Ash Mantle
Adventurer
KNIGHT ELDRITCH
The archetypal Knight Eldritch is a unique wizard that supplements their mastery of spells with martial pursuits. Trained in arcane war colleges, followers of this tradition are taught a fighting style, are rigorously trained in a variety of weapons and learn to gird themselves in unstifling armor. Practitioners of this form of magically augmented combat blend their magical prodigy and martial prowess into beautiful and devastating effect.
FIGHTING STYLE
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.
ARCHERY
You gain a +2 bonus to attack rolls you make with ranged weapons.
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.
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.
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.
BONUS PROFICIENCY
When you choose this archetype at 2nd level, you gain proficiency in light armor, simple weapons, and martial weapons.
WEAPON SPELL FOCUS
At 2nd level, you can choose one weapon of your choice as your signature weapon. You can use this signature weapon as a spellcasting focus for your wizard spells.
As a bonus action, you can expend a spell slot of 1st level or higher to transform the form of this weapon into another weapon. This alternate form of the weapon lasts for 1 minute after which it returns to the form of your signature weapon.
WAR MAGIC
Starting at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
As a bonus action, you can expend one spell slot of 1st level or higher to attack twice, instead of once, when you take the Attack action on your turn.
ELDRITCH STRIKE
Beginning at 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
IMPROVED WAR MAGIC
At 14th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
The archetypal Knight Eldritch is a unique wizard that supplements their mastery of spells with martial pursuits. Trained in arcane war colleges, followers of this tradition are taught a fighting style, are rigorously trained in a variety of weapons and learn to gird themselves in unstifling armor. Practitioners of this form of magically augmented combat blend their magical prodigy and martial prowess into beautiful and devastating effect.
FIGHTING STYLE
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.
ARCHERY
You gain a +2 bonus to attack rolls you make with ranged weapons.
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.
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.
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.
BONUS PROFICIENCY
When you choose this archetype at 2nd level, you gain proficiency in light armor, simple weapons, and martial weapons.
WEAPON SPELL FOCUS
At 2nd level, you can choose one weapon of your choice as your signature weapon. You can use this signature weapon as a spellcasting focus for your wizard spells.
As a bonus action, you can expend a spell slot of 1st level or higher to transform the form of this weapon into another weapon. This alternate form of the weapon lasts for 1 minute after which it returns to the form of your signature weapon.
WAR MAGIC
Starting at 6th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
As a bonus action, you can expend one spell slot of 1st level or higher to attack twice, instead of once, when you take the Attack action on your turn.
ELDRITCH STRIKE
Beginning at 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
IMPROVED WAR MAGIC
At 14th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.