SIGNING IN

Trefferpunkte

Trefferwürfel 1d10 pro Stufe

Übungen

CON , INT

Witch Knight

Stufe Übungsbonus Eigenschaften Arcane Enhancement
1 + 2 Arcane Enhancement Spellcasting 1d4
2 + 2 Arcane Enhancement Spellcasting 1d4
3 + 2 Arcane Enhancement Spellcasting 1d4
4 + 2 Arcane Enhancement Spellcasting 1d4
5 + 3 Arcane Enhancement Spellcasting 1d6
6 + 3 Arcane Enhancement Spellcasting 1d6
7 + 3 Arcane Enhancement Spellcasting 1d6
8 + 3 Arcane Enhancement Spellcasting 1d6
9 + 4 Arcane Enhancement Spellcasting 1d6
10 + 4 Arcane Enhancement Spellcasting 1d6
11 + 4 Arcane Enhancement Spellcasting 1d8
12 + 4 Arcane Enhancement Spellcasting 1d8
13 + 5 Arcane Enhancement Spellcasting 1d8
14 + 5 Arcane Enhancement Spellcasting 1d8
15 + 5 Arcane Enhancement Spellcasting 1d8
16 + 5 Arcane Enhancement Spellcasting 1d8
17 + 6 Arcane Enhancement Spellcasting 1d10
18 + 6 Arcane Enhancement Spellcasting 1d10
19 + 6 Arcane Enhancement Spellcasting 1d10
20 + 6 Arcane Enhancement Spellcasting 1d10
Stufe Übungsbonus Eigenschaften Mana Points
1 + 2 Arcane Enhancement Spellcasting 1
2 + 2 Arcane Enhancement Spellcasting 2
3 + 2 Arcane Enhancement Spellcasting 3
4 + 2 Arcane Enhancement Spellcasting 4
5 + 3 Arcane Enhancement Spellcasting 5
6 + 3 Arcane Enhancement Spellcasting 6
7 + 3 Arcane Enhancement Spellcasting 7
8 + 3 Arcane Enhancement Spellcasting 8
9 + 4 Arcane Enhancement Spellcasting 9
10 + 4 Arcane Enhancement Spellcasting 10
11 + 4 Arcane Enhancement Spellcasting 11
12 + 4 Arcane Enhancement Spellcasting 12
13 + 5 Arcane Enhancement Spellcasting 13
14 + 5 Arcane Enhancement Spellcasting 14
15 + 5 Arcane Enhancement Spellcasting 15
16 + 5 Arcane Enhancement Spellcasting 16
17 + 6 Arcane Enhancement Spellcasting 17
18 + 6 Arcane Enhancement Spellcasting 18
19 + 6 Arcane Enhancement Spellcasting 19
20 + 6 Arcane Enhancement Spellcasting 20
Stufe Übungsbonus Eigenschaften Cantrips Known
1 + 2 Arcane Enhancement Spellcasting 2
2 + 2 Arcane Enhancement Spellcasting 2
3 + 2 Arcane Enhancement Spellcasting 2
4 + 2 Arcane Enhancement Spellcasting 2
5 + 3 Arcane Enhancement Spellcasting 2
6 + 3 Arcane Enhancement Spellcasting 2
7 + 3 Arcane Enhancement Spellcasting 2
8 + 3 Arcane Enhancement Spellcasting 2
9 + 4 Arcane Enhancement Spellcasting 2
10 + 4 Arcane Enhancement Spellcasting 3
11 + 4 Arcane Enhancement Spellcasting 3
12 + 4 Arcane Enhancement Spellcasting 3
13 + 5 Arcane Enhancement Spellcasting 3
14 + 5 Arcane Enhancement Spellcasting 4
15 + 5 Arcane Enhancement Spellcasting 4
16 + 5 Arcane Enhancement Spellcasting 4
17 + 6 Arcane Enhancement Spellcasting 4
18 + 6 Arcane Enhancement Spellcasting 4
19 + 6 Arcane Enhancement Spellcasting 4
20 + 6 Arcane Enhancement Spellcasting 4

Spell Slots per Spell Level

Stufe Übungsbonus Eigenschaften 1st 2nd 3rd 4th 5th
1 + 2 Arcane Enhancement Spellcasting 2 0 0 0 0
2 + 2 Arcane Enhancement Spellcasting 2 0 0 0 0
3 + 2 Arcane Enhancement Spellcasting 3 0 0 0 0
4 + 2 Arcane Enhancement Spellcasting 3 0 0 0 0
5 + 3 Arcane Enhancement Spellcasting 4 2 0 0 0
6 + 3 Arcane Enhancement Spellcasting 4 2 0 0 0
7 + 3 Arcane Enhancement Spellcasting 4 3 0 0 0
8 + 3 Arcane Enhancement Spellcasting 4 3 0 0 0
9 + 4 Arcane Enhancement Spellcasting 4 3 2 0 0
10 + 4 Arcane Enhancement Spellcasting 4 3 2 0 0
11 + 4 Arcane Enhancement Spellcasting 4 3 3 0 0
12 + 4 Arcane Enhancement Spellcasting 4 3 3 0 0
13 + 5 Arcane Enhancement Spellcasting 4 3 3 1 0
14 + 5 Arcane Enhancement Spellcasting 4 3 3 1 0
15 + 5 Arcane Enhancement Spellcasting 4 3 3 2 0
16 + 5 Arcane Enhancement Spellcasting 4 3 3 2 0
17 + 6 Arcane Enhancement Spellcasting 4 3 3 3 1
18 + 6 Arcane Enhancement Spellcasting 4 3 3 3 1
19 + 6 Arcane Enhancement Spellcasting 4 3 3 3 2
20 + 6 Arcane Enhancement Spellcasting 4 3 3 3 2

Klassenzauber

Blade Ward Dancing Lights Light Mage Hand Mending Message Minor Illusion Prestidigitation True Strike Alarm Bane Burning Hands Chromatic Orb Color Spray Compelled Duel Comprehend Languages Detect Magic Expiditious Retreat False Life Feather Fall Grease Identify Illusory Script Jump Longstrider Mage Armor Magic Missile Ray of Sickness Shield Silent Image Sleep Tasha's Hideous Laughter Unseen Servant Witch Bolt Arcane Lock Blindness/Deafness Blur Cloud of Daggers Continual Flame Crown of Madness Darkness Darkvision Detect Thoughts Enlarge/Reduce Find Steed Flame Blade Flaming Sphere Gust of Wind Heat Metal Hold Person Invisibility Knock Levitate Locate Object Magic Mouth Magic Weapon Malf's Acid Arrow Mirror Image Misty Step Nystul's Magic Aura Phantasmal Force Ray of Enfeeblement Rope Trick Scorching Ray See Invisibility Shatter Silence Spider Climb Suggestion Web Bestow Curse Blink Clarvoyance Conjure Barrage Counterspell Dispel Magic Elemental Weapon Fear Feign Death Fireball Fly Gaseous Form Glyph of Warding Haste Hypnotic Pattern Leomund's Tiny Hut Lightning Arrow Magic Circle Major Image Nondetection Protection from Energy Remove Curse Sending Sleet Storm Slow Stinking Cloud Tongues Vampiric Touch Water Breathing Arcane Eye Banishment Blight Black Tentacles Confusion Control Water Death Ward Dimension Door Fire Shield Freedom of Movement Greater Invisibility Hallucinatory Terrain Ice Storm Leomund's Secret Chest Locate Creature Mordenkainen's Private Sanctum Phantasmal Killer Resilient Sphere Animate Objects Cone of Cold Conjure Volley Contagion Destructive Wave Flame Strike Hold Monster Legend Lore Mislead Modify Memory Pass Wall Telepathic Bond Scrying Swift Quiver Telekinesis Teleportation Circle Wall of Force control flames|xge gust|xge mold earth|xge shape water|xge absorb elements|xge catapult|xge chaos bolt|xge ice knife|xge warding wind|xge aganazzar's scorcher|xge dragon's breath|xge earthbind|xge maximilian's earthen grasp|xge shadow blade|xge catnap|xge enemies abound|xge flame arrows|xge thunder step|xge elemental bane|xge find greater steed|xge storm sphere|xge steel wind strike|xge enervation|xge far step|xge immolation|xge skill empowerment|xge synaptic static|xge sickening radiance|xge vitriolic sphere|xge tasha's caustic brew|tce tasha's mind whip|tce spirit shroud|tce summon fey|tce summon shadowspawn|tce summonn aberration|tce summon elemental|tce barbed chains|thewitchknight bladed dash|thewitchknight d'artagnan's erupting pillar|thewitchknight hobble|thewitchknight mudball|thewitchknight pitfall|thewitchknight telekinetic volley|thewitchknight thrust|thewitchknight blade storm|thewitchknight cleave|thewitchknight d'artagnan's impromptu propulsion|thewitchknight d'artagnan's lightning arrow|thewitchknight freezing ray|thewitchknight ghoul touch|thewitchknight lightning lash|thewitchknight longarm|thewitchknight magnetise|thewitchknight shadow step|thewitchknight sting|thewitchknight guiding line|thewitchknight storm surge|thewitchknight anticoagulate|thewitchknight filtch magic|thewitchknight storm cage|thewitchknight blade ward|xphb dancing lights|xphb light|xphb mage hand|xphb mending|xphb message|xphb minor illusion|xphb prestidigitation|xphb true strike|xphb alarm|xphb bane|xphb burning hands|xphb chromatic orb|xphb color spray|xphb compelled duel|xphb comprehend languages|xphb detect magic|xphb false life|xphb feather fall|xphb grease|xphb identify|xphb illusory script|xphb jump|xphb longstrider|xphb mage armor|xphb magic missile|xphb ray of sickness|xphb shield|xphb silent image|xphb sleep|xphb tasha's hideous laughter|xphb unseen servant|xphb witch bolt|xphb arcane lock|xphb blindness/deafness|xphb blur|xphb cloud of daggers|xphb continual flame|xphb crown of madness|xphb darkness|xphb darkvision|xphb detect thoughts|xphb enlarge/reduce|xphb find steed|xphb flame blade|xphb flaming sphere|xphb gust of wind|xphb heat metal|xphb hold person|xphb invisibility|xphb knock|xphb levitate|xphb locate object|xphb magic mouth|xphb magic weapon|xphb mirror image|xphb misty step|xphb nystul's magic aura|xphb phantasmal force|xphb ray of enfeeblement|xphb rope trick|xphb scorching ray|xphb see invisibility|xphb shatter|xphb silence|xphb spider climb|xphb suggestion|xphb web|xphb bestow curse|xphb blink|xphb conjure barrage|xphb counterspell|xphb dispel magic|xphb elemental weapon|xphb fear|xphb feign death|xphb fireball|xphb fly|xphb gaseous form|xphb glyph of warding|xphb haste|xphb hypnotic pattern|xphb leomund's tiny hut|xphb lightning arrow|xphb magic circle|xphb major image|xphb nondetection|xphb protection from energy|xphb remove curse|xphb sending|xphb sleet storm|xphb slow|xphb stinking cloud|xphb tongues|xphb vampiric touch|xphb water breathing|xphb arcane eye|xphb banishment|xphb blight|xphb confusion|xphb control water|xphb death ward|xphb dimension door|xphb fire shield|xphb freedom of movement|xphb greater invisibility|xphb hallucinatory terrain|xphb ice storm|xphb leomund's secret chest|xphb locate creature|xphb phantasmal killer|xphb animate objects|xphb cone of cold|xphb conjure volley|xphb contagion|xphb destructive wave|xphb flame strike|xphb hold monster|xphb legend lore|xphb mislead|xphb modify memory|xphb scrying|xphb swift quiver|xphb telekinesis|xphb teleportation circle|xphb wall of force|xphb

Klasseneigenschaften

Stufe 1

Arcane Enhancement
Spellcasting

Stufe 10

Discipline Feature

Stufe 11

Arcane Affliction
Empower Spellcraft

Stufe 12

Ability Score Improvement

Stufe 14

Discipline Feature

Stufe 15

Redirect Mana

Stufe 16

Ability Score Improvement

Stufe 18

Persistent Focus

Stufe 19

Ability Score Improvement

Stufe 2

Witch Knight Discipline
Spell Strike

Stufe 20

Discipline Feature

Stufe 3

Arcane Enhancement
Arcane Recovery

Stufe 4

Ability Score Improvement

Stufe 5

Extra Attack
Spell Strike Improvement

Stufe 6

Discipline Feature

Stufe 7

Spell Combat

Stufe 8

Ability Score Improvement

Stufe 9

Arcane Enhancement Improvement

Zauberwirker-Fortschritt

Zauberwirker-Fortschritt: 1/2

Trickzauber-Fortschritt

Stufe 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Bekannte Trickzauber 2 2 2 2 2 2 2 2 2 3 3 3 3 4 4 4 4 4 4 4

Übungen

Armor

light

medium

shield

Weapons

simple

martial

Skills

Startausrüstung

Klasseneigenschaften

Arcane Enhancement (Level 1)

Your training grants you a magical well of arcane power. Your access to this well is represented by a number of mana points.

Your witch knight level determines the number of points you have, as shown in the Mana Points column of the Witch Knight table. You regain all spent mana points when you finish a long rest.

As you increase in level, you will gain additional Arcane Enhancements. Unless otherwise stated, you may not have more than one Arcane Enhancement active at any given time. Any enhanced object that is not in your possess loses its Enhancement.

Some parts of this feature was divided into other class features to stay faithful to the class table.

Arcane Enhancement: Arcane Weapon

At 1st level, you can infuse your weapon with elemental power. You can spend one mana point, as a bonus action, to deal additional damage.

Select a damage type from acid, cold, fire, lightning, poison, and thunder. For the next minute, all of your weapon attacks deal an additional 1d4 points of damage of the selected damage type. The amount of extra damage increases as you gain levels as a witch knight, as shown in the Arcane Enhancement column of the Witch Knight table.

Arcane Enhancement: Diminishing Armor

Also, at 1st level, you can spend one mana point, to reduce incoming damage from attacks. For the next minute, when you take damage you, you may choose to reduce it by 1d4. This reduction happens after any damage reduction you may possess.

The amount of incoming damage reduced increases as you gain levels as a witch knight, as shown in the Arcane Enhancement column of the Witch Knight table.

Spellcasting (Level 1)

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips

At 1st level, you know two cantrips of your choice from the witch knight spell list. At higher levels, you learn additional witch knight cantrips of your choice, as shown in the Cantrips Known column of the Witch Knight table.

When you gain a level in this class, you can replace one of the witch knight cantrips you know with another cantrip from the witch knight spell list.

Spellbook

At 1st level, you have a spellbook containing five 1st-level witch knight spells of your choice.

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book

When you find a witch knight spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.

Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard or witch knight who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book

You can copy a spell from your own spellbook into another book-for example if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.

The Book's Appearance

Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound giltedged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Preparing and Casting Spells

The Witch Knight 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 a long rest.

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

For example, if you're a 5th-level witch knight, you have four 1st-1evel and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

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

Spellcasting Ability

Intelligence is your spellcasting ability for your witch knight spells, since you learn your spells through dedicated study and discipline. 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 witch knight spell you cast and when making an attack roll with one.

Spell

Spell

Ritual Casting

You can cast a witch knight spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your witch knight spells.

Learning Spells of 1st Level and Higher

Each time you gain a witch knight level, you can add one witch knight spell of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Witch Knight table. On your adventures, you might find other spells that you can add to your spellbook.

Witch Knight Discipline (Level 2)

When you reach 2nd level, you choose a discipline in which you have specialised: Beast Bonded, Eldritch Guardian, Size Shifter, Spellblade, and Spellbreaker. Each discipline is detailed at the end of the class description.

Your choice grants you features when you choose it at 2nd level and again at 6th, 10th, 14th, and 20th levels.

Spell Strike (Level 2)

By 2nd level, you have learned to blend your weapon training with spellcraft. When you cast a spell of 1st level or higher, that calls for a spell attack roll as part of casting the spell, you may make a weapon attack in place of your spell attack.

If the attack is successful, your attack deals weapon damage as normal and the effects of the spell.

The range of the attack is that of the weapon or that of the spell, whichever is shorter.

Spells that originate from a point other than yourself can not be used with this ability.

If you cast a spell that calls for multiple spell attacks you only make the first attack roll, the rest of the spell attacks are infused into your weapon until you make that many attacks with the weapon. If you spell strike with a new spell, any unexpended spell strikes are lost. Additionally, You must concentrate on the spell until all of the spell strikes have been expended.

Missing with multiple spell strikes do not increase the cost to maintain a spell.

Some parts of this feature was divided into other class features to stay faithful to the class table.

Arcane Enhancement (Level 3)

At 3rd level, you gain the following Arcane Enhancement:

Arcane Enhancement: Arcane Trap

At 3rd level, you learn how to imbue your elemental magics into sigils you can draw onto a surface.

As an action, you can spend 1 mana point to create an Arcane Trap. When you create the trap, you select its damage type from the damage types available for your Arcane Weapon enhancement. The trap takes up a 5-foot space on the surface you place it.

The design of these sigils makes them hard to make out. To notice this trap, a creature that did not witness the creation of this sigil must succeed on a Perception check against your spell save DC.

When a creature, other than yourself or creatures you designate when you create the sigil, comes within 5 feet of it, or you trigger it as a bonus action, all creatures within 10 feet of the trap must make a saving throw determined by the damage type. Dexterity for acid, fire, force, lightning, and radiant, Constitution for cold, necrotic, poison and thunder, or Wisdom for psychic.

On a failed save, the creature takes damage of the selected type equal to a number of your enhancement die equal to your Intelligence modifier (minimum of 1), or half as much on a successful one.

Once placed, the trap remains in place until it triggers, you use another Arcane Enhancement, or you dismiss it (no action required by you).

Arcane Recovery (Level 3)

Beginning at 3rd level, you have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover and regain mana points.

The total combined level of the spell slots and number of mana points recovered is equal to or less than half your witch knight level (rounded up) and you regain a number of spell points up to half of your level (rounded down).

For example, if you're a 5th-level witch knight, you can recover up to three levels worth of spell slots. You can recover either a 2nd-level and 1st-level spell slot, three 1st-level spell slots, or one 2nd-level spell slot and one mana point.

Ability Score Improvement (Level 4)

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

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

Extra Attack (Level 5)

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

Spell Strike Improvement (Level 5)

At 5th level, when you use your spell strike with a ranged weapon, the range of the attack is that of the weapon.

Also from 5th level, If you use your spell strike ability with a melee weapon and fail the attack roll, you may spend one mana point, to maintain the spell, as if your spell had more than one attack. When you do so, the spell is maintained within your weapon until the end of your next turn or you hit a creature with it.

Discipline Feature (Level 6)

At 6th level, you gain a feature granted by your Witch Knight Discipline.

Spell Combat (Level 7)

At 7th level, when you use your action to cast a spell of 1stlevel or higher, you can make one weapon attack as a bonus action

Ability Score Improvement (Level 8)

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

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

Arcane Enhancement Improvement (Level 9)

At 9th level, your Arcane Enhancement feature improves as follows:

Enhance Ally

Beginning from 9th level, you can target another creature it or its equipment with Arcane Enhancements, that otherwise target yourself or your equipment.

Doing so increases the cost by one mana point.

Discipline Feature (Level 10)

At 10th level, you gain a feature granted by your Witch Knight Discipline.

Arcane Affliction (Level 11)

From 11th level, while you use the Arcane Weapon enhancement, once on each of your turns your weapon's attack gains a secondary effect based on the damage type chosen.

Acid

The creature must make a Dexterity saving throw or its AC is reduced by the amount of acid damage it took until the start of your next turn to a minimum of 10 + its Dexterity modifier. This AC reduction does not stack.

Cold

The creature must make a Constitution saving throw or have its movement halved until the start of your next turn.

Fire

The creature must make a Dexterity saving throw or be set on fire. If the creature starts its turn while on fire it will take one of your Enhancement die as fire damage. The creature can make the save again as an action, gaining advantage if they drop prone.

Force

The creature must make a Strength saving throw or be shoved up to 10 feet away from you.

Lightning

A creature of your choice within 10 feet of the target creature must make a Dexterity saving throw or take your one of your Enhancement die as lightning damage as well.

Necrotic

The creature must make a Constitution saving throw or have its weapon attack's damage reduced by your Enhancement die until the start of your next turn.

Poison

The creature must make a Constitution saving throw or be poisoned until the start of your next turn.

Psychic

The creature must make an Intelligence saving throw or make all Intelligence, Wisdom, and Charisma saving throws and Concentration checks with disadvantage until the start of your next turn.

Radiant

The creature must make a Constitution saving throw or be blinded until the start of your next turn.

Thunder

The creature must make a Constitution saving throw or be knocked prone.

Empower Spellcraft (Level 11)

At 11th level, when you roll damage for a spell, you can spend one mana point. When you do so, you may reroll a number of damage dice up to your Intelligence modifier. You must use the new roll.

Ability Score Improvement (Level 12)

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

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

Discipline Feature (Level 14)

At 14th level, you gain a feature granted by your Witch Knight Discipline.

Redirect Mana (Level 15)

By 15th level, you've learned how to manipulate the arcane forces of even other spellcasters. As a reaction to someone, within 60 feet of you, casting a spell that deals damage, you can attempt to wrest control over the spell.

The creature must make a saving throw with its spellcasting ability. On a success, you gain control over the spell, as if you had cast it. If the spell deals damage of the same type as any active Arcane Enhancement, you can make this save with advantage.

If the spell requires a spell attack, it imbues your weapon as per spell strike. Whereupon you can make an attack with that spell as part of this reaction or hold it for later.

Otherwise, you may change the target of the spell anywhere within the spell's range relative to yourself.

Alternatively, you can attempt to absorb the spell. Restoring a number of mana points equal to the spell's level.

You can use this ability a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Ability Score Improvement (Level 16)

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

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

Persistent Focus (Level 18)

At 18th level, if you fail a concentration check to maintain a spell, you may spend a number of mana points equal to the level of the spell lost to maintain it.

Ability Score Improvement (Level 19)

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

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

Discipline Feature (Level 20)

At 20th level, you gain a feature granted by your Witch Knight Discipline.

Multiklassen

Multiklassen-Voraussetzungen

{"dex":13,"int":13}

Erworbene Übungen

Armor light , medium , shield
Weapons simple , martial

Unterklassen

Beast Bonded
TheWitchKnight
Eldritch Guardian
TheWitchKnight
Elementalist
TheWitchKnight
Sizeshifter
TheWitchKnight
Spellblade
TheWitchKnight
Spellbreaker
TheWitchKnight

Unterklassen-Eigenschaften

Beast Bonded

Beast Bonded (Level 2)

Many spellcasters are known to summon creatures known as familiars to aid them in their tasks. Beast Bonded witch knights also follow this philosophy, their tasks, however, are more suited to a larger beast. Fortunately, they have magic on their side.

Arcane Companion

At 2nd level, you add find familiar to your spellbook.

When you cast this spell, your familiar has a number of hit points equal to 5 times your witch knight level.

Additionally, When you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.

Finally, as a bonus action, you can make your familiar assume a larger battle form. While in this form, your familiar gains the following benefits:

  • Your familiar's size becomes Medium.

  • Its damage die becomes your Arcane Enhancement die.

  • It makes its attack rolls using your spell attack modifier instead of its own.

  • Its Armor Class increases by your proficiency bonus.

  • Its Strength score increases by 10.

Arcane Enhancement: Enhanced Familiar

Also at 2nd level, you know how to bind your familiar with even more magical power.

As a bonus action, you can spend one mana point to enhance your familiar in one of the following ways for one minute:

  • Your familiar's attacks deal damage of one of the following types: acid, cold, fire, lightning, poison, and thunder.

  • Your familiar becomes resistant to damage of one of the following types: acid, cold, fire, lightning, poison, and thunder.

  • Your familiar's speed is doubled.

  • Your Familiar's AC is increased by your Intelligence modifier.

Beast Strike (Level 6)

At 6th level, when you cast a spell that qualifies for the spell strike ability, you may select your familiar in place of a weapon.

You must still concentrate on spells with unexpended attacks cast through your familiar, though you only need to make concentration checks when your familiar takes damage.

Any unexpended beast strikes are lost when your familiar is dismissed.

Pack Tactics (Level 10)

Beginning at 10th level, you can use your bonus action to command you familiar to make an attack.

Additionally, if both you and your familiar are within 5 feet of the same creature, you have advantage on the first attack against that creature on your turn.

Spell Eater (Level 14)

Starting from 14th level, your familiar has advantage on saving throws against spells and other magic effects.

Additionally, if your familiar succeeds on a save against a spell or magic ability that targets it specifically, it gains the benefits of one of the options of the Enhanced Familiar Enhancement for 1 minute.

Once it has eaten a spell, it cannot do so again until you finish a short or long rest.

War Beast (Level 20)

At 20th level, you can make your familiar even more formidable in combat.

As a bonus action, you infuse your familiar with an immense amount of magic, instead of entering its battle form, your familiar becomes even more fearsome. For one minute, your familiar gains the following benefits:

  • Your familiar's size becomes large.

  • Its damage die becomes two of your Arcane Enhancement die.

  • It becomes resistant to bludgeoning, slashing and piercing damage.

  • It's Strength score increases by 15.

  • It gains 20 temporary hit points.

This ability otherwise functions identically to its battle form, and as such cannot benefit from both at once.

Once you use this ability, you cannot use it again until you finish a short rest.

Eldritch Guardian

Eldritch Guardian (Level 2)

While most witch knights focus on inflicting as much damage on their foes as possible, others use their magics to defend themselves and their allies.

Eldritch Guardians infuse their armor to weaken incoming attacks and strike back at the unprepared.

Bonus Proficiency

When you adopt this discipline at 2nd level, you gain proficiency with heavy armor.

Fighting Style

You adopt a particular style of fighting as your speciality. 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.

Defense

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

Dueling

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

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.

Armor Bond

At 2nd level, you learn a ritual that creates a magical bond between yourself and a piece of armor. You perform the ritual over the course of 1 hour, which can be done during a short rest. The armor must be within your reach throughout the ritual, at the conclusion of which you touch the armor and forge the bond.

Once you have bonded a suit armor to yourself, its armor class can no longer be reduced and you can use it as a spellcasting focus for your witch knight spells. If it is on the same plane of existence, you can summon that armor as a bonus action on your turn, donning it instantly.

Transmitive Defense

Starting 2nd level, while the Diminishing Armor Enhancement is active, you may use your reaction to shift it to another creature within 30 feet, until the start of your next turn.

Spell Armor (Level 6)

Beginning at 6th level, you've found that you can imbue your armor with spells to devastating effect.

When you cast a spell that requires a spell attack, you may spend one mana point to forgo that attack and imbue your armor with the spell. While you have a spell in your armor, you are required to maintain concentration on that spell.

When a creature within 5 feet of you makes an attack against you and hits. You may use your reaction, to unleash the spell at that creature. The creature automatically takes the spell's damage as if it hit.

Arcane Enhancement: Elemental Mantle (Level 6)

Also at 6th level, you've found that you can also imbue your armor with elemental energy.

As an action, you can spend two mana points and select a damage type from acid, cold, fire, lightning, poison, and thunder. For the next minute, whenever a creature within 5 feet of you hits you with an attack, it takes 1d6 points of the selected damage type.

The amount of damage increases as you gain levels as a witch knight, as shown in the Arcane Enhancement column of the Witch Knight table.

Reactionary (Level 10)

At 10th level, you may make two reactions a round instead of just one.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Transposing Guardian (Level 10)

Also at 10th level, when a creature succeeds on an attack roll against a creature other than yourself within 30 feet of you, you can as a reaction spend one mana point to magically switch places with them, if they are willing, taking the hit instead.

Spell Barrier (Level 14)

Starting from 14th level, you have advantage on all saving throws against spells and other magical effects.

Ultimate Bulwark (Level 20)

At 20th level, as a bonus action, you envelop yourself and a number of creatures up to your Intelligence modifier, within 30 feet of you, with a protective shroud.

For 1 hour, all damage rolls against creatures under this effect are treated as if they had rolled 1s. This effect ends early if you are knocked unconscious, die or you end it as a bonus action.

Once you use this ability, you cannot use it again until you finish a long rest.

Elementalist

Elementalist (Level 2)

Witch knights are known for their usage of elemental magics to enhance their combat abilities. Elementalists take the practice to its logical conclusion.

Elemental Fundamentals

When you follow this discipline at 2nd level, you learn the control flames, gust, mold earth, and shape water cantrips, you, however, lose all other cantrips from this class.

The dimensions that these cantrips must fit within increases to 10 feet at 6th level, 15 feet at 10th level, and 20 feet at 14th level. Gust shoves creatures the distances listed above and objects lighter than 5 lbs are thrown twice that.

Evoke Weapon

Additionally at 2nd level, you learn to shape the elements into a weapon of your choice. As a bonus action, you can create a melee weapon out of any nearby air, earth, fire, or water.

The damage type of the weapon becomes cold for water, fire for fire, thunder for air, or magical damage of the weapon's respective damage type for earth.

The weapon falls apart the moment it leaves your hand, you will it (no action required by you), or you conjure a new one.

Elemental Artillery (Level 6)

At 6th level, you learn how to use your control of the elements to deal with foes from a distance.

You gain an attack with a range of 120 feet that uses your Intelligence modifier. The attack deals an amount of damage equal to your infusion die plus your Intelligence modifier with a type dependant on the element chosen as per your Evoke Weapon ability.

Expanded Elements (Level 10)

By 10th level, your power over the elements has expanded, granting you mastery over more of the fundamentals of creation. You gain the following benefits:

  • Your control flames cantrip can now manipulate nearby molten substances, similarly to how shape water affects water.

  • Your gust cantrip can be used to cause sparks of electricity to form. These sparks while they do no damage, do still hurt can ignite flammable objects. Furthermore, you can use this electricity to form a weapon with your Evoke Weapon ability, a weapon made out of electricity deals lightning damage and has advantage on attack rolls made against creatures made of or wearing metal.

  • Your mold earth cantrip can now be used to manipulate unworked nonmagical stone.

  • Your shape water cantrip can now manipulate nonmolten liquids, such as acid or milk.

Arcane Enhancement: Evoke Armor (Level 10)

Also at 10th level, you gain the ability to draw the elements around you as a defensive veil.

As a bonus action, you can spend 2 mana points to gain resistance to cold, fire, lightning, or thunder damage, or bludgeoning, slashing, and piercing damage from nonmagical weapons for the next minute.

Elemental Minions (Level 14)

At 14th level, you add the conjure minor elementals spell to your spellbook and it counts as a witch knight spell for you.

Additionally, at 17th level, you add the conjure elementals spell to your spell list and it too counts as a witch knight spell for you.

Primordial Maelstrom (Level 20)

At level 20, you gain the ability to transform into a violent kaleidoscope of elemental matter. When you activate this ability as a bonus action, you gain the following benefits:

  • You are immune to cold, fire, lightning, and thunder damage and damage from bludgeoning, slashing, and piercing damage from weapons that are not magical.

  • Creatures that start their turn within 20 feet of you, or come within 20 feet of you, take 1d10 point of damage of either cold, fire, lightning, thunder or magical bludgeoning, slashing, or piercing damage.

  • You do not need to breathe.

  • You gain a fly speed equal to your base movement speed.

  • You can use control flames, gust, mold earth, and shape water as a bonus action.

This transformation lasts for up to 1 minute, and it ends early if you are knocked to 0 hit points or die. Once you use this ability, you cannot use it again until you complete a long rest.

Sizeshifter

Sizeshifter (Level 2)

You know the truth, the simplest way to become more powerful is to become physically larger.

Witch knights of this discipline embody this truth, swelling their bodies to massive proportions to wreak havoc in combat.

Bonus Proficiency

You can speak, read, and write Giant.

Arcane Enhancement: Enlarge Self

When you pursue this discipline at 2nd level, you learn to infuse yourself with magic, increasing your size.

You can spend two mana points as a bonus action. For the next minute, The your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category. If there isn't enough room for you to double your size, you attain the maximum possible size in the space available, continuing to grow as more space becomes available.

Additionally, you also have advantage on Strength checks and Strength saving throws. Your weapons also grow to match your new size. While your weapons are enlarged, they deal additional damage equal to your Enhancement die.

Size Thief (Level 6)

Beginning at 6th level, when you use the Enlarge Self enhancement, you can target another creature you can see within 60 feet that is at least one size larger than you and attempt to siphon its size into yourself.

The creature must make a Constitution saving throw or the target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category. Until the enhancement ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

On a success, the enhancement fails and the mana points spent are lost.

The creature makes a Constitution saving throw with disadvantage at the end of its turns to end the enhancement early.

Living Siege Weapon (Level 10)

At 10th level, while under the effects of the Enlarge Self enhancement, your attacks deal double damage to objects and structures.

Additionally, while under the effects of the Enlarge Self enhancement, you can hurl boulders at a creature or object, as an action. This is an attack using your Strength score with a range of 30/120 feet., that deals bludgeoning damage equal to two of your Enhancement die + your Strength modifier.

Brutal Force (Level 14)

Beginning at 14th level, you treat any 1s you roll for damage as 2s.

Titanification (Level 20)

At 20th level, you've mastered the manipulation of your size to its logical conclusion.

As a bonus action, your size explodes to colossal proportions and you gain the following benefits for 1 hour.

  • Your size becomes Gargantuan.

  • Your reach increases by 10 feet.

  • Your attacks deal an additional 2d10 points of damage.

  • Your movement speed doubles.

  • If your total for a Strength check or saving throw is less than your Strength score, you can use that score in place of the total.

If there isn't enough room for you to reach your maximum size, you can make a Strength check to break out of whatever is containing you. If you fail this check, this ability fails and cannot attempt to use it again until you finished a short or long rest.

You may suppress this effect and resume it again as a bonus action, but doing so does not extend the duration. Once you have used this ability you cannot use it again until you have finished a long rest.

Spellblade

Spellblade (Level 2)

When people speak of witch knights, the spellblade is what comes to mind. By far the most straightforward discipline, spellblades channel their magic through their weapons to deadly effect.

Fighting Style

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.

Archery

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

Dueling

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

Great Weapon Fighting

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

Weapon Bond

At 2nd 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 can't be disarmed of that weapon unless you are incapacitated and can use it as a spellcasting focus for your witch knight spells. 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.

Switch Hitter

At 2nd level, if you have two bonded weapons, and you're holding one of your bonded weapons in your hand, you can switch it for the other one at any time, even between attacks and maintaining any enhancement placed on the previous one.

Mystic Weapon (Level 6)

From 6th level, your bonded weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Arcane Enhancement: Arcane Overflow (Level 6)

Also at 6th level, you can spend two mana points, as a bonus action, to overcharge your weapon with elemental power.

Select a damage type from acid, cold, fire, lightning, poison, and thunder. For the next minute, all weapon attacks exude a trail of elemental energy out the path of your attacks.

All melee weapon attacks you make project a line of energy outwards from the point of contact, regardless of whether or not the attack succeeds. All creatures within a 20-foot cone in front of you in the direction of the attack must make a Dexterity saving throw or take your Arcane Enhancement damage. Taking half damage on a success.

All ranged weapon attacks project a line from where the projectile lands to yourself. All creatures up to 40 feet of you, between you and your target, must make a Dexterity saving throw or take your Arcane Enhancement damage. Taking half damage on a success.

Greater Arcane Weapon (Level 10)

Starting from 10th level, you can select from the necrotic, psychic, and radiant damage types in addition to the original Arcane Weapon options. These options cost 2 points for Arcane Weapon and 3 points for Arcane Overflow.

Improved Critical (Level 10)

At 10th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Eldritch Charge (Level 14)

Beginning at 14th level, when you knock a creature down to 0 hit points, you can use your bonus action to teleport up to 60 feet to a point that you can see.

Arcane Maelstrom (Level 20)

At 20th level, you've mastered both sword and spell.

As a bonus action for the next minute, you gain the following benefits:

  • Your weapon attacks score a critical hit on a roll of 18-20.

  • Your weapon attacks deal an additional 1d10 points of damage of any type, the choice is made for each attack.

  • You need not concentrate on spell strikes stored in your weapons.

  • You can make an attack with a weapon as a bonus action.

Once you use this ability, you cannot use it again until you finish a short or long rest.

Spellbreaker

Spellbreaker (Level 2)

You know better than anyone that magic is dangerous. You use it on a daily basis to inflict grievous harm on people.

This is why you've developed various techniques to try and mitigate the use of magic against you.

Bonus Proficiency

At 2nd level, you gain proficiency with heavy armor.

Break Magic

At 2nd level, you learn how to channel antimagic into your weapons.

When you are targeted by a spell or magical effect that would deal damage to you, you can use your reaction to swing your weapon at it to disrupt it. Roll your weapon's damage die and add your witch knight level to it and reduce the incoming damage by that amount.

Dismantle Spellcraft (Level 6)

From 6th level, as an action, you can spend one mana point to attempt to dispel any magical effect within 120 feet. Make an Intelligence check, on a success the effect is dispelled.

If the magical effect is from a spell the DC is equal to 10 + the spell's level.

If the magical effect is an inherent component of an object such as with magic items the effect is instead suppressed for 1 minute.

Absorb Magic (Level 10)

Beginning at 10th level, when you use your Break Magic ability, if you reduce the incoming damage of a spell of 1st-level or higher to 0, you regain one mana point.

Forceful Weapon (Level 10)

Also at 10th level, you add force damage to the damage types available to Arcane Weapon.

Feedback (Level 14)

Starting at 14th level, you may spend 1 or more mana points as a reaction to a creature within 60 feet of you casting a spell.

If the spell is 2nd level or lower, the spell fails and has no effect, and the creature takes a number of Enhancement die of force damage equal to the spell's level. If the spell is 3rd level or higher, you must make an Intelligence check against a DC equal to 10 + the spell's level. On a success, the spell fails and has no effect, and the creature takes a number of Enhancement die of force damage equal to the spell's level up to twice the number of mana points spent.

If you spend more than one mana point, the highest spell level that fails without a check increases by 2 for every additional mana point spent.

Arcane Apostate (Level 20)

At 20th level, as a bonus action, you can exude a magic draining aura. For the next minute you gain the following benefits:

  • When a spell calls for you to make a saving throw, and yout total is less than your Armor Class, you can use your AC in place of the total.

  • All damage dice from spells or other magical effects are treated as if they rolled a 1.

  • All spells cast within 60 feet of you that would target another creature, target you instead.

Once you have used this ability, you cannot use it again until you have completed a short or long rest.