Knight Enchanter

"Tread Careful the Path of Sword and Sorcery."

By Michael Yousif

/u/Barnopottamous

Knight Enchanter

A Goliath in ragged clothing wanders the desert in pilgrimage when they are assailed by a group of bandits who demand their valuables. The Goliath smirks, as they procure a small knife and toss it far in the distance. The bandits descend, but their blades catch nothing but air. They look around for a moment, before seeing the Goliath waving behind them, far off in the distance.

An Elven General wades into battle, their armor long since destroyed, and a faint glow eminating from their two silver signet rings. A warhammer comes crashing down, catching them on the side of their head. The haft breaks, and the Elf is left without a scratch - They make quick work of their attacker before pressing deeper into the fray.

Two warriors stand opposite eachother in a ceremonial arena. They grip their Khopesh in both hands, and bow to one another - Their rings glowing in the torch-lit night. Cloaks of flame wreathe around them, as their weapons are coated in a thin layer of frost. The pair charges with unnatural quickness as they leap at one another, beginning their dance for all of their people to see.

These combatants are Knight Enchanters: Spellswords who have mastery of the schools of Enchantment, Abjuration, and Transmutation. They can often trace their beginnings to desert temples, where the first of their kind would train, but can be found working as adventurers, bodyguards, or aides to royalty across the world - They are highly intelligent and durable, and often favor more creative solutions to solving problems than whatever the most obvious path may be.

Quick and Versatile

Knight Enchanters specialize in improving their own abilities through Enchantments. These can vary from a simple shockwave, to completely silencing their actions, to being able to slightly alter the outcome of almost anything they do. They are adept with bladed weapons, and specialize in magics that would further enhance their skills, or possess influence over their opponents, and while some take a reactionary approach to combat, others will charge in head-first, both able to adjust their strategy on the fly. Their innate ability to capitalize on their own strengths makes them formidable in single combat, for what they lack in raw destructive power, they make up for with ingenuity.

A Solution for Every Ocassion

The Knight Enchanter's greatest strength comes from their ability to adapt to most situations with relative ease. They utilize their pool of magical energies to cast both their Spells and Enchantments, granting them a wide array of tools to choose from.

This versatility allows for them to go where the wind carries them with ease, whether it be traversing an uncharted path, or exploring a dungeon full of traps. Their desire for knowledge and experience drives them to further their craft, regardless of the risks.

Creating a Knight Enchanter

When building your Knight Enchanter, think of these two things: Where did you recieve your training, and what code did your Order uphold? Were you pacifists in a time of war? Were you dedicated to helping those in need? Have you been trained to hunt for Evil in all of its forms?

You may have been born into a more traditional Order, making their home near a Desert Oasis, wearing the robes and headscarves of those who pioneered the art, or a more modern one that makes its home in the Capital city. Mayhap you were trained by a wayward Knight Enchanter who wished to pass on their teachings and form their own order, or you might have been the lone pupil of one who was exiled from their Order, upholding a code of vengence, or fury.

Your Enchanter's Rings would be among your most valuable possessions - Keeping them polished would likely be an important part of any rest you take, as without them, the Knight Enchanter would likely fade into obscurity.

Quick Build

You can make a Knight Enchanter quickly by following these suggestions: First, make Intelligence your highest score, followed by either Constitution or Strength. Second, choose either the Far Traveler or Knight background.

1

Knight Enchanter| Quick Build

The Knight Enchanter
Level Proficiency Bonus Features Cantrips Known Spell Points Max Spell Level Enchantments Known
1st +2 Spellcasting, Enchantments 2 2 1 1
2nd +2 Battle Meditation 2 3 1 1
3rd +2 Knight's Code 2 7 1 2
4th +2 Ability Score Improvement 3 9 1 2
5th +3 Extra Attack 3 13 2 3
6th +3 3 16 2 3
7th +3 Knight's Code Feature 3 19 2 4
8th +3 Ability Score Improvement 3 22 2 4
9th +4 3 28 3 5
10th +4 Knight's Code Feature 4 32 3 5
11th +4 Improved Enchantments 4 36 3 5
12th +4 Ability Score Improvement 4 36 3 6
13th +5 4 41 4 6
14th +5 Etheric Disruption 4 41 4 6
15th +5 Knight's Code Feature 4 47 4 7
16th +5 Ability Score Improvement 4 47 4 7
17th +6 4 53 5 7
18th +6 Masterful Enchantments 4 57 5 8
19th +6 Ability Score Improvement 4 61 5 8
20th +6 Heart of the Enchanter 4 61 5 8

Class Features

As a Knight Enchanter, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Knight Enchanter Level
  • Hit Points at 1st Level: 8 + your Constitution Modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + Your Constitution Modifier per Knight Enchanter Level after 1st

Proficiencies


  • Armor: Shields, Medium armor, Light armor
  • Weapons: Simple Weapons, Shortswords, Longswords, Greatswords, Scimitar, Talwar, Nimcha, Khopesh

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Acrobatics, Arcana, Insight, Intimidation, Persuasion, Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Longsword (or Talwar) or (b) a Scimitar (or Nimcha)
  • (a) Leather Armor or (b) a Chain Shirt
  • (a) a shield or (b) a Shortbow and a quiver of 20 arrows
  • (a) an explorer’s pack or (b) a dungeoneer’s pack
  • A pair of Enchanter’s Rings

Spellcasting

At 1st level, through rigorous study and training, you have gained the ability to weave magics that will help you gain control over the battlefield. See Spells Rules for the general rules of spellcasting and the Spell List at the end of this guide for the Knight Enchanter spell list.

Preparing and Casting Spells

The Knight Enchanter table shows how many spell points you have to cast your Knight Enchanter spells. To cast one of your Knight Enchanter spells of 1st level or higher, you must expend 2 or more Spell Points, following the table below for higher level spells. You regain all expended spell points when you finish a long rest.

2

Knight Enchanter Table| Preparing and Casting Spells

Spell Level Spell Point Cost
1 1
2 3
3 5
4 6
5 7
6 9
7 10
8 11
9 13

You prepare the list of Knight Enchanter spells that are available for you to cast, choosing from the Knight Enchanter spell list. When you do so, choose a number of Knight Enchanter spells equal to your Intelligence Modifier + half your Knight Enchanter level (minimum of one spell). The spells must be of a level for which the Knight Enchanter table lists as your Max Spell Level or lower.

For example, if you are a 5th-level Knight Enchanter, you have 13 Spell Points and a maximum spell level of 2. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or second level, in any combination. You may expend your spell points to create a spell slot of the equivalent level using this new spell slot to cast the spell, so long as you do not exceed your maximum amount of Spell Points. Casting a spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Knight Enchanter spells requires time spent training, as well as meditation: At least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Knight Enchanter spells, since their power derives from study and thoughtful training, or meditation. 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 Knight Enchanter 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

Spellcasting Focus

You can use your Enchanter’s Rings (see the Adventuring Gear section at the end of this guide) as a spellcasting focus for your Knight Enchanter spells.


Multiclassing with Spell Points

If you choose to multiclass into a class such as Wizard or Paladin who utilizes spell slots, follow the normal spell slot progression for the Spellcasting classes that you choose, with the exception of Warlock. You may use Spell Points to create Spell Slots for the new class to utilize their respective spell list(s), but you cannot use a Knight Enchanter Spell Slot to cast spells from the new class.

Enchantments

Beginning at 1st Level, you gain access to a wide array of temporary magical effects that you can use to augment your swordsmanship and general combat ability. Each time you gain a level, you may exchange one Enchantment you have for another, and expend the requisite amount of spell points to activate it. You must have at least one free hand to activate an Enchantment, unless the activation time is a reaction.

You may have a number of Enchantments active at any given time equal to your Constitution modifier. If you are at your maximum and wish to activate another Enchantment, you must first dismiss another one (does not require an action).

If an Enchantment would grant the same effect as a spell being cast on you (Such as Jump when you already have High Jump active) the spell fails to activate.

Battle Meditation

Beginning at 2nd Level, you have learned how to re-center your arcane energies in the midst of combat. On your turn, you can use a bonus action to regain Spell Points equal to 1d2* + Half your Knight Enchanter level. This changes to 1d4 at 9th level, and 2d4 at 17th level.

Once you use this feature, you must finish a long rest before you can use it again.

If you do not have a d2, roll a d4 and treat a 1 or 2 as a 1, and a 3 or 4 as a 2.

Knight’s Code

At 3rd level, you must choose a code to live by. This code details all that you strive to be, both as a warrior and as a person. Up to this point, you have been focusing your meditation on who you wish to be as a fully realized warrior. Now you choose a Code detailed at the end of the class description or one from another source. Your choice grants you features at 3rd level, 7th level, 10th level, and 15th level.

Ability Score Improvement

When you reach the 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

3

Preparing and Casting Spells | Extra Attack

Improved Enchantments

By 11th level, you have become more proficient in the use of Enchantments. You may now access the 2nd level of any Enchantment you have selected by using the new Spell Point cost, listed by the new effect. When utilizing the 2nd level effect, you also gain the benefits of the 1st level Enchantment, unless the Enchantment targets a creature other than yourself (such as Spark Shower).

Etheric Disruption

At 14th level, you have learned how to siphon magical energy from other humanoid creatures. As an action, you may make an unarmed attack roll against a target. On a successful hit, the target must make a Wisdom Saving Throw against your Spell Save DC. On a failed save, the target is drained of their highest-level available spell slot, transferring into Spell Points equal to the level of the slot (Dmg. 288-289). If the creature is more than one size category larger than you, or they do not have any available spell slots, they are immune to this effect. Once you have used this feature once, you cannot do so again until you have completed a long rest.

Masterful Enchantments

By 18th level you have mastered the art of Enchanting. You gain access to the third level of Enchantments, which can be utilized by expending the new Spell Point cost.

Heart of the Enchanter

At 20th level you have committed your Enchantments to heart. From now on, any Enchantments that affect you that have a duration will now last almost indefinitely unless you choose to end the, or are knocked unconscious. The effects will end when you take a Short or Long rest.

Knight’s Codes

Your Knight's Code is the method by which you live. It embodies all that you are, and all that you strive to be in both combat, and in society.

Code of Patience

Those who follow this code are never instigators. They wait, and follow the flow of both combat and conversation. When the opportune moment arises is when you make your move, but if neither blade nor hand is raised at you, there is no cause for retaliation.

Enchanter’s Step

Beginning at 3rd level, you are able to quickly move away from danger when you spot an opening. When a creature fails an attack roll or targeted spell against you, you may expend Spell Points equal to your Proficiency Bonus as a reaction to teleport horizontally to a point you can see within 30 feet without provoking an attack of opportunity

Patient Strike

At 7th level you’ve found the perfect moment to counterattack after a failed strike. When a creature fails on an attack roll against you, you may use your reaction to make an attack against them. You may use this feature an equal number of times to your Intelligence Modifier, regaining all uses upon taking a short or long rest.

Prepared Advance

By 10th level, you’ve learned to conserve a burst of speed for an enemy passing close by you. If you have 5 feet of movement remaining after taking your turn in combat, creatures will provoke attacks of opportunity from an additional 5 feet away, allowing you to move within range for an attack.

Grand Enchanter’s Step

By 15th level, you have mastered the ability to avoid danger. Your Enchanter’s Step feature now gains a range of 60 feet and can be used to teleport you vertically as well as horizontally.

Code of Destruction

Followers of this code understand that overwhelming force is sometimes the only true means to an end. By throwing themselves in the midst of combat, rarely valuing their own safety, they hope to bring conflicts to a quick and decisive end.

Elemental Wrath

By 3rd level you have learned how to quickly coat a weapon in the basic elements for an incredibly brief period of time. As a bonus action, you may expend any number of Spell Points up to your level or lower to change your weapons damage type to Fire, Cold, or Shock damage. This effect lasts a number of rounds equal to the amount of Spell Points you spent.

Destructive Movement

By 7th level you have learned how to channel your magical abilities into your movements, allowing you to complete tasks that would be otherwise impossible for the average person. When making Dexterity (Acrobatics) or Strength (Athletics) checks, you may expend spell points equal to your Proficiency Bonus to use your Intelligence modifier instead. Additionally, when making a running long jump, you may spend a number of Spell Points up to half your Knight Enchanter level to increase your maximum jump distance by one foot for each point spent.

Sunder Armor

At 10th level you gain the ability to damage your opponent’s armor, causing them to be more susceptible to incoming attacks. When taking the attack action, you may expend Spell Points equal to your Proficiency Modifier to negatively impact your opponent’s armor rating. They receive a penalty equal to the amount of spell points spent to their AC until the end of their next turn.

4

Improved Enchantments | Sunder Armor

Primal Wrath

By 15th level your mastery of basic Enchantments has proven to the backbone of your fighting style. When your weapons are under the effect of Elemental Wrath, they gain an additional +1 to attack and damage rolls.

Code of Command

The Code of Command is what paves the way for leaders, often acting as pillars of strength for those who they fight beside. Quick thinking and decisive, they are able to find victory in the most hopeless of situations.

Double Time

At 3rd level, you have learned to invoke a minor enchantment of courage on your allies. As a bonus action, you may expend Spell Points equal to the level of an allied Player Character, and grant them an additional 30 feet of movement that they can use immediately. While moving this way, they do not provoke attacks of opportunity.

Air of Authority

By 7th level you have gained the ability to cast a minor enchantment on creatures who are accustomed to serving a commander. When interacting with a creature who is not a leader in their command structure, you may use an action to force them to make a Wisdom saving throw against your Spell Save DC. On a failed save, the creature believes you to be their commanding officer, and will follow instructions within reason for up to 1 hour. After using this feature once, you must complete short or long rest before you can do so again

Spell Command

At 10th level you have developed the ability to gently redirect spells that would cause detriment to your health. When a creature casts a spell that would cause you to suffer a negative status effect, you may spend a number of spell points equal to the casting cost of the spell’s level to attempt to redirect the effect to another creature within range. You must succeed on an Intelligence saving throw where the DC is equal to 13 + the Spell Level, and on a successful save, choose a creature within range to suffer the effects of the spell.

Triple Time

At 15th level you have grown more proficient in aiding your companions. When you use your Double Time feature, your ally now moves as though they had taken the Dash action, granting them double their movement speed immediately.

5

Sunder Armor | Triple Time

List of Enchantments

Dark Sight


  • Activation Time. Action
  • Duration. 1 Hour

  • Level 1 (2): By placing a gentle enhancement on your eyes, you gain Darkvision for 10 minutes out to 30 feet.
  • Level 2 (4): Your Darkvision lasts for 30 minutes and extends out to 60 feet
  • Level 3 (6): Your Darkvision can now see through Magical Darkness.

Elemental Charge


  • Activation Time. Bonus Action
  • Duration. 1 Minute

  • Level 1 (2): Enchant your weapon with a thin coating of elemental magic, causing it to deal an additional 1d4 Fire, Cold, or Lightning Damage (Chosen at the time of casting)
  • Level 2 (4): Your weapon now deals an additional 1d8 Fire, Cold, or Lightning Damage (Chosen at the time of casting)
  • Level 3 (6): Your weapon now deals an additional 1d12 Fire, Cold, or Lightning Damage (Chosen at the time of casting)

Forceful Burst


  • Activation Time. Bonus Action

  • Level 1 (2): When you make a successful Attack roll, you may use a Bonus Action to force all creatures within 5 feet of you to make a Strength Saving Throw. On a failed save, the creature is knocked back 10 feet. Creatures that are more than one size larger than you are immune to this effect.
  • Level 2 (4): You can cause the burst to activate on a creature within 15 feet of you, treating them as the origin of the spell, forcing them and all creatures within 5 feet of them to make the saving throw.
  • Level 3 (6): Forceful Burst now deals 8d6 Force Damage, or half as much on a failed save. Creatures that fail the saving throw are also knocked prone.  

High Jump


  • Activation Time. Action
  • Duration. 1 Hour

  • Level 1 (2): By focusing your magical energies into your legs, your capacity for jumping has increased. For the duration of this Enchantment, your jump height is doubled.
  • Level 2 (4): Your jump height is now tripled.
  • Level 3 (6): Your jump height is now quadrupled.

Spark Shower


  • Activation Time. Action

  • Level 1 (2): Cast a handful of enchanted red sparks at a creature within 60 feet of you. The creature must succeed on a Constitution Saving Throw or be blinded for 1 minute. They may reattempt the Saving Throw at the end of each of their turns.
  • Level 2 (4): Cast a handful of enchanted green sparks at a creature within 60 feet of you. The target creature must succeed on a Constitution Saving Throw or be incapacitated for 1 minute. They may reattempt the Saving Throw at the end of each of their turns.
  • Level 3 (6): Cast a handful of enchanted blue sparks at a creature within 60 feet of you. The target creature must succeed on a Constitution Saving Throw or be stunned for1 minute. They may reattempt the Saving Throw at the end of each of their turns.

Quick-Foot


  • Activation Time. Action
  • Duration. 1 Minute

  • Level 1 (2): You may enhance your speed and endurance, gaining an additional 10 feet of movement speed.
  • Level 2 (4): You may further enhance your quickness, gaining an additional 20 feet of movement speed.
  • Level 3 (6): Your quickness is even further enhanced, granting you an additional 30 feet of movement speed.

Transcribe


  • Activation Time. Action
  • Duration. 1 Hour

  • Level 1 (2): Over the course of 1 hour, you may transcribe up to 100 pages of text (Cannot be a spell book, scroll, or other magical text) onto a blank paper. The handwriting of the new copy will be identical to the original.
  • Level 2 (4): Over the course of 1 hour, you may transcribe up to 100 pages of text and translate it into Common (Cannot be a spell book, scroll, or other magical text) onto a blank paper. The handwriting of the new copy will be identical to the original.
  • Level 3 (6): Over the course of 1 hour, you may transcribe up to 100 pages of text and translate it into Common, as well as decode any hidden ciphers within the text. The handwriting of the new copy will be identical to the original.

Water Breathing


  • Activation Time. Action
  • Duration. 10 Minutes/30 Minutes/1 Hour

  • Level 1 (2): You cast a simple Enchantment on your lungs that allows you to breathe underwater for 10 minutes.
  • Level 2 (4): You may breathe underwater for 30 minutes.
  • Level 3 (6): You may breathe underwater for 1 hour

6

List of Enchantments | Water Breathing

Charming Presence

Prerequisite 7th Level


  • Activation Time. Action
  • Duration. 10 Minutes

  • Level 1 (4): A gentle enchantment makes you more amiable and easier to trust. You become proficient in the Persuasion skill, or add double your proficiency modifier.
  • Level 2 (6): You gain advantage on persuasion checks.
  • Level 3 (8): If you speak to an individual for more than 1 minute, you can force them to make a Wisdom saving throw against your Spell Save DC. On a failed save, they become charmed for 1 hour. On a successful save, they are immune to this effect for 24 hours.

Crystal Eyes

Prerequisite 7th Level


  • Activation Time. Bonus Action
  • Duration. 10 Minutes

  • Level 1 (4): Cast a gentle veil over your eyes, allowing you to better detect recent changes in the environment, gaining proficiency with the Investigation skill, or add double your proficiency bonus.
  • Level 2 (8): Gain advantage on Intelligence Saving Throws
  • Level 3 (12): Treat any one knowledge skill (Arcana, History, Nature, or Religion) as proficient, or double your proficiency bonus.

Earthen Soles

Prerequisite 7th Level


  • Activation Time. Bonus Action
  • Duration. 1 Hour

  • Level 1 (4): By enchanting the ground around your feet, you become firmly planted in place. While active, you gain advantage on Strength (Athletics) checks to prevent yourself from being moved.
  • Level 2 (6): When walls or ceiling are made of either earth or stone, you may walk along them normally without expending
  • Level 3 (8): While active, you may now add your Constitution modifier to checks to resist being moved against your will.

Empower

Prerequisite 7th Level


  • Activation Time. Action
  • Duration. 10 Minutes

  • Level 1 (4): Bolster your strength, gaining proficiency with the Athletics skill, or add double your proficiency bonus.
  • Level 2 (8): Gain advantage on Strength Saving Throws.
  • Level 3 (12): Count as one size larger when calculating how much weight you can push, pull, or lift.

Enchanter's Luck

Prerequisite 7th Level


  • Activation Time. Reaction

  • Level 1 (4): Gently touch the hand of fate. When you have made a roll, but before you have seen the result, you may roll a d4 and add it to the total sum.
  • Level 2 (8): You may add a d6+1 instead.
  • Level 3 (12): You may add a d8+2 instead.

Feather Light

Prerequisite 7th Level


  • Activation Time. Bonus Action
  • Duration. 10 Minutes

  • Level 1 (4): Magically reduce the effect of gravity on your body, gaining proficiency with the Acrobatics skill, or add double your proficiency bonus.
  • Level 2 (8): Gain advantage on Dexterity Saving Throws
  • Level 3 (12): Count as one size smaller when calculating how much you weigh.

Frozen Soles

Prerequisite 7th Level


  • Activation Time. Bonus Action
  • Duration. 1 Hour

  • Level 1 (4): By enchanting the air around your feet, you cause solid ice to form around them. Upon moving 20 feet or more, you will slide an additional 10 feet, or until you come into contact with a wall or difficult terrain. If you’re on an incline, you will slide to the bottom.
  • Level 2 (6): While active, you may slide along the surface of water until you top moving.
  • Level 3 (8): After sliding across water, it will freeze behind you, creating a 5-foot wide path in your wake, ending where you stop.

Force Shield

Prerequisite 7th Level


  • Activation Time. Action
  • Duration. 1 Minute

  • Level 1 (4): Create an invisible shield of force in your offhand, gaining +2 AC for the duration. Cannot be activated if there is an object in your offhand.
  • Level 2 (6): If a ranged attack roll fails against you, it is redirected to a new target within 10 feet. Make an attack roll using your Intelligence modifier against a target within range.
  • Level 3 (8): When a creature fails a melee attack roll against you, they must make a Dexterity Saving Throw. On a failed save, they are knocked prone.

7

Charming Presence | Force Shield

Hawkeye

Prerequisite 7th Level


  • Activation Time. Bonus Action
  • Duration. 10 Minutes

  • Level 1 (4): Heighten your perception, increasing your visual range and acuity. You gain proficiency in Perception, or add double your proficiency modifier.
  • Level 2 (8): You gain advantage on Perception checks.
  • Level 3 (12): You can see accurately out to 1 mile, and ranged weapons no longer suffer disadvantage being fired at their long range.

Residual Life

Prerequisite 7th Level


  • Activation Time. Action
  • Duration. 8 Hours

  • Level 1 (4): Prepare a minor healing Enchantment; If you would fall unconscious within the next 8 hours, you retain 1 Hit Point.
  • Level 2 (6): When you would fall unconscious, regain 2d6 + Con Hit Points
  • Level 3 (8): When you would fall unconscious, regain 4d8 + Con Hit Points

Sense Motive

Prerequisite 7th Episode


  • Activation Time. Bonus Action
  • Duration. 10 Minutes

  • Level 1 (4): Enhance your aura and heighten your empathy, making you more sensitive to the slight changes in a person’s behavior, granting yourself advantage with the Insight skill, or add double your proficiency bonus.
  • Level 2 (8): Gain advantage on Wisdom Saving Throws
  • Level 3 (12): Charisma based skill checks that are made against you are made at disadvantage.

Torrent Soles

Prerequisite 7th Level


  • Activation Time. Bonus Action
  • Duration. 1 Hour

  • Level 1 (4): By enchanting the water around your legs you may augment your underwater movement. You gain swimming speed equal to your walking speed (Or double, if you already have a swimming speed equal to your walking speed.)
  • Level 2 (6): You may now walk along the surface of water without fear of falling in, and move underwater as though it were solid ground.
  • Level 3 (8): While active, you may walk along the surface of any liquid, such as lava, acid, or poison.

Adamantine Flesh

Prerequisite 15th Level


  • Activation Time. Action
  • Duration. 1 Hour

  • Level 1 (6): By placing a powerful Enchantment on your body, you may harden your skin to a level comparable to the legendary metal. You gain a natural AC of 13 + Your Constitution Modifier while active, and your weight is tripled during this time. You cannot activate this effect if you are wearing armor.
  • Level 2 (10): Your skin hardens further, granting resistance to non-magical Bludgeoning, Piercing, and Slashing damage.
  • Level 3 (14): Your Enchantment can now mimic the qualities of Adamantine, granting you immunity to critical hits.

Elemental Barrier

Prerequisite 15th Level


  • Activation Time. Action
  • Duration. 1 Minute

  • Level 1 (6): By cloaking yourself with elemental energy, you gain advantage on saving throws against spells that deal Fire, Cold, or Lightning damage. (Chosen at the time of casting)
  • Level 2 (10): You may add your Intelligence Modifier to Fire, Cold, or Lightning related saving throws. (Chosen at the time of casting) while your barrier is active.
  • Level 3 (14): You gain resistance to Fire, Cold, or Lightning damage. (Chosen at the time of casting) while your barrier is active.

Gentle Step

Prerequisite 15th Level


  • Activation Time. Action
  • Duration. 10 Minutes

  • Level 1 (6): Quiet your steps, gaining proficiency in Stealth, or double your proficiency modifier if you are already proficient.
  • Level 2 (8): Lighten your movement, granting you advantage on Dexterity (Stealth) checks, or nullifying the disadvantage from your armor.
  • Level 3 (10): Magically reduce all of your sound to nothing. All actions you take will be silent, generating no sound (Picking a lock, making an attack, etc.)

8

Hawkeye| Gentle Step


Mind Shield

Prerequisite 15th Level


  • Activation Time. Action
  • Duration. 1 Hour

  • Level 1 (6): Place a magical barrier around your psyche, granting you advantage on saving throws against being charmed and frightened.
  • Level 2 (10): Your barrier strengthens, granting you resistance to psychic damage
  • Level 3 (14): You become immune to being charmed and frightened while your barrier is active.

Silence

Prerequisite 15th Level


  • Activation Time. Action
  • Duration. 1 Minute

  • Level 1 (6): You may diminish the verbal ability of a target, rendering their voice quiet and weak. When taking the Attack action, you may force the target creature to make a Wisdom Saving Throw, and on a failed save, they will speak only in a hushed whisper that travels 15 feet at the loudest for 1 minute. While this effect is active, they cannot activate any items (magical or otherwise) that require a command word. They may reattempt the saving throw at the end of each of their turns.
  • Level 2 (8): You may now completely nullify the target’s verbal ability. During this time, they cannot utilize spells that require a verbal component.
  • Level 3 (10): While this Enchantment is active, should the target attempts to make any verbal sounds such as screaming, speaking, or using a verbal component to a spell no sound comes out, and instead, they take 4d6 Psychic damage.

Warp

Prerequisite 15th Level


  • Activation Time. Bonus Action

  • Level 1 (6): Quickly bond with a thrown weapon or piece of ammunition, granting it a single charge. When thrown, you may expend this charge to instantaneously change places with it by expending half of your movement speed, so long as it is within 500 feet of you. The charge will fade if it is not used within 1 hour.
  • Level 2 (10): You may bond with two pieces of ammunition. The range increases to 1,000 feet.
  • Level 3 (14): You may bond with three pieces of ammunition. The range increases to 1,500 feet.

9

Mind Shield | Warp

Knight Enchanter Spells

Cantrips (0 Level)
  • Blade Ward
  • Control Flames
  • Dancing Lights
  • Encode Thoughts
  • Fire Bolt
  • Friends
  • Green Flame Blade
  • Ray of Frost
  • Shape Water
  • Shocking Grasp
  • Resistance
1st Level
  • Absorb Elements
  • Animal Friendship
  • Armor of Agathys
  • Bane
  • Catapult
  • Cure Wounds
  • Charm Person
  • Command
  • Compelled Duel
  • Expeditious Retreat
  • Feather Fall
  • Heroism
  • Hideous Laughter
  • Mage Armor
  • Shield
  • Sleep
2nd Level
  • Aid
  • Animal Messenger
  • Arcane Lock
  • Calm Emotions
  • Continual Flame
  • Crown of Madness
  • Enlarge/Reduce
  • Enthrall
  • Flame Blade
  • Gift of Gab
  • Hold Person
  • Knock
  • Lesser Restoration
  • Magic Weapon
  • Pyrotechnics
  • Spider Climb
3rd Level
  • Catnap
  • Counterspell
  • Dispel Magic
  • Enemies Abound
  • Fast Friends
  • Glyph of Warding
  • Haste
  • Incite Greed
  • Lightning Arrow
  • Meld into Stone
  • Motivational Speech
  • Nondetection
  • Sending
  • Slow
4th Level
  • Charm Monster
  • Compulsion
  • Confusion
  • Control Water
  • Dominate Beast
  • Freedom of Movement
  • Stone Shape
  • Stoneskin
5th Level
  • Awaken
  • Dominate Person
  • Geas
  • Greater Restoration
  • Hold Monster
  • Modify Memory
  • Passwall
  • Planar Binding
  • Synaptic Static

Adventuring Gear

Enchanter’s Rings

Powerful signet rings crafted from pure metals, inlaid with a single gemstone on each. To the average person, these are naught but fashionable baubles to be worn, but to the trained Knight Enchanter, these allow them a certain freedom of movement that a wand or a staff would not allow. They are adorned with the Crest of the Order they were forged by, symbolizing a code to be upheld.

They can be sized to fit whichever finger is most comfortable, though most Knight Enchanters wear them upon their middle or index finger.

Martial Weapons
Martial Melee Weapons Cost Damage Properties
Talwar 25 gp 1d6 Slashing Versatile (1d8), Finesse
Nimcha 20 gp 1d8 Slashing Light
Khopesh 30 gp 2d4 Slashing Versatile (1d10), Heavy
Weapon Description
Talwar A type of curved sword, or saber, from the Indian subcontinent often featuring a large spike on the bottom of the handle to assist with leverage and power. The handle had a disc-shape was more cramped, preventing it from being used like a more conventional saber, giving a powerful but inflexible grip to the user.
Nimcha A single-handed sword from North Africa, especially Morocco and Algeria. These swords feature broad-tipped, curved blades, and a slightly bent handle. The guard will often feature a knuckle guard that squares off at the bottom.
Khopesh An Egyptian sickle-sword that evolved from battle axes. The inside curve of the weapon was unsharpened, and could be used to trap an opponent’s limb, or pry their shield out of the way.

Multiclassing Prerequisites

Class Ability Score Minimum Knight Enchanter Constitution and Intelligence 13

Multiclassing Proficiencies

Class Proficiencies Gained Knight Enchanter Light Armor, Medium Armor, Simple Weapons, one skill from the class’ skill list

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Knight Enchanter Spells | Multiclassing Proficiencies

Background Option: Guardian

Your life has been dedicated to the protection of an individual or group. Whatever you protect, whether it be a loved one, or merely that every act you do is in service to the organization you represent, you do so with unending resolve.

Use the table below to decide what it is that you are standing in service of, modifying the entries when appropriate.

d6 Service
1 A child kept in a secret location.
2 An Organization that is condemned by the law.
3 The heir to a great fortune, whom you serve as a retainer.
4 A group that operates in the shadows of civilization.
5 An artisan of great renown.
6 A Kingdom with whom you hold military rank.

Skill Proficiencies: Intimidation, Survival

Tool Proficiencies: One type of Gaming Set, or a Musical Instrument.

Languages: Any one of your choice.

Equipment: A set of fine clothing, a signet of your rank or order, a contract detailing your current charge, a pouch containing 15gp.

Feature: Staunch Protector

Your reputation precedes you in this life and you are known for your deeds. Those that are sympathetic to your goals will provide you with aid in the form of food and shelter, and you have little trouble finding work that would have you act as a bodyguard.

Suggested Characteristics

Use the tables below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a Guardian.

d8 Personality Trait
1 I wish to publish my adventures someday, with myself as a dashing hero.
2 I keep a watchful eye on my surroundings, preferring to stay quiet.
3 I was chosen because I am expendable.
4 My life was dedicated to become a protector, but my heart isn't in it.
5 I chose to protect because I fear the battlefield.
6 I find great joy in combat and partake in it often.
7 I seek redemption for my crimes and failures.
8 Everyone will die eventually, we might as well enjoy ourselves.
d6 Ideal
1 Sacrifice. It is my duty to die for that which I protect. (Lawful)
2 Integrity. Death would sooner take me than find me betray those whom I care for. (Good)
3 Discord. If I am a greater target than that which I protect, they will be safer for it. (Chaotic)
4 Destruction. Those who would hinder my journey cannot do so from beyond the grave. (Evil)
5 Obligation. If I am given a job, I will complete it to the best of my ability. (Any)
6 Morality. I will not draw steel if my words will suffice. (Good)
d6 Bond
1 If you fight by my side, it is my duty to protect you.
2 I have few friends, for fear of them being hurt in my stead.
3 My closest companion is one whom I protect.
4 I have little regard for my own safety and will protect those in need.
5 My allegience lies within the bounds of the contract. I have little regard for people.
6 I have few memories of my family, and do not know what it means to belong to one. I was born to serve.
d6 Flaw
1 I will often forgo my duty to preserve my own life.
2 I would watch the world burn if it meant my enemies burned with it.
3 I quickly assume I am the best equipped to lead.
4 I have little confidence in my own skills.
5 The thing that I am sworn to protect is that which scares me most.
6 I will obey those who I protect without question, regardless of the consequences.

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Background Option: Guardian| Suggested Characteristics

Credits


Format through The Homebrewery


Art by /u/Barnopottamous