Knight-Enchanter

by Ricodyn

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Arcane Tradition

Knight-Enchanter

Knight-Enchanters are part of a select group of wizards that enter the front line of battle wielding a weapon summoned from thin air. Said to have originated from elite guardsman serving ancient elven nobles, the tradition of the Knight-Enchanters is now taught to wizards of many different backgrounds. While traditionalists still prefer the solid blade of magic reminiscent of elven swords, some recent practitioners have been seen wielding spectral axes and maces instead.

Combining abjuration, conjuration and transmutation magic, these wizards use their martial and magical prowess to protect themselves and damage their foes. On the field, in the battle, they command.

Arcane Warrior

When you adopt this tradition at 2nd level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with light and medium armor.

Spectral Blade

Starting at 2nd level, you learn to create and wield the chosen weapon of the Knight-Enchanters, the spectral blade. Without effort, you are able to conjure a blade of pure magic from a bladeless hilt. The blade vanishes when you let go of the hilt, conjure another blade or whenever you choose to (no action required).

For you, the spectral blade is a martial melee weapon that you are proficient with and deals 1d8 force damage on a hit. Additionally, when you make an attack with this weapon, you can use your Intelligence modifier, instead of Strength, for the attack and damage rolls.

When you hit a creature with your spectral blade you can use your reaction to capture strands of released magic and form a barrier around you. You gain temporary hit points equal to your wizard level, or twice as much if the attack is a critical hit, for 1 minute.

Combat Clarity

Starting at 6th level, the rhythm of alternating spells and strikes gives you increased clarity in the thick of battle. When you use your action to cast a spell, you gain advantage on the first attack roll you make with your spectral blade on your next turn.

Weave Shroud

Beginning at 10th level, you can briefly shroud yourself with the very fabric of magic plucked from the Weave. You can use a bonus action to expend one spell slot to turn yourself incorporeal until the end of your turn. It ends early if you attack a creature or cast a spell.

While your Weave Shroud is active, you gain the following benefits:

  • You are immune to all damage except psychic damage.
  • Your movement doesn't provoke opportunity attacks.
  • You can pass through objects and creatures while moving but can’t willingly end your movement in their spaces.
  • Your walking speed increases by 10 feet for each spell level higher than 1st, to a maximum increase of 40.

Amplified Blade

Starting at 14th level, you are able to charge your spectral blade using your magic, unleashing it when you strike an enemy. After you use your action to cast a spell, you use traces of the spell's magic to amplify your spectral blade. When you hit a creature with your spectral blade while it is amplified, you can consume the stored energy to roll a number of additional weapon damage dice equal to half the level of the spell (rounded up), or one if the spell was a cantrip.

Additionally, using your Weave Shroud feature also amplifies your spectral blade as if you cast a spell of the level of the spell slot you expended.

The stored energy subsides after 1 minute, or when your spectral blade is dismissed. If the blade is still amplified from a previously cast spell after you cast a new spell, only the amplification from the spell with the highest level remains.

Art by Christina Kraus
(@ElbenherzArt)

Spell options for Casters in Melee

Knight-Enchanters are spellcasters that excel at being in the thick of battle. They and others who favor casting in melee have developed the following spells to augment their fighting style.

These spells are on the sorcerer and wizard spell lists.

Echoing Blade

Evocation cantrip


Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: Instantaneous

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and an arcane echo of your weapon follows your swing. The target can use its reaction to avoid the echo's strike, or it takes 1d8 force damage.

This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target, and the damage the target takes from the echo increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Art by TomAlbert

Arcing Bonds

2nd-level evocation


Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Concentration, up to 1 minute

Lightning arcs from you to up to three creatures of your choice that you can see within range, creating separate bonds between you and each target. A target breaks its bond if it is ever more than 10 feet away from you, or when the spell ends. If a target is still bonded to you at the start of its turn, it must make a Constitution saving throw. The creature takes 3d8 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2rd.

Energy Barrage

3rd-level evocation


Casting Time: 1 action
Range: 15 feet
Components: V, S
Duration: Instantaneous

A magical sigil appears in front of you, unleashing a salvo of elemental blasts. Choose one of the following options.

Controlled Bombardment. You choose cold, fire or lightning. You create six elemental projectiles and launch them at targets within range. You can aim them at one target or several.

Make a ranged spell attack for each target. Being within 5 feet of a hostile creature doesn't impose disadvantage on these attack rolls. A target takes 1d8 of the type you chose per projectile on a hit, or half as much damage on a miss.

Chaotic Storm. You unleash a storm of elemental projectiles, striking enemies and allies alike. Each creature within range, other than you, rolls a d6 to determine how many projectiles it gets hit by. A creature takes 1d12 damage per projectile. The number rolled on the d6 determines the attack’s damage type, as shown below.

d6 Damage Type
1 or 6 Lightning
2 or 5 Cold
3 or 4 Fire

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, a controlled bombardment creates one more projectile for each slot level above 3rd. If you unleash a chaotic storm, the damage per projectile increases by 1 for each slot level above 3rd.

Rolling for Chaotic Storm

It may appear that the chaotic storm option requires you to roll a lot of dice. An option could be to roll the 1d12 once and then multiply that by the amount of projectiles a given target is hit by, but this creates a skewed and unwanted damage distribution. However, there is a simple method that limits the amount of rolls while retaining an appropriate damage distribution.

Let all targets roll a d6, then roll six d12 in order. For each target, add as many dice together (in order) as they rolled on their d6. For example, if a target rolled a 2 on its d6, add the first two d12s you rolled to determine the damage it takes. If another target rolled a 5, add the first five d12s.