
Arcane Knight
Arcane Knights supplement their skill with the armaments of war with arcane spells. Compared a mage who studies solely magic, the Arcane Knight can only produce minor spells, but, combined with their deadly skill with the weapons of warfare, these minor spells become potent enhancements.
Enchanted Armaments
3rd-level Arcane Knight Archetype feature
You magically bond yourself to your armaments of war. Over the course of 1-hour, which can be during a short or long rest, you can perform a ritual to bond with a weapon or shield that you are touching. You can have two such objects bound. If you perform this ritual again, you must release one object.
So long as they are on the same plane of existence as you, you can use your bonus action to conjure one or both objects, instantly donning them. You can use either of these objects as a spellcasting focus, and you cannot be disarmed of them.
Spellcasting
3rd-level Arcane Knight Archetype feature
You have learned to cast arcane spells that augment your abilities in combat. You gain the following features: Cantrips. You learn two Cantrips of your choice from the Arcane Knight spell list at the end of this Archetype, and you learn an additional Arcane Knight Cantrip at 10th level.
Spells Known of 1st-Level and Higher. You know three 1st-level Arcane Knight spells from the Arcane Knight Spell List at the end of this Archetype description. The Spells Known column of the Arcane Knight Spellcasting table shows when you learn more spells, all of which must be a level for which you have spell slots.
When you gain a level, you can replace one of your Spells Known with another spell from the Arcane Knight spell list.
Spell Slots. The Arcane Knight Spellcasting table shows how many spell slots you have to cast the spells you know. To cast a spell, you must expend a spell slot of the spell’s level or higher. You regain all spell slots when you finish a long rest.
For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.
Spellcasting Ability. Intelligence is your spellcasting ability for your Arcane Knight spells. So, you use Intelligence whenever a spell refers to your spellcasting ability. You also use your Intelligence modifier when setting the saving throw DC or making a spell attack roll for an Arcane Knight spell.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Arcane Knight Spellcasting
| Fighter Level | Spells Known | 1st Level | 2nd Level | 3rd Level | 4th Level |
|---|---|---|---|---|---|
| 3rd | 3 | 2 | — | — | — |
| 4th | 4 | 3 | — | — | — |
| 5th | 5 | 3 | ─ | — | — |
| 6th | 5 | 3 | ─ | — | — |
| 7th | 6 | 4 | 2 | — | — |
| 8th | 6 | 4 | 2 | — | — |
| 9th | 7 | 4 | 2 | — | — |
| 10th | 7 | 4 | 3 | — | — |
| 11th | 8 | 4 | 3 | — | — |
| 12th | 8 | 4 | 3 | — | — |
| 13th | 9 | 4 | 3 | 2 | — |
| 14th | 9 | 4 | 3 | 2 | — |
| 15th | 10 | 4 | 3 | 2 | — |
| 16th | 10 | 4 | 3 | 3 | — |
| 17th | 11 | 4 | 3 | 3 | — |
| 18th | 11 | 4 | 3 | 3 | — |
| 19th | 12 | 4 | 3 | 3 | 1 |
| 20th | 12 | 4 | 3 | 3 | 1 |
War Magic
7th-level Arcane Knight Archetype feature
You can seamlessly weave minor spells with weapon attacks. When you use your action to cast an Arcane Knight spell you can make one weapon attack as a bonus action on that turn.
Enchanted Strikes
10th-level Arcane Knight Archetype feature
Your weapons are enchanted to undercut defenses against your spells. Whenever you hit a creature with an Enchanted Armament attack, the creature has disadvantage on the first saving throw you force it to make against one of your Arcane Knight spells before the end of your next turn.
Also, when you hit a target with an Enchanted Armament attack, you can change the damage type of your weapon to match the damage type of an Arcane Knight spell you know.
Arcane Surge
15th-level Arcane Knight Archetype feature
Drawing upon your stamina triggers a burst of magic. Each time you use Action Surge, you can teleport up to 30 feet to an unoccupied space you can see. You can choose to teleport before or after the additional action from your Action Surge.
Legendary Arcane Knight
18th-level Arcane Knight Archetype feature
You expertly weave spell and sword together. When you take the Attack action on your turn, you can cast an Arcane Knight spell with a casting time of one action in place of one attack.
You can still use any Arcane Knight spells you know with a casting time of one attack (such as lightning lure) as normal.
Master Sword & Spell!
Interested in playing a true master of both sword and spell? Check out the Magus Class, an arcane, Intelligence-based half-caster companion class to divine holy Paladin and primal Ranger!
Arcane Knight Spell List
Here is the list of spells available to the Arcane Knight. Spells can be found in the Player’s Handbook, Xanathar’s Guide to Everything*, and in Tasha’s Cauldron of Everything**.
Spells marked with LL are found in the laserllama Spell Compendium, which includes both new and alternate spells.
Cantrips (0-Level)
blade ward booming blade green-flame blade light lightning lure mage hand prestidigitation resistance shocking grasp sword burst tempestuous blade true strike LL LL LL LL LL LL LL LL
1st-Level
absorb elements * armor of agathys chromatic orb * compelled duel faerie fire feather fall fog cloud grease hellish rebuke jump mage armor magic missile protection from good & evil searing smite shield thunderous smite zephyr strike * LL LL LL LL
2nd-Level
aura of frost blur branding smite darkness enlarge/reduce invisibility magic weapon misty step spider climb warding wind * LL LL LL
3rd-Level
blinding smite counterspell dispel magic fireball flame arrows fly lighting arrow minute meteors * protection from energy thunder step * LL LL LL LL
4th-Level
banishment death ward dimension door fire shield greater invisibility resilient sphere staggering smite LL