Wizard
Base Class: Wizard

Knight-Enchanters are part of the select few mages who can use melee attacks by summoning a sword from thin air, which is also capable of deflecting projectiles.

From "Rank and Role in Victory." Commander Helaine's words make one passage stand out:

Many are reluctant to include the rank, 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.

An account:

The training was not pleasant for me. When first I exited my Circle, I was as a babe new to the world. And then I was in battle, in defense of nation and name, and the lines did form, and my fellow mages took their positions in the rear.

And I stepped forward.

Then my place in the fray opened, and those of muscle and blade were around me, and I was not afraid. For I knew my role and worth, and soon did all others know them as well. Any concerns I had that the knights would not heed evaporated. All knew their rank, their place, and the value of that to their lives. Our blades were of different ken, but our purpose was clear and defined. On the field, in the battle, I command.

Detailed principles and examples of command follow.

Spirit Blade

When you learn this tradition at level 2 you gain the ability to manifest a blade of magical energy. You are considered proficient with this weapon. You may use your action to make a melee spell attack with this blade, doing 1d10 force damage on hit. This attack receives no damage modifiers until 6th level.

Fade Shield

At 2nd level you learn to weave your attacks into defenses. When you hit an enemy with your Spirit Blade class feature you may choose to gain 1d6 temporary hit points. These temporary hit points increase to 1d8 at level 5, 1d10 at level 11, and 1d12 at level 17.

Arcane Attack

At level 6, when you use your Spirit Blade class feature, you may make an additional attack with the Spirit Blade as a part of the action. In addition, you add your intelligence modifier to the damage rolls of your Spirit Blade attack.

Chaotic Focus

At level 10 you've learned to channel your protections into offense. When you do damage with your Spirit Blade or a spell you cast, you may choose to lose your temporary HP to do additional damage to a single creature you're rolling damage against equal to half your lost temporary hit points (rounded down).

Fade Cloak

At 14th level, you've learned to enter the Fade during battle. When you're hit by an attack, you may use your reaction to become completely invulnerable to damage until the start of your next turn. You cannot use this ability again until you finish a long rest.

Additionally, you gain advantage on all saving throws against spells.

Knight-Enchanter Image

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