown of madness
find steed

.
.

Any steed summoned with the find steed spell 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 disarmed
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.

Chain of Fate

Presence of the Master

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.

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.

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 30
feet. 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 on
subsequent 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/shylocv
art from World of Warcraft and benedickbana.2014 on deviantart

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 in
place for 1 minute or until you dismiss them.
You must complete a long rest before using this ability again.

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