Fighter
Base Class: Fighter

The archetypal Knight Enchanter takes on a different approach to magic compared to the Eldritch Knight. Utilizing magical artifacts able to contain magical energy referred to as Hilts, Knight Enchanters strike with imbued evocation magic and can fight through hoards of enemies with their magic.

Hilt Style

At 3rd level, you learn how to wield and bond to a Spirit Blade Hilt. The hilt has the appearance of a plain, simplistic longsword hilt but after you spend 1 hour bonding to the artifact, it takes on whatever traits you wish. After the bonding ritual, the hilt takes on the appearance of any one of the following: longsword, rapier, scimitar, or shortsword. Bonding to this does not affect the number of items you have attuned.

This hilt acts as your spellcasting focus. Once you have bonded to a hilt, you can't be disarmed of that weapon unless you are incapacitated, or if it or you are sent to a separate plane of existence.

As your action, you summon a blade of solid magic to make a melee weapon attack against an enemy. The damage of the blade is equal to 1d10 + your intelligence modifier, as well as maintaining the properties of your chosen hilt form. This damage is counted as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to utilize magical hilts. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Knight Enchanter table.

Spell Slots

The Knight Enchanter 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.

Spells Known of 1st-Level and Higher

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

The Spells Known column of the Knight Enchanter Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a wizard spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 6th level in this class, you can learn one new spell of 1st or 2nd level.

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 a wizard spell.

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

Knight Enchanter Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

3

3

2

—

—

—

4th

4

4

3

—

—

—

5th

4

4

3

—

—

—

6th

4

4

3

1

—

—

7th

4

5

4

2

—

—

8th

5

6

4

2

—

—

9th

5

6

4

2

—

—

10th

5

7

4

3

1

—

11th

5

8

4

3

1

—

12th

5

8

4

3

1

—

13th

5

9

4

3

2

1

14th

5

10

4

3

2

1

15th

5

10

4

3

2

1

16th

5

11

4

3

3

2

17th

5

11

4

3

3

2

18th

5

11

4

3

3

2

19th

5

12

4

3

3

3

20th

5

13

4

3

3

3

Hilt Construction

Upon bonding to your hilt, you also receive the ability to craft and modify your own hilts. You are now proficient in Smith's Tools. You can create hilts with certain slots that when embedded with a gem, the blade receives certain properties. The cost is equal to ten times the cost of the weapon type your hilt will follow, as well as an extra 50 gp for every slot you wish to add (up to a maximum of 5), as well as the cost of purchasing and resizing the gems you wish to embed.

For example, if you wanted to make a glaive with 5 slots and embed a Blue sapphire, it would cost 200 gp for the hilt, 250 gp for the slots, and 1,250 gp for the sapphire, for a total of 1,700 gp.

The properties gained from similar gems do stack (i.e. two black pearls would create a +2 weapon and two blue sapphires would add 2d6 cold damage) but you can only have 2 of the same gem on any hilt.

Black opal (1,250) Necrotic damage
Black pearl (600) +1 to weapon attack and damage rolls
Blue sapphire (1,250) Cold damage
Diamond (6,000) The sword now acts as if it is both silvered. adamantine, and a +3 weapon.
Emerald (1,250) Poison damage
Fire opal (1,250) Fire damage
Opal (1,250) Radiant damage
Ruby (6,000) The blade now acts as a Sword of Sharpness
Star ruby (1,250) Force damage
Star sapphire (1,250) Lightning damage
Yellow sapphire (1,250) Thunder damage

Imbued Strike

Beginning at 7th level, when you use your action to attack with your hilt blade, you can expend a spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Combat Clarity

At 10th level, you learn how to remain calm in the face of stressful situations. You do not have disadvantage when making ranged spell attacks in melee combat and you have advantage on Concentration checks after receiving damage.

Fade Step

At 15th level, you gain the ability to to surround yourself with magical energy. As an action, you can cause yourself to become Ethereal until the end of your turn. During this time, you can move in any direction. If you move up or down, every foot of Movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can't see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren't on the Ethereal Plane can't perceive you and can't interact with you, unless a Special ability or magic has given them the ability to do so. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a creature when this happens, the foe is blasted back with massive force. The creature takes 4d8 force damage and is pushed 5 feet in a random direction and knocked prone.

After using this feature, you cannot use it again until finishing a short or long rest.

Resurgence

Starting at 18th level, you can use your action to restore you and your allies by calling upon the remaining energy in your hilt. Expending all remaining spell slots in your hilt, you heal up to six creatures of your choice that you can see equal to 1d6 + your spellcasting modifier for every level of spell slot you expend. For instance, if you expend 2 1st level spell slots, 1 2nd level spell slot, and 2 3rd level spell slots and you have a spellcasting modifier of +5, you heal a total of 10d6 + 50 hit points split between the creatures of your choice.

Once you use this feature, you can't use it again until you finish a long rest to regain your spell slots.

Previous Versions

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