Fighter Archetype
Knight-Invoker
Some warriors learn to dabble in the arcane arts, enhancing their combat abilities with a touch of magic. Knight-Invokers are such a group, but choose to focus their attention specifically on magic to destroy their foes in combat. They specialize in creating and manipulating energy, harming their enemies with deadly spells and capturing the excess magic to empower their weapons further.
Knight-Invokers come from many backgrounds and beliefs. They are perhaps more likely to be of noble bearing or high status, only because wealth and privilege often grant better access to magical training. As for alignment, many Knight-Invokers adopt a chivalrous or knightly bearing; others simply seek power, using their abilities for destruction and greeed.
Knight-Invoker Features
Fighter Level | Features |
---|---|
3rd | Spellcasting, Empowered Weapon |
7th | Thaumic Shielding, Magical Might |
10th | Rapid Casting, Lasting Imbuement |
15th | Invoker's Recovery |
18th | Evocation Expertise |
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn three cantrips from the wizard spell list. Two must belong to the evocation school, while the other can be of any school. You learn an additional wizard cantrip at 10th level.
Spell Slots
The Knight-Invoker Spellcasting table shows how many spell slots you have to cast your wizard 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.
Spells Known of 1st-Level and Higher
You know three 1st-level spells of your choice from the wizard spell list and the evocation school.
The Spells Known column of the Knight-Invoker Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be an evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation spell.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through innate ability and practice. 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 wizard 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
Spellcasting Focus
You can use an arcane focus or any melee weapon you are wielding as a spellcasting focus for your wizard spells.
Imbued Weapon
When you adopt this archetype at 3rd level, you can leverage your magic to enhance your martial capabilities. As a bonus action after you cast a spell that deals damage, you can imbue your weapon with its power. The next time you hit an enemy with that weapon, you deal 1d6 additional damage of the spell's damage type. If the spell is of 1st level or higher, the additional damage increases to 2d6.
Your weapon can only be imbued with one damage type at a time, and the effect fades if unused after 1 minute.
Thaumic Shielding
At 7th level, you learn to defend yourself better against enemy magic. You learn the spell absorb elementsXGtE, and can cast it without expending a spell slot a number of times equal to your Intelligence modifier.
You regain all uses when you finish a long rest.
Rapid Casting
At 10th level, you become able to swiftly alternate between magical and martial attacks. When you use your Imbued Weapon feature, you can make one weapon attack as part of the same bonus action.
Lasting Imbuement
Also at 10th level, your Imbued Weapon feature improves. When you use it, you now deal bonus damage on every attack you make as part of your next Attack action.
Invoker's Recovery
At 15th level, you learn a bit of the wizard's skill for regaining spent spell slots. When you take a short rest, you can recover spell slots with a total number of levels equal to one-third your fighter level.
Evocation Expertise
Also at 18th level, your skill with evocation magic exceeds all expectations. All your evocation spells of 1st level or higher deal one additional die of damage.
Knight-Invoker Spellcasting
Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|---|
3rd | 3 | 3 | 2 | — | — | — |
4th | 3 | 4 | 3 | — | — | — |
5th | 3 | 4 | 3 | — | — | — |
6th | 3 | 4 | 3 | — | — | — |
7th | 3 | 5 | 4 | 2 | — | — |
8th | 3 | 6 | 4 | 2 | — | — |
9th | 3 | 6 | 4 | 2 | — | — |
10th | 4 | 7 | 4 | 3 | — | — |
11th | 4 | 8 | 4 | 3 | — | — |
12th | 4 | 8 | 4 | 3 | — | — |
13th | 4 | 9 | 4 | 3 | 2 | — |
14th | 4 | 10 | 4 | 3 | 2 | — |
15th | 4 | 10 | 4 | 3 | 2 | — |
16th | 4 | 11 | 4 | 3 | 3 | — |
17th | 4 | 11 | 4 | 3 | 3 | — |
18th | 4 | 11 | 4 | 3 | 3 | — |
19th | 4 | 12 | 4 | 3 | 3 | 1 |
20th | 4 | 13 | 4 | 3 | 3 | 1 |
Blades That Go Boom?
There are a few cantrips that involve making a weapon attack (sometimes called bladetrips, or SCAGtrips after the book where they first appeared). Knight-Invokers can make reasonable use of them, but the spells are intrinsically hard to balance, so the subclass isn't written with an expectation that a player uses them.
Knight-Invoker quirks
The following are some optional quirks for a player of this Domain to choose from.
d6 | Quirk |
---|---|
1 | You decorate your armor with mystic runes and sigils. |
2 | Your weapon's hilt is refashioned from a magic wand. |
3 | You look down on pure wizards as "mere theorists". |
4 | You prefer to use magic for any mundane task you can manage, even lighting fires or cleaning clothes. |
5 | You carry a spellbook with you at all times, even if you don't really use it. |
6 | You never told your parents you flunked out of wizard school. |
Change Log
v0.3
- Rapid casting BA is shared with Imbued Weapon
- Found a phrasing for Lasting Imbuement that doesn't allow for action surge supernova
- Removed Magical Might
v0.2
- Buffed Imbued Weapon (from 1d6 to 1d6/2d6)
- Nerfed Magical Might
- Added quirks
v0.1
- Initial Draft!
Credits & References:
- Knight-Invoker created by somanyrobots Discord | Patreon
Spells
- spell list
Art
- Rowan Kenrith (Throne of Eldraine Key Art), by Magali Villenueve © Wizards of the Coast LLC
Background Image Stains
Fan Content Policy
- This work is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
5E SRD Content
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC, available here.
The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available here.