Base Class: Wizard
When the Elven Bladesingers ravaged the battlefield, human armies could do little against the artful combination of sword and sorcery. But, Humans are adaptable. They learned from their defeats, and though they could not match the practiced grace that elves learn over centuries of life, they did learn to turn their powers inward. The Knight Enchanters are an arcane tradition born from those ancient battles. The Knight Enchanter is able to channel their magical energies into melee combat abilities that are superhuman in nature.
Spell Blade
2nd-level Knight Enchanter feature
- You can use your action to sacrifice one of your Spell Slots in order to create a Spell Blade. You choose the form of your Spell Blade, but it must always be a one-handed melee weapon.
- Your Spell Blade counts as a magical weapon for the purpose of overcoming resistance to non-magical damage.
- Your Spell Blade disappears if it is ever more than 5ft away from you, you are incapacitated, or when you willingly dismiss it.
- You may summon you Spell Blade to your hand as a bonus action.
- Your Spell Blade deals an amount of Force damage equal to 1d6 for each level of the spell slot used to create it.
- When you attack with your Spell Blade, you do so by making a melee Spell Attack Roll.
Battle Meditation
2nd-level Knight Enchanter feature
You can invoke a heightened state of martial prowess by focusing your magic inward, provided that you aren’t wearing armor or using a shield. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start the Battle Meditation, which lasts for 1 minute. It ends early if you are incapacitated, if you don armor or a shield, or if you use one hand to make an attack with a weapon That is not your Spell Blade. You can also dismiss the Battle Meditation at any time (no action required).
While your Battle Meditation is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
- Your walking speed increases by 10 feet.
- You have advantage on Strength (Athletics) checks.
- You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Extra Attack
6th-level Knight Enchanter feature
You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Battle Ward
10th-level Knight Enchanter feature
You can direct your magic to absorb damage while your Battle Meditation is active. When you cast a spell that targets yourself, you can produce a Battle Ward with two times the spell's level in hp. Any time you cast a spell that targets yourself there after, you may add an amount of hp to your ward equal to the spell's level, up to a maximum of twice your Wizard level. While the ward is active, anytime you take damage, decrease the amount of damage you take by an amount equal to the total amount of hp the ward has. Then, reduce the ward's hp by 1. Once the ward reaches 0hp it is destroyed and you may not reform it until you complete a short or long rest.
Augmenting Ward
14th-level Knight Enchanter feature
While your Battle Ward is active, it affects certain spells in the following ways:
- Misty Step leaves a trail of freezing energy between the point the spell was cast and the point you teleport to. Any creature in a 5ft wide line connecting those two points must make a Dexterity Saving Throw or take 4d8 Cold Damage.
- When you stop a spell with Counter Spell, you may immediately choose a new valid target for the spell and cast it without using one of your own spell slot.
- You may now choose to have the Shield spell target a number of creatures up to your Intelligence Modifier.
- You may now bend the magic of a spell with an area of effect to have it not affect a number of creatures within its area up to your Intelligence modifier.
- When you cast a spell using the effect of a Contingency spell, you may choose a single target other than yourself to also be affected by the spell effect.
Previous Versions
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9/11/2023 3:58:18 PM
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6
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0
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1.1
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Coming Soon
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