Fighter
Base Class: Fighter
Enchanter Knight Spellcasting Spell Slots per Spell Level
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 1 2 1 - - -
4th 1 3 2 - - -
5th 1 3 2 - - -
6th 1 4 2 - - -
7th 2 5 3 1 - -
8th 2 5 3 1 - -
9th 2 5 3 1 - -
10th 2 6 4 1 - -
11th 2 6 4 2 - -
12th 2 6 4 2 - -
13th 2 7 4 2 1 -
14th 2 7 4 2 1 -
15th 3 7 4 3 2 -
16th 3 8 4 3 2 -
17th 3 8 5 3 3 -
18th 3 8 5 3 3 1
19th 3 9 5 3 3 1
20th 3 10 5 3 3 1

 

Spellcasting

When you reach 3rd level, you enhance your weapon attacks with magical ability.

Cantrips

You learn one evocation cantrip of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 7th level.

Spell Slots

The Enchanter Knight Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level wizard spells of your choice, both of which you must choose from the evocation spells on the wizard spell list.

The Spells Known column of the Enchanter Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from the abjuration or illusion spells.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from the abjuration or illusion schools.

Spell Attunement

While a spell slot is used up while the attunement of the weapon is happening, the Enchanter Knight is not casting the spell. They are essentially transferring the magical energy to the weapon to be utilized at a later date. Spells are 'cast' when the fighter wills the attuned spell into existence by either thinking, or stating the name of the spell. 

All spells that are attuned and cast do not have the same range as stated in the spell description with the exception of 4th level spells. Each spell is confined within the dimensions of the weapon that they are attuned on. Casting the actual spell is a free action, however forceful dispelling requires a full action to perform. Each forceful dispelling of an attuned spell costs two rounds of it's active state, before it deals damage to an enemy during the weapon hit. (Ex. You cannot hit an enemy and deal spell damage with a cantrip, then forcefully dispel the magic to deal more damage. You must choose to either forcefully dispel, or use the attuned spell for the additional damage upon a weapon hit.)

When the spell is attuned, a spell slot is used up and the spell attuned to the weapon can then be cast at any later date. This is done by attuning the weapon to the spell in mind while practicing with the weapon. There is no time limit between when the spell can be attuned and when it is then cast. Cantrips are the only level of spell that can be applied using a bonus action during combat. 

Weapons have a limit to the amount of spells they can attune at a time.  If trying to attune a spell when you have already reached the limit of spells that can be attuned on the weapon, the first spell that was applied chronologically will be removed in favor of the most recently attuned spell. Spells cannot be unattuned unless:

  • The item has been more than 100 feet away from the fighter for at least 24 hours
  • If the fighter dies
  • If another creature attunes to the weapon.

In all cases of un-attunement, every spell that was attuned to the weapon will simultaneously be dispelled and the weapon returns to its original form. Weapon rarities affect how many attuned spells can be applied to a weapon.

  • Common weapons cannot apply any spell
  • Uncommon weapons can only apply one attuned spell up to level 2
  • Rare weapons can apply two attunements with each spell up to level 3
  • Very Rare weapons can apply 3 attunements with each spell up to level 3, with only one of those possible 3 attunements being level 4
Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Magic Application

At 3rd Level you understand the method to apply magic to the blade of your weapon, enhancing it temporarily and affecting it's properties. During a period of short rest, you can attune a rudimentary spell to your blade. This cannot be applied to weapons that already have a magical damage source such as the Flame Tongue Longsword.

So, if you had a Greatsword +2 on your character, you could place two attunements of any spell available as state earlier, such as two separate fireball spells attuned at once.

Cantrips and 1st Level Spells - Cantrips and first level spells are the simplest of magic, and thus have the simplest of applications. When either are attuned and then cast, the spell is released and is emitted from the weapon. Any spell that normally provides light provides the same level of light as it would do so normally. All cantrip evocation spells that would do damage, are halved and rounded down, and then added to the damage, when your weapon directly strikes an enemy. (On a weapon hit, with firebolt attuned, the enemy would take (1d10) / 2 fire damage rounded down, as well as the weapon damage.)

Cantrips that are applied in combat take a bonus action to attune and apply, and must hit a target by the end of your current turn or else the hastily attuned magic will fizzle out. Cantrips applied using a short rest do not have this limitation. Cantrips and 1st Level spells attuned during a short rest can last for 2 rounds of combat while active on the weapon.

2nd and 3rd Level Spells - While the essence of these spells are the same as the prior level and cantrips, there are some small differences. Spells of this level now can be essentially cast from the weapon. If these spells deal damage when the weapon hits the enemy, they deal the same damage as specified by the spell description. However spells of this level can also be forcefully expelled at any time from your weapon. Any spell forcefully dispelled has an origin point starting from the top-most point of the weapon (Ex. sword tip, end of a quarter staff, the flat top of a warhammer). If the spell has a range of touch or self, when dispelled forcefully,  you must either make a separate attack for the spell as stated in the spell's description, or the enemy must make a saving throw as per the spell's description. If a spell has a range other than touch or self, then the range and damage of the spell is halved, but otherwise the spell functions the same as stated.

2nd and 3rd Level spells can last for 3 rounds of combat while active on the weapon.

4th Level Spells - These spells are strong enough to withstand being applied to a weapon with a resilience unlike spells lower than itself. These spells can be forcefully dispelled from the weapon at any point, with full range and damage as the spell's original description. These spells can last up to 5 rounds of combat while active on the weapon.

Adept Attunement

Starting at 7th level, cantrips and first level spells can be attuned even faster, and can even be stably applied in the midst of combat. Cantrips and 1st level spells applied in combat during a bonus action function as if they had been attuned and applied during a short rest. 

Element Optimizer

Starting at 10th level, you can choose an element (acid, cold, fire, lightning, poison, or thunder) to optimize out of your evocation spells. If you deal damage with a spell of that element then you can deal an extra 1d4 of that element's damage.

Overcharged

Starting at 15th level, you've gained the ability to overcharge a weapon with a stronger spell level than normally allowed. When you overcharge spell to a weapon, that is the only spell that can be attuned to the weapon regardless of the rarity or other abilities. The overcharged spell can be any spell level so long as enough spell slots are available. It takes 3 spell slots of the same level to overcharge a spell of that level to a weapon.

Overcharged weapons excel at quick outbursts of damage at a cost. The level of spell slots used is the amount of time minus one round of combat that the overcharged spell is active (2nd and 3rd level spells last 2 rounds total when overcharged, 4th level spells last 4 rounds total when overcharged). Damage that has a source from the overcharged spell, is doubled. If a critical hit is accomplished with the melee hit, then the damage from the spell is tripled instead.

When the round count for the overcharged weapon is up, the weapon disintegrates in the wielder's hands. The weapon is completely unable to be put back together except for using a wish spell to wish it back into existence.

Master Attunement

Starting at 18th level, the Enchanter Knight is a master at attuning spells to weapons. Cantrips can now be attuned to common weapons and also deal full damage. Uncommon and rare weapons can now be attuned with spells a level higher. Very rare weapons can attune all three slots with level 4 spells. 

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