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. Other powers that put these mages a cut above the rest are the abilities to phase in and out of existence and debilitate opponents.

Resilience Training

You have trained to be able to engage in close quarters combat with less danger to yourself. You gain +2 hit points per level, as well as proficiency with light armour.

Spirit Blade

You create a blade of solid magic to make melee attacks against nearby enemies. You gain the Spirit Blade cantrip.

Deflecting Blade

You deflect incoming projectiles with Spirit Blade, sending a shockwave of energy back at the attacker. Whenever a ranged attack is made against you, you can use a reaction to try to deflect it. You reduce the damage of the attack by 1d10 + your intelligence modifier + your wizard level. If you reduce the damage to 0, you can make a ranged spell attack against the creature that attacked you. On a hit, you deal 1d6 force damage.

Combat Clarity

The chaos of combat frightens some, but for you, its a comfortable rhythm. You gain a +4 bonus to initiative rolls, and your speed increases by 10 ft.

Spirit Shield

You draw back the energy released by your enemies in your attacks against them. Whenever you hit with your Spirit Blade, you gain 1d6 + your Intelligence modifier temporary hit points.

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