Arcane Blade (5e Class)
Arcane Blade
An invisible man walks into a noble's home, as the noble falls asleep, his invisibility dissipates, and he slides his dagger over the sleeping noble's throat.
Arcane Blades are people who were born with some innate magical talent, but, not as much as say, a sorcerer. These people used their magic to assist them in life, with more practical uses, say, in a fight, using it with a weapon, for assassination, maybe stealing, etc.
Creating an Arcane Blade
Where were you born? Were you from the streets, using your innate magic to help you survive? Were you a noble who got bored and decided to adventure with just a few weapons and their magical talent? Why did you go adventuring?
- Quick Build
You can make an Arcane Blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Urchin background. Third, choose a Shortsword, and an Explorer's pack.
Class Features
As a Arcane Blade you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Arcane Blade level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Arcane Blade level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, martial weapons
Tools: Choose any one
Saving Throws: Dexterity, Intelligence
Skills: Choose any three
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- leather armour.
- Spellbook
- Arcane Focus
- (a) an explorer's pack or (b) a dungeoneer's pack
Level | Proficiency Bonus | Arcane Attack | Features | Spell Known | Mana | Power Limit |
---|---|---|---|---|---|---|
1st | +2 | - | Spellcasting, Imbued Weapon, Arcane Empowerment | 2 | 4 | 2 |
2nd | +2 | 1d4 | Blade Arcana | 3 | 4 | 2 |
3rd | +2 | 2d4 | Magical Burst | 4 | 6 | 2 |
4th | +2 | 2d4 | Ability Score Improvement | 5 | 6 | 2 |
5th | +3 | 3d4 | Blade Arcana feature, Mystical Assault | 6 | 14 | 3 |
6th | +3 | 3d4 | Blade Arcana Feature | 7 | 14 | 3 |
7th | +3 | 4d4 | Evasion | 8 | 17 | 5 |
8th | +3 | 4d4 | Ability Score Improvement | 9 | 17 | 5 |
9th | +4 | 5d4 | — | 10 | 27 | 5 |
10th | +4 | 5d4 | Arcane Step, Blade Arcana feature | 11 | 27 | 5 |
11th | +4 | 6d4 | Blade Arcana FeatureMagic Speed | 12 | 32 | 5 |
12th | +4 | 6d4 | Ability Score Improvement | 12 | 32 | 5 |
13th | +5 | 7d4 | — | 13 | 38 | 6 |
14th | +5 | 7d4 | Magical Sense | 13 | 38 | 6 |
15th | +5 | 8d4 | Elusive | 14 | 44 | 6 |
16th | +5 | 8d4 | Ability Score Improvement | 14 | 44 | 6 |
17th | +6 | 9d4 | — | 15 | 57 | 7 |
18th | +6 | 9d4 | Arcane Recovery | 15 | 57 | 7 |
19th | +6 | 10d4 | Ability Score Improvement | 15 | 64 | 7 |
20th | +6 | 10d4 | Blade Arcana Feature Arcane Teleport | 15 | 64 | 7 |
Arcane Empowerment
You can use your arcane power to enhance your normal capabilities. Whenever you finish a long rest, choose a number of skills you are proficient with equal to your proficiency bonus. While you have at least 1 mana point, you can add your Intelligence modifier in checks made with that skill.
Imbued Weapon
At 1st level, you learn to imbue a weapon with magic. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.
Starting at 6th level, your imbued weapon is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Spellcasting
At 1st level you learn how to cast spells, trough training and studying.
- Cantrips
At 1st level, you know one cantrip of your choice from the arcane blade spell list. You learn additional arcane blade cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcane Blade table.
- Mana Points
You have an internal reservoir of energy that can be devoted to the spells you know. This energy is represented by mana points. The number of mana points you have is based on your arcane blade level, as shown in the Mana column of the Arcane Blade table. The number shown for your level is your mana point maximum. Your mana point total returns to its maximum when you finish a long rest. The number of mana points you have can’t go below 0 or over your maximum.
Each spell cost an amount of mana points, depending on its level, as shown in the Mana Cost table bellow:
Though you have access to the power of the weave, it takes training and practice to channel that energy. There is a limit on the number of mana points you can spend to cast a spell. The limit is based on your arcane blade level, as shown in the Power Limit column of the Arcane Blade table. For example, as a 3rd-level arcane blade, you can cast spells higher than 1st-level spells, no matter how many spell points you have.
You know two 1st-level spells of your choice from the arcane blade spell list. The Spells Known column of the Arcane Blade table shows when you learn more arcane blade spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the arcane blade spells you know and replace it with another spell from the arcane blade spell list, which also must be of a level for which you have spell slots.
Intelligence is your spellscasting ability for your arcane blade spells. You use your Intelligence modifier when setting the saving throw DC for a spell or 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
You can use your Imbued Weapon as a spellcasting focus for your arcane blade spells. Blade ArcanaAt 2nd level, you chose a Blade Arcana. Choose between Flame, Ice, Lightning, Earth, and Necrotic all detailed at the end of the class description. Your choice grants you features at 2nd level, and again at 3rd, 6th, 11th and 20th level.
Each blade arcana grants you the ability to use an Arcane Strike. Once in each turn, while not wearing medium or heavy armor, or wielding a shield, as a bonus action, you can add 1d4 damage on your next attack with a Imbued Weapon made in this turn. The damage type depends on the chosen blade arcana. In addition, the Arcane Strike additional damage ignore resistance to damage, and treat immunities as resistances. You can't cast spells in the same turn you have used an Arcane Strike. Magical BurstStarting at 3rd level, whenever you cast a spell of 1st-level or higher, you can use your bonus action to take the Dash or Disengage actions. Ability Score IncreaseWhen you reach 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. Mystical AssaultStarting at 5th level, whenever you take the Attack action and make an attack with your Imbued Weapon, you can make one additional attack with it, or cast a Arcane Blade cantrip as part of the same action. EvasionBeginning at 7th level, you can dodge out of the way of many area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Arcane StepStarting at 10th level, you can use magic to boost your movement as a bonus action. You can give yourself a burrow, swimming or flight speed equal to half your movement speed. You can also increase your walking movement speed in 15 feet. Doing so requires concentration, as if you were concentrating on a spell. Magical SenseStarting at 14th level, you can add your see permanently magical auras, and gain the effects of detect magic and identify at will. In addition, you add your Intelligence modifier to your Perception checks, and can make Wisdom (Perception) checks as a bonus action on your turn. ElusiveBeginning at 15th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated. In addition, as a reaction upon taking damage, you can teleport to a place you can see within 50 feet. You can't use this feature again until you finish a short or a long rest. Arcane RecoveryStarting at 18th level, whenever you use you roll a critical hit on an Arcane Strike, you regain 2 mana points, which you can only use to cast a 1st-level spell. Blade ArcanaFlame ArcanaYou embrace the flames, and use them to help you defeat your foes, and stop them from defeating you.
The Flame Arcana grants you additional spells. The following spells are added to the spells you know.
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