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Prescient Knight

The archetypal Prescient Knight is the culmination of long years of study and dedication to the craft of combat, supplemented by the use of magic that provides a glimpse of the future or makes it possible to turn back the hands of time.

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency in Arcana.

Reactive Echo

Also at 3rd level, you become able to innately anticipate the actions of your foes. You can take a second reaction during a round in which you use your Action Surge.

Prescient Knight Features
Fighter Level Feature
3rd Bonus Proficiency, Reactive Echo, Spellcasting, Martial Caster
7th Constant Vigilance
10th Evasion
15th Anticipatory Strike
18th Action Free of Thought


When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips. You learn two cantrips of your choice from among guidance, quicken, and true strike. You learn the remaining cantrip of the three at 10th level.

Spell Slots. The Prescient Knight Spellcasting table indicates how many spell slots you have available for casting spells. You regain used spell slots when you finish a long rest.

Prescient Knight Spellcasting
Fighter Level Cantrips Known Spells Known 1 2 3 4
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spells Known of 1st Level and Higher. You know three 1st-level spells of your choice, all of which you must choose from the divination and temporal spells on the wizard spell list.

The Spells Known column of the Prescient Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. You learn additional spells as you progress; newly learned spells have the same school and list restrictions as your original spells.

Whenever you gain a level, you can replace one spell you know with another from among those spells you are able to learn.

Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence modifier when you make an attack roll with a spell and when setting the saving throw DC for a spell you cast.

Martial Caster

At 3rd level and higher, you can perform somatic components for your spells while you are wielding a weapon or a shield, as long as you have proficiency with those items.

Constant Vigilance

Beginning at 7th level, you have a preternatural awareness of your surroundings in times of duress. If you are surprised but not incapacitated at the start of combat, you can use your Action Surge to negate surprise for yourself and take a normal turn plus one additional action (from the Action Surge) in the first round of combat.

Additionally, using your Action Surge in this way allows you to give sufficient warning to allies who are within 15 feet of you, so they can also start taking reactions after your turn.


At 10th level, your foreknowledge of events to come allows you to position yourself in the most advantageous manner.

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Anticipatory Strike

At 15th level, your innate connection to the threads of fate strengthens, providing greater insight into the movements and actions of your opponents. When you use your Action Surge, you have advantage on attack rolls and a +2 bonus to your AC until the end of your next turn.

Action Free of Thought

At 18th level, your mastery of divination and temporal effects is such that you are able to react to your opponents without conscious thought and with minimal physical effort. During combat, you can take one reaction every turn instead of one per round.

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Deep Magic for 5th Edition © 2020 Open Design LLC; Authors: Dan Dillon, Chris Harris, and Jeff Lee.