Sorcerer
Base Class: Sorcerer

The Knight Enchanter is a subclass of the sorcerer class. A long time ago, it was discovered a new plane, connected to both the material and ethereal planes. This plane was completely arcane in nature, and it was barred from other planes by an arcane wall. These were named, respectively, "The Fade" and "The Veil". This plane was discovered by sorcerers, who while trying to understand where their arcane powers come from, and discovered they came from the Fade itself, allowing them to control the Veil, and give it form.

One day, one of these sorcerers forged a special type of hilt, with which they used to create their own spell, a blade of arcane energy, which can then be used to better control the Veil. This changed completely how the world saw Fade sorcerers, who became known as Knight Enchanters, for their deeds of war. While wizards, warlocks and other sorcerers stayed in the rear in combat, these sorcerers fought in the front lines, using their powers to protect themselves and fight their enemies in melee combat.

Spirit Blade

At level 1, you have finished the first part of your training as a knight enchanter, you have already forged your own arcane hilt, and have learned to use it. You know the Spirit Blade* cantrip, the personal cantrip of the knight enchanters.

You are magically bonded to your hilt. You can't be disarmed of it, and while you and your hilt are within the same plane of existence you can summon it with a bonus action to your hand.

*requires "Spirit Blade" Homebrew Spell

Fade Shield

Also, starting at 1st level, when you hit a creature with your spirit blade, the energy of the Veil covers your body and creates a shield around you. You gain 1d6 temporary hit points until the start of your next turn.

At level 6 you increase the temporary hit points to a d8, at 14th level, increase to a d10 and at 18th level increase to a d12.

This feature doesn't work if you are wearing armour, but it can still be used if you are holding a shield.

Combat Clarity

At 6th level, the chaos of combat, while frightening to some, is calming to you. When you kill a creature with your spirit blade you regain 1 spent sorcery point.

Fade Cloak

At 14th level, with an action, you can spend 3 sorcery points to create an arcane cloak around you, that turns you intangible.

You can't be hit by other creatures, and you can move through them, but you also can't attack. The cloak lasts for 1d4 rounds, but for each sorcery point above 3 you spend, the die increases by 1 up to 1d12 with 7 sorcery points.

If you end your turn inside another creature, they must make a Constitution saving throw. On a failure, the creature takes 6d6 force damage and it's pushed 10 ft, if they succeed, they take half damage, and both of you are pushed 5 ft each.

Disrupting Field

At level 18 you can, with an action, spend 6 sorcery points to create a disruption field within 120 ft of you.

This field is a sphere with a 30 ft radius. Creatures inside the field are affected by the slow spell. Creatures bigger than the field are immune to its effects. If you are inside the field you gain the effects of the haste spell.

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