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Arcane Tradition Amplified Blade

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

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