Arcane Warrior, Variant (5e Class)

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Arcane Warrior

Arcane warriors are those who specialize in melee combat, using their limited spellcasting abilities to further enhance their prowess. While this dual specialization may hinder them compared to others who solely focus on spellcasting or martial prowess, arcane warriors make up for it in their versatility in and out of combat leaves them weaker in terms of pure spellcasting, their proficiency in melee combat more than makes up for it.

Creating an Arcane Warrior

An arcane warrior.
Source

How did you obtain your magical powers? Did you already have magical powers, or did you obtain them through some other means such as being granted powers from a powerful being, born in a plane filled with strange magic, or something else? Who trained you to fight with such versatility? What are your goals and why are you adventuring?

Quick Build

You can make an arcane warrior quickly by following these suggestions. First, Strength should be your highest ability score, followed by Wisdom, and then Constitution. Second, choose the Sage background. Third, pick a greatsword, the scale mail armor, and the explorer's pack.

Class Features

As a Arcane Warrior you gain the following class features.

Hit Points

Hit Dice: 1d8 per Arcane Warrior level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Arcane Warrior level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple melee weapons, martial melee weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose 2 from the following; Arcana, Athletics, History, Insight, Intimidation, Investigation, and Stealth.

Equipment

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

Table: The Arcane Warrior

LevelProficiency
Bonus
FeaturesCantrips KnownSpells Known—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Spellcasting, Fighting Style3-
2nd+2Second Wind, Arcane Path322
3rd+2Action Surge333
4th+2Ability Score Improvement443
5th+3Quickened Spell4542
6th+3Extra Attack, Ability Score Improvement4642
7th+3Arcane Path feature4743
8th+3Ability Score Improvement4843
9th+4Ritual Casting49432
10th+4Arcane Path feature510432
11th+4Extra Attack510433
12th+4Ability Score Improvement511433
13th+5Spellblade5114331
14th+5Ability Score Improvement5124331
15th+5Arcane Path feature5124332
16th+5Ability Score Improvement5134332
17th+651343331
18th+6Active Defence51443331
19th+6Ability Score Improvement51443332
20th+6Rebuke51543332


Optional Rule: Charisma based spellcasting: This rule seeks to change the arcane warrior from an Wisdom based spellcaster to a Charisma based one. All instances of features using Wisdom in this class are instead replaced with Charisma.

Spellcasting

As a practitioner of natural arcane magic, you draw power from a hidden source of magic within you.

Cantrips

At 1st level, you know three cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcane Warrior table.

Spell Slots

The Arcane Warrior table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Arcane Warrior table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. 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 sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your sorcerer spells. The power of your spells comes from a well of magic within you. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use your weapon as your spellcasting focus. You must be bonded to it, to bond to it you must spend a short rest with it thinking only of it. While you are bonded with it, you can use it for the material components of the spell and you know its location while you are on the same plane as it. The bond ends if the weapon breaks or if you bond with another weapon.

Fighting Style

You may adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Close Quarters Combatant

Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach, and your base movement speed increases by 5 feet.

Tunnel Fighter

You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stancethat lasts untilthe start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind

Starting at 2nd level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to gain hit points equal to 1d8 + half your arcane warrior level rounded down. Once you use this feature, you must finish a short or long rest before you can use it again.

Arcane Path

Beginning at 2nd level, you may choose a subclass to emulate your combat style of choice: Battlemage or Researcher, all detailed at the end of the class description. Your subclass choice grants you features at 2nd level, and again at levels 7, 10, and 15.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a long rest before you can use it again.

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting. You may use this feature a number of times equal to your proficiency bonus, after which you must complete a long rest before you are able to use it again.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Ritual Casting

Starting at 9th level, you can cast any sorcerer spell you know as a ritual if that spell has the ritual tag (ie: Comprehend Languages, Detect Magic, Water Breathing, Water Walk). Ritual spells require an additional 10 minutes to cast.

Spellblade

Your combat and magical abilities have progressed to the point where your blade becomes an extension of your body, will, and power. While holding your spellcasting focus, it gains +1 to attack and damage rolls. In addition, you may use your sword to perform somatic requirements for a spell.

Active Defence

Starting at 18th level, you become extremely hard to fight due to your awareness of your surroundings. When a creature you can see or hear melee attacks you, you can use your reaction to make attacks from that creature roll with disadvantage when attacking you. If the creature misses an attack against you, in the same reaction you can counter attack, making one melee attack against that creature. You may use this feature a number of times equal to your Wisdom modifier and regain all uses of this feature when you finish a long rest.

Rebuke

Beginning at 20th level, whenever you take damage by a creature within 40 feet of you, you may cast a cantrip at the creature as a reaction.

Battlemage

Battlemages use their speed and elusiveness in battle to boost their combat capabilities. They race around on the battlefield felling foes with both their might and magic.

Bonus Proficiency

When you choose this subclass at 2nd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Insight, or Stealth. Alternatively, you learn one language of your choice.

Nimble

Starting at 2nd level, you may take the Disengage action as a bonus action. You may also take the Dodge action as a bonus action, a number of times equal to your proficiency bonus. You regain all uses of this feature at the end of a long rest.

Quick Fighter

Starting at 7th level, when you use your action to cast a cantrip or take the Dash action, you can make one weapon attack as a bonus action.

Elemental Fury

By 10th level, you gain the ability to enchant your weapon attacks with the force of the elements. Your melee weapon attacks made with your spellcasting focus deal 1d8 additional fire, cold, or lightning damage. You may use a bonus action to change the damage type of this feature.

Lock Down

Starting at 15th level, when you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Creatures also provoke opportunity attacks from you whenever they leave your reach, even if they have taken the Disengage action or use a form of magic.

Researcher

Researchers are usually the odd ones out of arcane warriors, as they don't really like to call themselves warriors. They specialize in modifying arcane magic to its utmost potential.

Bonus Proficiency

When you choose this subclass at 2nd level, you gain proficiency in one of the following skills of your choice: Arcana, History, or Investigation. Alternatively, you learn one language of your choice.

Magical Ward

Starting at 2nd level, whenever you cast a spell that consumes a spell slot, you gain temporary hit points equal to the spell slot level.

Tactical Wit

Starting at 2nd level, your ability to quickly assess tactical situations allows you to act quickly in battle. You gain a bonus to your initiative rolls equal to your Wisdom modifier(minimum 1).

Enhanced Spellcasting

Starting at 7th level, when you cast a cantrip or spell that deals damage and roll a 1 on a damage roll, you may reroll the die. You must then use the new roll.

Magic Guidance

Beginning at 10th level, when you make an ability check, an attack roll or a saving throw and have disadvantage on the roll, you can cancel the disadvantage for that roll. Alternatively, before you make an ability check, an attack or a saving throw, you may add your proficiency bonus to the roll regardless of whether you are proficient in the check or not. You regain use of this feature after you finish a short or long rest.

Magic Mind

Beginning at 15th level, your mind has become quick and complicated compared to before you started your journey as a researcher. You are now considered proficient in Wisdom saving throws and have advantage on saving throws against being charmed.

Multiclassing

Prerequisites. To qualify for multiclassing into the arcane warrior class, you must meet these prerequisites: 13 Wisdom and 13 Strength or 13 Dexterity.

Proficiencies. When you multiclass into the arcane warrior class, you gain the following proficiencies: martial melee weapons and medium armor.



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