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The Knight Enchanter
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# Sorcerous Origin ## Knight Enchanter Magic, while fairly ubiquitous across the Material Plane, is not native to it. Its reach extends across the Astral Sea, and as it travels through the realms, it has to pass through a substance known as the Veil. Magic and the Veil are bound together by nature, and wherever magic is found, traces of the Veil's energy are left. Whether due to being born during a syzygy, being exposed to planar travel at a young age, or going through a militaristic regime of magical training, you are more in tune with the presence of the Veil, and are able to manipulate its energies directly with your magic. Those experienced in the art of giving the chaos of raw magic physical form are often known as Witch Knights, Arcane Warriors, and most recently, Knight Enchanters. ### Sword of the Fade Starting at 1st level, when you choose this Origin, you learn the following cantrip; #### Spirit Blade *Conjuration Cantrip* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** 1minute (*requires concentration*) ___ You draw power from the Veil, arranging its traces to form a tangible blade of magical energy around your dominant hand. You may make melee attacks with this weapon as an action. On a hit, the target takes 1d12 of force damage You are proficient with the arcane weapon created from this cantrip. When attacking with the arcane weapon, you may use your Charisma modifier for attack and damage rolls, instead of your Dexterity or Strength. *Spirit Blade* does not count against the number of Sorcerer cantrips available for you to learn. > ##### Art Credit > Ramil Sunga, Casper Konefal, Nick Thornborrow, and Matt Rhodes \columnbreak ### Combat Magic Your connection to the elder nature of magic has enhanced both your physical and mental fortitude, as the Veil houses you in an ever-present barrier. Also at 1st level, when you take this Origin, your hit die increases to a d8. While you are not wearing any armor nor carrying a shield, your Armor Class equals 13 + your Charisma modifier. ### Unveiled Clarity At 6th level, you gain the Extra Attack feature when attacking with your Spirit Blade. In addition, you gain the benefits of the War Caster feature, if you have not otherwise taken it (see *PHB,* p.170). ### Fade-Touched At 14th level, you gain the ability to tether part of yourself across the Veil, bending the rules of the Material Plane. As a bonus action, you may wreathe yourself with the magic of the Veil and become Fade-Touched. In this form, you seem almost ethereal, exuding trails of iridescent energy. While Fade-Touched, you gain an additional 15ft of movement, and should an enemy hit you, you may use your reaction to spend 2 sorcery points and teleport to an unoccupied space within 30ft, negating the damage. You may use this ability 1 + your Charisma modifier every long rest. ### Battlemage Mastery At 18th level, you are as proficient with Veil manipulation as the Arcane Warriors of legend. *Spirit Blade* no longer requires concentration to maintain, and attacks with the arcane weapon it creates have a critical range from 19-20.