Grim Knight Your careful study of magic to augment your martial abilities abilities has lead you down a dark path. The call of necromancy necromancy and the shades of death have pulled you away fr om your Eldritch Knight brethren and into something deeper, 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. spells. See chapter 10 for the general rules of spellcasting and chapter 11 for available necromancy school spells.
Cantrips. You learn two cantrips of you r 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 spell’s level or higher. You regain all expended spell slots when you finish finish a long rest.
Spells Known of 1st-Level and Higher. You know three 1st1stlevel spells of your choice, which you must choose from the necromancy spell list. The Spells Known column of the the Grim Knight Spellcasting table shows when you learn more spells spells of 1st level or higher. 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 level in this class, class, you can replace one of the necromancy spells you know with another spell of yo ur 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 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. ability. In addition, you use your Intelligence 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
Fighte Fighterr Leve Levell 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
Cantri Cantrips ps Know Known n 2 2 2 2 2 2 2 3 3 3 3 3 3 3 3 3 3 3
Spells Spells Know Known n 3 4 4 4 5 6 6 7 8 8 9 10 10 11 11 11 12 13
--Spel --Spelll Slots Slots per Spell Spell LevelLevel--1st 1st 2nd 2nd 3rd 3rd 4th 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 5t 5th 7th 9th
Spells
hellish rebuke hex crown of madness find steed
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Any steed steed summoned with the find the find steed spell 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 to yourself, you can’t can’t be disarmed disarmed of that weapon unless you are incapacitated. incapacitated. If it is on the same plane of existence, you can summon that weapon 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 can summon only one at a time with your bonus action. If you attempt to bond with 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 modifier (minimum of 1). You don’t gain this benefit 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 weapon’s 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.