The Spell Wielding Knight Strain: A New Approach to Fantasy Roleplaying Games

By admin

The spell-wielding knight strain is a unique and powerful archetype in the world of fantasy and role-playing games. These knights combine the skills of combat and magic, allowing them to unleash devastating attacks on their enemies while also utilizing spells to protect themselves and their allies. The main idea behind the spell-wielding knight strain is the blending of two traditionally separate classes - the knight and the spellcaster. By combining these two skillsets, the spell-wielding knight is able to excel in both offensive and defensive abilities. The **spell-wielding** aspect of this strain means that the knight is not limited to relying solely on their physical strength and weaponry. They are able to tap into the mystical forces of magic, allowing them to cast powerful spells that can enhance their attacks or weaken their enemies.


4. Hexblade/Pact of the Blade Warlock:
2 attacks from PoB
Ok HP and AC
Various Invocations that could help.
However, if you use this, then you are not using your pact weapon, unless you are dual wielding. Also, you can not bond with it as far as I know so no Cha to hit and damage.
VERY low spell slots to use from.

He goes off the reservation after realizing that there is no path beyond the program and that the prototypes are slowly being used up through increasingly hazardous missions. Because openly carrying weapons can be problematic in the modern world, I ve landed on Eldritch Knight as a way to have accessible arms without drawing attention.

Spell wielding knight strain

They are able to tap into the mystical forces of magic, allowing them to cast powerful spells that can enhance their attacks or weaken their enemies. This adds a whole new layer of versatility and power to their combat abilities. On the other hand, the **knight** side of the spell-wielding knight strain ensures that they have the physical strength, durability, and combat skills necessary to hold their own in battle.

Eldritch Knight

After the long nights in the university, in the oldest recesses of the libraries, the students with true devotion continue their art, bettering themselves and empowering their minds and bodies.
The Eldritch Knights of the world are the tireless masters of their art, devoting themselves to a limited range of philosophies to also perfect their bodies. These students focus on the mystical arts of arcana or the martials arts of combat, wielding both to devastating effect.

The special dedication the Knights hold to both arcane and combat, allows them to wield this magical art while enclosed in the confines of metal, capable of wearing heavy plate armors while still letting loose with lighting bolts and fireballs.

Each knight makes a choice in their studies, called an Attunement, focusing on a limited code of actions that align with one of the 5 primary philosophies These Attunements can be personified as a personal code to follow, as a dedication to the art of mixing magic and martials, or even as a religious zealotry to planar lords correlating to their philosophy.

Organizations

The history of Spellcraft is as old as memory, when the world was brought into creation by the great dragons, who passed their secrets down to mortal instruments. In recent times, it is common that most cultures foster and train those gifted with magical talent.

Dwarves generally frown upon arcane magics, viewing it as unnatural. That said, they never shy away from using what few Dwarves do utilize magical aptitude for the creation of Dwarven architecture and crafts. They view this as “pragmatism”, not hypocrisy. Dwarven Mages must often venture outside of the Kingdom for any formal training, otherwise they may be talented, but raw spellcrafters.

The Lords and Ladies of Tridia highly encourage their citizens to pursue arcane artistry. Within the Bowl, there exist three prominent schools for teaching the Arcane.

The Sanctum (Fin Rock) – A school that devotes itself to theory, lore, and unravelling the mysteries of the planes. Arcanists from here often specialize in one or two fields, devoting themselves to exploring the secrets of that aspect at the exclusion of others. Rarely do they spend time venturing out into the field, though there are odd exceptions.
The Eldritch knights prosper at the sanctum, though the religious ones are viewed askance for their zealotry. The method of the Knights dedication to singular philosophies allow them to truly divulge the most power and opportunity from them.

The Mercenchantrix Guild (Lakeshire) – These mages have managed to create a profitable conglomerate of enchanters and shopkeeps. The school is less of a mage’s academy and more of a trade school, teaching aspiring mages the most common and useful spells, and how to enchant them into items and parchment. They are then often tasked to running Guild-owned shops across Tridia, while they improve their skills on their own time, with free access to the libraries of the Mercenchanters that enjoy the fruits of their labors. The primary school itself is a large pyramid covered in golden runes (all superficial, it is hoped), that glitters in the reflection of Lakeshire.
The Eldritch Knights are often viewed disparagingly in this guild, for their focus on physical prowess over the art of enchanting. They are often taught and used as nothing more than guards and muscle for the more capable enchanting merchants.

The Smithy (near Minos) – So named for the billowing smoke always pouring from its tall spires, The Smiths specialize in combat magics. Mastering the elements and constantly testing their skills, these mages relish challenging themselves in battle. Though one would think that their skills would be in high demand, newly graduated Smiths are forbidden from joining mercenary guilds for a year. Instead they are encouraged to make names for themselves, to bring greater glory to the school.
The knights of the smithy are held in high regard, and are often sought by guilds far ahead of their graduation. Many of the masters and professors of the Smithy are Knights themselves, being most capable to strain student’s combat prowess with both arcane and skill of blade.

Attunements

It is well known and understood that Arcane Spellcraft is magic pulled from one’s self, not a granted power from almighty gods or siphoned from the planet, but magic evoked from the intelligence and skill of oneself. Even so, that power can be hyper-focused and attuned to specialize in specific energies.
Even with the common understanding Arcane comes from oneself, many Eldritch Knights are viewed as Zealots of unknown religions, viewed as oddities and sometimes madmen, as there are no “gods” of the arcane. Even so, some of these philosophies do have a correlating elemental lord. These lords do not bestow power to their “followers” like divine gods do, but that doesn’t stop some Knights from believing they do.

Eldritch Knights attune themselves to a primary philosophy; Fire, Ice, Lightning, Negative, or Charm.

Belonos the Burned, the Elemental Lord of Flame. This raging and powerful lord dominates their plane through sheer ferocity, keeping their rank as the most powerful being on the plane by ensuring no one else grows strong enough to even challenge them. Belonos is often personified by a humanoid shape of blue and red flame, with smoldering black skin underneath and large, glowing-hot beaded necklace.
Karone of the Winter wind, Elemental Lord of Water. This shrewd witch of white has held control of the tempest that is the plane of water by freezing any challengers and shattering their essence. Cold and conniving, Karone’s preference for ice and snow has led to mages themselves basing spells off the form of matter, instead of base water itself. Often personified as a cloaked humanoid shape, though within the folds of the cloak is a sleet laden blizzard.

Thror the Ascended, former Storm Giant and Elemental Lord of Air. Thror is both honored and revered as surpassing the limits of the material plane, and also despised and hated for the method used of surpassing the form Lord of Air, Astera. Thror raged the material plane as a powerful storm giant, before acquiring a “god spark” from his followers, allowing his mortal form to ascend and challenge for the throne. Thror won that challenge handily. Personified as a gargantuan blue skinned giant, hair and eyes crackling with electricity.

Beldoon the Boulder, the Elemental Lord of Earth, does not have an attunement. Arcane followers never chose to attune to earthly philosophies, feeling that would put them in the route of a druid and thus ignored it as a devotion. Nonetheless, Beldoon currently resides as the lord of Earth energies, though this seat changes the most of any of the elemental planes.

Gravelord Moxxah, Energy Lord of Negative. Moxxah sits apart from the elemental lords, presiding over a plane of energy itself. To history, Moxxah has always sat as the lord of negative, as one of the few sentient beings that originates from the plane. The Gravelord does not personify itself in any physical form, always appearing as shadows.

The attunement path of Charm does not have a planar lord, for there is no plane that covers the psychic wavelengths of the minds of sentient beings. This has not stopped some Knights from believing there is one, and attuning themselves to the beliefs of this unknown and unnamed being of “supreme” charm. Oddly enough, many Charm Eldritch Knights say this being is personified by very attractive versions of themselves, speaking to them through mirrors.

Famous Eldritch Knights

Hrollar Hevester, the legendary creator of the highest level spell Hrollar’s Wrath, was always thought to be a prodigal mage. When he displayed his spells in a battle against his sanctum, however, he appeared from the rooftops adorned in gleaming metal of physical make, not conjured force. Noone knows exactly which attunement Hrollar has aligned with, but the location of his sanctum has long since changed and his exact location is currently unknown.

Edmond Roga, the professor of high combats at The Smithy. This rambunctious dwarf is revered for his clever combinations of fire and ice, confusing his enemies and students alike with blasts of chilling cold then burning heat. He is known for being the hardest on promising students, being both the reason many quit, and the one getting the best students hired in prodigious guilds or noble employ.

The Captain of the Hand of Dawn, Dawn elite leader Kordwin Styles, is a halfling who’s name embodies the many reasons he’s legendary. This lighting attuned Knight, wielding a massive greatsword several times the size of his own body, is revered for the style he throws into every spell and battle he partakes in. Many of his spells have an element of confusing and distracting sparks, blinding foes… and friends alike.

Possible Origins

Eldritch knights have the great variety of being able to have origins similar to both mages and fighters.

They could have been a student of either a mage school or combat school, but wanting to branch out left to learn more and focus on their own attunements.

They could also have been a student of two schools at once, and upon graduation left to find their place in the world.

Could have been an acolyte of one of the “cults” of an attunement, raised on the belief that the Elemental Lord is their “god” to please, by increasing their following or committing acts that would benefit their lord.

Race = Vuman, Magic Initiate: Wizard
Spell wielding knight strain

They are still formidable warriors, capable of wielding heavy weapons, wearing heavy armor, and charging into the midst of the fight with confidence. This combination of combat prowess and magical abilities creates a potent and formidable character archetype. The spell-wielding knight strain offers players the opportunity to experience a unique and engaging gameplay style. They are not simply limited to being warriors or spellcasters, but instead, they embody the best of both worlds. They can be on the front lines, leading the charge against their enemies, all while casting protective spells to shield themselves and their teammates. The spell-wielding knight strain is often sought after by players who want to have a character that can handle any situation. They are able to adapt their tactics and playstyle to whatever challenges they encounter, whether it be slaying powerful monsters, leading their comrades into battle, or defending their allies from harm. In conclusion, the spell-wielding knight strain offers a thrilling and powerful character archetype that combines the best of both combat and magic. With their ability to cast spells while still maintaining their physical prowess, these knights are capable of dominating the battlefield and protecting their allies. They are a force to be reckoned with, and an exciting choice for players looking for a diverse and formidable character..

Reviews for "The Spell Wielding Knight Strain: A Unique Blend of Bravery and Spellcraft"

1. Jane - 2 stars - I was really excited to read "Spell wielding knight strain" because I love fantasy novels. However, I was extremely disappointed with this book. The plot was confusing and poorly developed, and the characters felt dull and one-dimensional. The writing style was also disjointed and difficult to follow, making it hard for me to stay engaged with the story. Overall, I found "Spell wielding knight strain" to be a letdown and would not recommend it.
2. Mark - 1 star - "Spell wielding knight strain" is one of the worst books I have ever read. The concept seemed intriguing, but the execution fell flat. The dialogue was stilted and unnatural, and the descriptions were overly flowery and excessive. The pacing was also incredibly slow, and I found myself bored and struggling to continue reading. This book was a huge disappointment and not worth the time or money.
3. Sarah - 2 stars - I had high hopes for "Spell wielding knight strain," but unfortunately, it didn't live up to my expectations. The world-building was confusing and lacked depth, leaving me feeling detached from the story. The main character was supposed to be a powerful spell wielding knight, but their abilities were severely underutilized and poorly explained. The story felt rushed and incomplete, with many loose ends left unresolved. Overall, I was left feeling unsatisfied and would not recommend this book.

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