Knight Enchanter (5e Subclass)
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- Sorcerous Origin
- Verve / Veyle magic
A long time ago, a demi-plane was discovered that was connected to both the material and ethereal planes. It was barred from other planes by a wall of arcane energy. These were named respectively, "The Verve" and "The Veyle". The wall known as "The Verve" separates the demi-plan from the material plane. It is psycho-reactive in nature. There is no geography there. Place and time are far less important than concepts and symbols. It is populated by the spirits of those who have channeled it's energy. The second wall known as "The Veyle" separates the demi-plane from the ethereal plane. It was discovered by sorcerers, who became known as the Order of the Veyle. They were trying to understand where their arcane powers came from. They learned that being born during a convergence of the ethereal and the material plane, granted them the opportunity to discover and pass through both The Verve and The Veyle, along with the ethereal mysteries that go along with it.
One of these founding sorcerers, whose name is lost in the mists of time, was given knowledge to forge a special type of arcane focus called an Arcane Hilt. A spell was then crafted to channel and focus the Veyle to create a blade of arcane energy. The ritual of forging the hilt binds the casters life essence to the Veyle. No two hilts are the same. They are unique to each Knight Enchanter. Reflecting the martial discipline of each sorcerer. As the Order of the Veyle grew, they changed how the world saw these "witches", through which these sorcerers became known as Witch Knights, for their deeds of war and martial prowess. While most mages and magic users stay in the rear during combat, these sorcerers fight in the front lines, using their powers to protect themselves and fight their enemies in melee combat.
Sorcerous Origin Features[edit]
- Arcane Hilt
You have an Arcane Hilt that takes the shape of a blade made of magical essence. It counts as a magic item, and gains a bonus to attack and damage rolls at 6th (+1), 14th (+2), and 18th (+3) levels. You are proficient in its use. You are magically bonded to your Arcane Hilt. It is an extension of your will and sorcerous power. You can't be disarmed of it, and while you and your Arcane Hilt are within the same plane of existence you can summon it with a bonus action to your hand. It acts as an arcane focus. Once per level you can change one of your sorcerer spells for one on the Paladin list.
- Arcane Blade
At level 1, you have finished the first steps of your path as a Witch Knight. You have forged your own Arcane Hilt as it is the only way to manipulate the Veyle. You know the Arcane blade cantrip, and it doesn't count against your spells known.
Arcane Blade
Conjuration Cantrip
Casting Time: bonus action
Range: Self
Duration: 1 minute
Component: M (Arcane Hilt)
You create a blade of energy made by channeling and focusing the Veyle, which forms from your Arcane Hilt. The form and appearance of the blade should reflect the weapon type emulated. This is a one handed weapon. The blade is tangible and can be used to block.
When you attack with this weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. The arcane blade deals 1d12 force damage on hit.
The spell’s damage increases by one die when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
- Arcane Defense
A Witch Knight eschews armor in favor of sorcery and martial skill. Your hit dice increases to d8. While you are not wearing any armor (You can use a shield and gain the bonus) your Armor Class equals 13 + Charisma modifier.
- Combat Clarity
At 6th level, you gain the extra attack feature with your Arcane blade and you gain a fighting style from the paladin or fighter class.
- Veyle Caster
At 14th level you can cast any spell with a casting time of 1 action, using a bonus action instead. May use a number of times equal to proficiency bonus per long rest.
- Arcane Blade Mastery
At 18th level, you are an expert with your Arcane blade and you now have a critical range of 19-20. Also you can spend your sorcery points to give your blade extra effects. Choose a damage type and add your charisma modifier as bonus damage to your next attack with your Arcane blade. You must spend 2 sorcery points to activate this effect.
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