Starting at 14th level, you are able to charge your spectral
Knight-Enchanter blade using your magic, unleashing it when you strike an enemy. After you use your action to cast a spell, you use Knight-Enchanters are part of a select group of wizards traces of the spell's magic to amplify your spectral blade. that enter the front line of battle wielding a weapon When you hit a creature with your spectral blade while it is summoned from thin air. Said to have originated from elite amplified, you can consume the stored energy to roll a guardsman serving ancient elven nobles, the tradition of number of additional weapon damage dice equal to half the the Knight-Enchanters is now taught to wizards of many level of the spell (rounded up), or one if the spell was a different backgrounds. While traditionalists still prefer the cantrip. solid blade of magic reminiscent of elven swords, some Additionally, using your Weave Shroud feature also recent practitioners have been seen wielding spectral axes amplifies your spectral blade based on the level of the spell and maces instead. slot expended. Combining abjuration, conjuration and transmutation The stored energy subsides after 1 minute, or when your magic, these wizards use their martial and magical spectral blade is dismissed. If the blade is still amplified prowess to protect themselves and damage their foes. On from a previously cast spell after you cast a new spell, only the field, in the battle, they command. the amplification from the spell with the highest level Arcane Warrior remains. When you adopt this tradition at 2nd level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with light and medium armor. Spectral Blade Starting at 2nd level, you learn to create and wield the chosen weapon of the Knight-Enchanters, the spectral blade. Without effort, you are able to conjure a blade of pure magic from a bladeless hilt. The blade vanishes when you let go of the hilt, conjure another blade or whenever you choose to (no action required). For you, the spectral blade is a martial melee weapon that you are proficient with and deals 1d8 force damage on a hit. Additionally, when you make an attack with this weapon, you can use your Intelligence modifier, instead of Strength, for the attack and damage rolls. When you hit a creature with your spectral blade you can use your reaction to capture strands of released magic and form a barrier around you. You gain temporary hit points equal to your wizard level, or twice as much if the attack is a critical hit, for 1 minute. Combat Clarity Starting at 6th level, the rhythm of alternating spells and strikes gives you increased clarity in the thick of battle. When you use your action to cast a spell, you gain advantage on the first attack roll you make with your spectral blade on your next turn. Weave Shroud Beginning at 10th level, you can briefly shroud yourself with the very fabric of magic plucked from the Weave. You can use a bonus action to expend one spell slot to turn yourself incorporeal until the end of your turn. It ends early if you attack a creature or cast a spell. While your Weave Shroud is active, you gain the following benefits: ·· You are immune to all damage except psychic damage. · Your movement doesn't provoke opportunity attacks. You can pass through objects and creatures while moving but can’t willingly end your movement in their · spaces. Your walking speed increases by 10 feet for each spell level higher than 1st, to a maximum increase of 40.
Art by Christina Kraus
(@ElbenherzArt) Knight-Enchanter v1.1 - Designed by Ricodyn Spell options for Arcing Bonds 2nd-level evocation Casters in Melee Casting Time: 1 action Range: 15 feet Knight-Enchanters are spellcasters that excel at being in Components: V, S the thick of battle. They and others who favor casting in Duration: Concentration, up to 1 minute melee have developed the following spells to augment their fighting style. Lightning arcs from you to up to three creatures of your These spells are on the sorcerer and wizard spell lists. choice that you can see within range, creating a bond between you and each target. A bond is broken if the target Echoing Blade is ever more than 15 feet away from you. At the start of a Evocation cantrip bonded creature's turn, it must make a Constitution saving Casting Time: 1 action throw. The creature takes 2d10 lightning damage on a Range: 5 feet failed save, or half as much damage on a successful one. Components: V, M (a weapon) At Higher Levels. When you cast this spell using a spell Duration: Instantaneous slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2rd. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within Energy Barrage the spell's range, otherwise the spell fails. On a hit, the 3rd-level evocation target suffers the attack's normal effects, and an arcane Casting Time: 1 action echo of your weapon follows your swing. The target can Range: 15 feet use its reaction to avoid the strike, or it takes 1d8 force Components: V, S damage. Duration: Instantaneous This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 A magical sigil appears in front of you, unleashing a salvo force damage to the target, and the damage the target takes of elemental blasts. Choose one of the following options. from the echo increases to 2d8. Both damage rolls increase Controlled Bombardment. You choose cold, fire or by 1d8 at 11th level and 17th level. lightning. You create six elemental projectiles and launch them at targets within range. You can aim them at one target or several. Make a ranged spell attack for each target. Being within 5 feet of a hostile creature doesn't impose disadvantage on these attack rolls. A target takes 1d8 of the type you chose per projectile on a hit, or half as much damage on a miss. Chaotic Storm. You unleash a storm of elemental projectiles, striking enemies and allies alike. Each creature within range, other than you, rolls a d6 to determine how many projectiles it gets hit by. A creature takes 1d12 damage per projectile. The number rolled on the d6 determines the attack’s damage type, as shown below. d6 Damage Type 1 or 6 Lightning 2 or 5 Cold 3 or 4 Fire
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, a controlled bombardment creates one more projectile for each slot level above 3rd. If you unleash a chaotic storm, the damage per projectile increases by 1 for each slot level above 3rd.
Rolling for Chaotic Storm
It may appear that the chaotic storm option requires you to roll a lot of dice. An option could be to roll the 1d12 once and then multiply that by the amount of projectiles a given target is hit by, but this creates a skewed and unwanted damage distribution. However, there is a simple method that limits the amount of rolls while retaining the wanted damage distribution. Roll 6d12 and label the outcomes with 1 through 6. For each target, add the dice labeled 1 through however many projectiles the target got hit by. For example, if a target rolled 2 on their d6, add the dice labeled 1 and 2 together to determine the damage it takes. If another target rolled a 5, add all dice except the one marked 6.
Art by TomAlbert Knight-Enchanter v1.1 - Designed by Ricodyn