Base Class: Warlock
Knight-Enchanters are part of the select few mages who will willingly resort to martial combat . Other powers that put these mages a cut above the rest are the abilities to phase in and out of existence, debilitate opponents, strengthen and lengthen the duration of your party's defenses, and revive and heal comrades.
"We are not alike, you hide in the back and let your comrades take your blow. you cower behind your book and you clutch your over-sized stick, you throw the elements around without refinement or thought. I bend the veil, I protect myself, I battle my own opponent and bolster my team. I command the field."
Many forces are reluctant to include the Knight Enchanters, but that is because it is rare enough that they have not seen it deployed. Most change their mind when they fight alongside. All change their mind when they fight against. The training is not pleasant and when deployed in battle, in defense of nation and name, and the lines did form, and many fellow mages took their positions in the rear.
But the knight Enchanters stepped forward.
Then the battlefield opened, and those men of armor and blade were around, the Knight Enchanters showed no fear. For they knew their role and worth, and soon did all others know them as well. Any concerns that the enemy knights would not heed vanished. All knew their rank, their place, and the value of that to their lives. Their blades were of different nature, but their purpose was clear and defined. On the field, in the battle, The Knight Enchanters command.
These warlocks often draw their power from gods of protection, battle, order, magic or from beings known to be synonymous with conflict. (Valkyries, Fates, Angels of Death etc.).
Expanded Spell List
The patron lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Knight Enchanter Expanded Spells
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5th |
Arcane Warrior
At first level you gain an arcane hilt from your patron, the size and shape reflect the weapon type emulated. You are proficient in its use. You are magically bonded to your Arcane hilt. It is an extension of your will and power. You can't be disarmed of it, and while you and your Arcane Hilt are within the same plane of existence you can summon it with a bonus action to your hand. It acts as an arcane focus. No matter the weapon formed it deals 1D12 force damage and you can use your charisma modifier when attacking with it.
At 1st level, you also acquire the training necessary to effectively arm yourself for battle. You gain proficiency with heavy armor, medium armor, shields, and martial weapons.
Command Presence
Starting at 6th level, you can manifest the extension of your will onto the battlefield, when rolling initiative you can roll 1D12 per 5 Levels in the warlock class and grant temporary HP equal to that amount to any creatures you choose within 50 feet of you. You regain the use of this ability after a short rest, it can be done sooner at the cost of a 4th level spell slot. You can also add your charisma modifier to your initiative roll.
Veiled Riposte
Starting at 10th level, your resolve is only strengthened when the fight gets hard, once per turn when you are below your hit-point maximum you can add 1D8 onto any attack or damage roll. You can also share this effect with any friendly creature within 5 feet of you.
Knight Commander
Starting at 14th level, when you roll initiative your command presence dye is maximized. Additionally once per short rest you can create a 30 ft dome of energy at any point you can see within range, in this dome non-friendly creatures have their movement speed reduced by half, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. Creatures larger than the dome are unaffected by it.
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Posted Aug 26, 2021The Expanded spell list isn't being added to my characters list of known spells.
Also does the hilt from your patron level to +1,+2, or+3, or gain additional abilities once you reach higher levels?