Neo-Knight (class)

## Neo-Knight

A fighter who uses the miracles of technology to their advantage, using advanced weapons able to do far more than standard techniques.

## Progression

**1st Level**

Choose 2 proficiencies out of the following: Acrobatics, Mobility, Endurance, Science, Intimidation, or Magic Endurance.

**2nd Level**

**Built to Last**: gain +1 AC

**3rd Level**

**Spellcasting**: You can now cast spells. See the information below. If you are not a magic-casting race, gain proficiency in all MAG skills, and gain a +1 to MAG.

In addition, gain a +1 AC, +1 STR and +1 CON, and +2 to all damage rolls.

**4th Level**

**Ability score Improvement**: You can improve two stats by one, or one stat by two out of the main six stats.

**5th Level**

Built to Last: bonus increases to +2 AC

**6th Level**

**Technological**: Any attack against a robotic creature has advantage, and you gain certain buffs while using technological weapons.

**7th Level**

+2 to attack while using a technological weapon.

**8th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**9th Level**

**New Warrior**: As the Neo-knight is not an old class, most people do not know how to fight against it. As such, anything attacking you can never have advantage.

**10th Level**

You gain additional proficiencies, three of your choice. Non-magic races now get a +1 to hit and an additional +3 to damage rolls.

**11th Level**

**Dual Wielding**: As most technological weapons are light, you can wield one in each hand (negating any bonuses from shields) and make two attacks in one turn.

**12th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**13th Level**

**Intimidating Presence**: after an attack, the DM can have you roll a d20. If you roll a 18 or above, the target creature becomes afraid.

**14th Level**

While using a technological weapon, you gain an additional 2d6 damage.

**15th Level**

**Built to Last**: Bonus increased to +3 AC and +1 CON. Gain an additional +1 to AC and +1 to CON if you are a non-magic race

**16th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**17th Level**

+4 to attack while using a technological weapon, and 3d6 additional damage.

**18th Level**

**Swift Slash**: allows you to make an attack in a bonus action, this does stack with dual wielding. If you are a non-magic race you can make a second attack per action and bonus action.

**19th Level**

**Ability score Improvement**: you can improve two stats by one, or one stat by two out of the main six stats.

**20th Level**

**Built to Last**: Bonus increased to +4 AC and +2 CON, and +1 to AC and +1 to CON if you are a non-magic race

**21st Level**

**Ability Score Improvement**: you can improve two stats by one, or one stat by two out of the six main stats.

**22nd Level**

**23rd Level**

**24th Level**

**25th Level**

## Spellcasting

Spells can be cast by half casting classes and full casting classes. Each class has their own unique list of spells which they can learn and cast. Half casting classes can learn up to their MAG Cantrips, and learn prepared spells according to their level and Magic Score. A half casting class can learn up to 12 prepared spells, but that number also cannot exceed their current Level+2 or their Magic Score. This maximum cannot be increased unless a class ability specifies that it can be.

During a long rest, spells can be forgotten to make room for other spells that one may want to learn.

## Spell Slots

Below is a table of spell slots, based on level.

## Spell List

Here is an index of spells for this class:

* All Spells
* Cantrips
* 1st Level
* 2nd Level
* 3rd Level
* 4th Level
* 5th Level