Mana Cost Table
Spell Level
|
Mana Cost
|
1st |
2
|
2nd |
3
|
3rd |
5
|
4th |
6
|
5th |
7
|
- Power Limit
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.
- Spells Known of 1st Level and Higher
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.
- Spellcasting Ability
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
- Spellcasting Focus
You can use your Imbued Weapon as a spellcasting focus for your arcane blade spells.
Blade Arcana[edit]
At 2nd level, you chose 2 Arcana Elements from Fire, Water, Air and Earth. You can take two times the same element.
Your chosen elements combine and become a stronger version with different benefits, a unique style and weapon.
- True Element combinations
Fire+Fire=Flame | Greatsword
Water+Water=liquids | Magic/healing
Air+Air=Atmosphere | Quarterstaff
Earth+Earth=Steel | Rapier + Shield
- Mixed Element combinations
Fire + Water = Dust | Dagger
Fire + Air = Lightning | Longbow
Fire + Earth = Magma | Warhammer
Water + Air = Ice | Longsword
Water + Earth = Mud | Whip
Air + Earth = Sand | Magic/Sand
- Arcane Strike
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 (except cantrips) in the same turn you have used an Arcane Strike.
The magic 'goodiebag' from your master that cannot be opened can now be opened and you find some materials in it. During a long rest you can perform a ritual to create the basic weapon/s you need for your subclass. These weapons are silvered but not magic (+0). You can infuse these weapons to become a magic weapon in the normal way you know.
Fighting Style[edit]
At 2nd level you can also choose one fighting style from:
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll 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.
Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the 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.
You can also choose a fighting style again on 5th and 13th level.
Magical Burst[edit]
Starting 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 Increase[edit]
When you reach 4th level, and again at 6th, 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 Assault[edit]
Starting 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 an Arcane Blade cantrip as part of the same action.
Evasion[edit]
Beginning 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 Step[edit]
Magical Sense[edit]
Starting 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.
Also you can use 25 Mana to gain true sight for 10 minutes once before taking a long rest.
Elusive[edit]
Beginning 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 Recovery[edit]
Starting at 18th level, whenever you use you roll a critical hit on an Arcane Strike, you regain 2 mana points.
Blade Arcana[edit]
Fire? Water? Air? Earth?
Flame Arcana[edit]
- Fire + Fire
You embrace the flames, and use them to help you defeat your foes, and stop them from defeating you.
You get a Greatsword from your magic 'goodiebag'.
- Spells Known
The Flame Arcana grants you additional spells. The following spells are added to the spells you know.
Flame Arcana Spell List
Spell Level
|
Spell
|
1st |
hellish rebuke
|
2nd |
scorching ray
|
3rd |
fireball
|
4th |
fire shield
|
5th |
immolation
|
- Arcane Attack
You have the ability to use your magic to create flames around your blade. Once per turn, you can deal extra 1d4 fire damage to one creature you hit with an attack if you have advantage on the attack roll.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Arcane Attack column of the Arcane Blade table.
You can also expend a spell slot to imbue your weapon with the flames as a bonus action. It lasts a number of rounds equal to the spell slot's level.
- Flame Magic
Starting at 2nd level, whenever you use your Arcane Strike, you deal additional fire damage equal to half your level in this class (rounded down).
In addition, you learn how to cast "Control Flames". This cantrip doesn't count against the total number of cantrips you know.
- Eternal Flame
Starting at 3rd level, when you take an attack with your Imbued Weapon, you can replace one or more of these attacks with a ball of fire. Make ranged spell attack against a creature within 90 feet. On a hit, you cause 1d6 + your Intelligence modifier fire damage. Whenever you make attack with a Imbued Weapon or eternal flame as part of your attack action, you can make an additional one as a bonus action.
In addition, you can summon flames on your imbued weapon by spending a number of mana up to your Intelligence modifier. When you do so, your weapon sheds bright light for a 10-foot radius, and dim light for another 10 feet. When you hit a creature, you can choose to cause fire damage, instead of the normal damage for that weapon. In addition, whenever you hit a creature with this weapon, you deal additional damage equal to your eternal flame damage. After a number of attacks equal to the number of mana spent, the flames vanish from your weapon. The flames also vanish after your next long rest.
- Child of Flame
Starting at 6th level, whenever you use your Magical Burst to take the Dash action, you can blast flames on the ground allowing you to propel yourself on the air, gaining flying speed equal to your movement speed until the end of your turn. You must end your turn on the ground, or else you fall.
Also, you can exhale a blast of fire, targeting creatures in a 15-foot radius, by spending a spell slot, as an action. You force creatures in the area to make a Dexterity saving throw and cause fire damage equal to your Arcane Strike dice on a failed save, or half as much on a success.
In addition, you gain resistance to fire damage.
- Fire Storm
At 11th level, you can use your action to hurl flames against any creatures of your choice you can see within 30 feet. Creatures in the area take damage equal to 2d10 fire damage. This damage increases to 3d10 at 13th level and 4d10 at 17th level. After the fire storm, you can hurl one eternal flame as a bonus action.
You can use this feature three times, and regain your uses after a long rest.
- Shield of Fire
Starting at 20th level, you can summon circle of fire around you that protects you from harm as an action. This shield grants you a pool of 20 d4's. Whenever you take cold or fire damage, you can spend any amount of dice in this pool to reduce the damage by the amount rolled.
Also, whenever a creature enter within 5 feet of you or start its turn there, you can spend any amount of dice in this pool to cause damage to that creature, as a reaction.
When this pool reaches 0, all creatures within 60 feet of you take damage equal to 8d10 fire damage on a failed Dexterity saving throw, or half as much on a success.
Once you use this feature, you can't do it again until you finish a long rest.
Liquid Arcana[edit]
- Water+Water
No matter wich liquid you want to master them.
- You gain a holy ring from your magic 'goodiebag' that counts as holy symbol and spellcasting focus.
- Spells Known
The Liquid Arcana grants you additional spells. You gain access to the Cleric-Spelllist.
- Arcane Attack
Starting at 2nd level, whenever you use your Arcane Strike, you deal radiant damage.
In addition, you learn how to cast "Spare the Dying". This cantrip doesn't count against the total number of cantrips you know.
- Healing Liquid
At 3rd level, as an action, you can expend a spell slot to heal you or another creature of your choosing, by touching them with a soothing, cold touch. The creature regain a number of hit points equal to your Intelligence modifier for each spell slot spent, and the creature is covered by a thin layer of magical ice, that grants it 5 temporary hit points for each spell slot spent for the next hour.
In addition, as a bonus action, you can roll your Arcane Strike dice to gain a number of temporary hit points equal to the number rolled on the die until the end of your next turn.
- Child of Liquid
At 6th level, as an action you can create a 15x15ft holy space, protecting you and your alies from incoming attacks. On an attack, the attacker needs to success a Wisdom Saving Throw against your Spellsave DC or gets stunned for 1 round. Once you use this feature, you can't do it again until you finish a long rest.
In addition, you gain resistance to all radiant damage.
- Holy Touch
Starting at 11th level, when you heal a creature with a spell or safe with the Spare the Dying cantrip, you can spend 4 mana points to try to heal that creature for additional 4 HP.
- Celestial Blessing
Starting at 20th level, you can activate a celestial blessing for you and up to 5 allies that lasts 10 minutes. On each of your turns end you gain 6 HP and you can add 1d4 on every roll once per turn.
You can use this feature three times, and regain your uses after finishing a long rest.
In addition, you become immune to radiant damage.
/*-------------------------------*\
Atmosphere Arcana[edit]
- Air+Air
There is no life without an atmosphere.
- You gain a quarterstaff from your magic 'goodiebag' that counts as spellcasting focus.
- Spells Known
The Athmosphere Arcana grants you additional spells.
????
Ice Arcana Spell List
Spell Level
|
Spell
|
1st |
armor of agathys
|
2nd |
snilloc's snowball swarm
|
3rd |
sleet storm
|
4th |
ice storm
|
5th |
cone of cold
|
- Arcane Attack
Starting at 2nd level, whenever you use your Arcane Strike, you deal psychic damage.
In addition, you learn how to cast "Mind Sliver". This cantrip doesn't count against the total number of cantrips you know.
- Air Drop?
At 3rd level, as an action, you can expend a spell slot to heal you or another creature of your choosing, by touching them with a soothing, cold touch. The creature regain a number of hit points equal to your Intelligence modifier for each spell slot spent, and the creature is covered by a thin layer of magical ice, that grants it 5 temporary hit points for each spell slot spent for the next hour.
In addition, as a bonus action, you can roll your Arcane Strike dice to gain a number of temporary hit points equal to the number rolled on the die until the end of your next turn.
- Child of Liquid
At 6th level, as an action you can create a 15x15ft holy space, protecting you and your alies from incoming attacks. On an attack, the attacker needs to success a Wisdom Saving Throw against your Spellsave DC or gets stunned for 1 round. Once you use this feature, you can't do it again until you finish a long rest.
In addition, you gain resistance to all radiant damage.
- Holy Touch
Starting at 11th level, when you heal a creature with a spell or safe with the Spare the Dying cantrip, you can spend 4 mana points to try to heal that creature for additional 4 HP.
- Celestial Blessing
Starting at 20th level, you can activate a celestial blessing for you and up to 5 allies that lasts 10 minutes. On each of your turns end you gain 6 HP and you can add 1d4 on every roll once per turn.
You can use this feature three times, and regain your uses after finishing a long rest.
In addition, you become immune to radiant damage.
/*-------------------------------*\
Ice Arcana[edit]
You've become one with the frost, that comes from the loneliness of being the kind of person you are.
- Spells Known
The Ice Arcana grants you additional spells. The following spells are added to the spells you know.
Ice Arcana Spell List
Spell Level
|
Spell
|
1st |
armor of agathys
|
2nd |
snilloc's snowball swarm
|
3rd |
sleet storm
|
4th |
ice storm
|
5th |
cone of cold
|
- Arcane Attack
Starting at 2nd level, whenever you use your Arcane Strike, you deal cold damage.
In addition, you learn how to cast "Frost Bite". This cantrip doesn't count against the total number of cantrips you know.
- Healing Freeze
At 3rd level, as an action, you can expend a spell slot to heal you or another creature of your choosing, by touching them with a soothing, cold touch. The creature regain a number of hit points equal to your Intelligence modifier for each spell slot spent, and the creature is covered by a thin layer of magical ice, that grants it 5 temporary hit points for each spell slot spent for the next hour.
When hitting a creature with your weapon or unarmed strikes you can use your bonus action and 2 mana to freeze the attacked creature for 1 round. If you try the creature needs to succeed on a dexterity saving throw against your spellsave DC or is stunned for one round.
In addition, as a bonus action, you can roll your Arcane Strike dice to gain a number of temporary hit points equal to the number rolled on the die until the end of your next turn.
- Child of Ice
At 6th level, you can create a shield of ice, protecting you from incoming attacks. When you are hit by an attack roll, use your reaction to interpose the shield between you and the attack, causing the attack to miss. On a melee attack, the attacker take cold damage equal to your arcane strike damage die. A ranged attack causes damage equal to 1/4 your arcane strike damage to all creatures (except you) within 5 feet of you. Once you use this feature, you can't do it again until you finish a long rest.
In addition, you gain resistance to all cold damage.
- Touch of Ice
Starting at 11th level, when you hit a creature with an attack or with the frost bite cantrip, you can spend 4 mana points to try to freeze that creature. The creature must succeed on a Constitution saving throw, or be petrified until the end of your next turn.
- Frost Spikes
Starting at 20th level, you can create spikes of ice and hurl them on your opponents. As an action, choose two targets within 30 feet. Make a ranged spell attack at advantage against each one. On a hit, you deal damage equal to 1d10 + your Intelligence modifier and force the target to make a Constitution saving throw, or be paralyzed until the start of its next turn. In addition, if you use your bonus action to Arcane Strike, you apply the extra damage to both spikes.
You can use this feature three times, and regain your uses after finishing a long rest.
In addition, you become immune to cold damage.
Lightning Arcana[edit]
You use the power and speed of lightning and plasma to attack, and get away from your foes.
- Spells Known
The Lightning Arcana grants you additional spells. The following spells are added to the spells you know.
Lightning Arcana Spell List
Spell Level
|
Spell
|
1st |
witch bolt
|
2nd |
shatter
|
3rd |
lightning bolt
|
4th |
storm sphere
|
5th |
control winds
|
- Arcane Attack
Starting at 2nd level, whenever you use your Arcane Strike, you deal lightning damage.
In addition, you learn how to cast "shocking grasp". This cantrip doesn't count against the total number of cantrips you know.
- Storm Cloud
At 3rd level, you can spend 2 mana points to conjure a cloud of storm. The cloud occupies a 20-foot-radius sphere, centered on a point within 120 feet, and it lasts for 1 hour. The sphere spread around corners and its area is heavily obscured. At the start of each of your turns, you can move this storm cloud 30 feet to any direction. You can summon one additional cloud at 11th level and another one at 20th level.
In addition, when the cloud is summoned, you can spend 2 mana points to create the following effects:
- You can levitate, as the spell, while in the storm cloud area. You move with the storm cloud whenever levitating in the storm cloud area.
- You can spend 2 mana points to cause sparks of electricity to jump from the storm cloud. While the storm cloud is active, whenever a creature other than you moves within the cloud area for the first time on a turn or ends its turn there, it is hit by a lighting bolt. The creature must succeed on a Dexterity saving throw, taking 1d6 lighting damage on a fail. After 8 creatures have been hit by a lighting bolt, the sparks disapear.
- You can spend 2 mana points to summon a powerful lighting bolt, as an action. Make a ranged spell attack against a target within 90 feet from the cloud. You cause 2d10 lighting damage on a hit, and all creatures within 5 feet from the target must succeed on a Constitution saving throw, or take 1d10 thunder damage on a failed save, or half a much on a success.
In addition, you learn the lighting lure cantrip.
- Child of Lightning
At 6th level, you can forgo one of your attacks to hurl lightning on your foes. Make a ranged spell attack against a target within 120 feet. On a hit, you deal lighting damage equal to your Arcane Strike damage. You can use this feature three times, and regain your uses after finishing a long rest.
In addition, you gain resistance to lightning damage.
- Lightning Step
You gain the ability to assume the form of lighting, and stepping into clouds. You can teleport to a cloud or a metal surface of 1,5 feet within 60 feet of you. Any creature within 5 feet of you on the area you teleported to must succeed on a Dexterity saving throw or take lighting damage equal to your Intelligence modifier.
- Son of the Lightning
At 20th level, you gain flying speed equal to twice your movement speed.
In addition, you become immune to lighting damage.
Earth Arcana[edit]
You have studied the power of earth and stones, and learned to bend them to your will.
- Spells Known
The Earth Arcana grants you additional spells. The following spells are added to the spells you know.
Earth Arcana Spell List
Spell Level
|
Spell
|
1st |
earth tremor
|
2nd |
maximilian's earthen grasp
|
3rd |
erupting earth
|
4th |
stoneskin
|
5th |
transmute rock
|
- Arcane Attack
Starting at 2nd level, whenever you use your Arcane Strike, you deal bludgeoning damage.
In addition, you learn how to cast "mold earth". This cantrip doesn't count against the total number of cantrips you know.
- Earth's Blessing
At 3rd level, whenever you are in contact with earth, rock or soil, you can add 1d4 to an ability check you make.
In addition, you can add twice your proficiency bonus in Strength (Athletics) checks. Finally, you learn how to cast mold earth as a bonus action on your turn. You can cast this spell in that manner once, and regain your uses after finishing a short or a long rest.
- Child of the Earth
Starting at 6th level, whenever you cast mold earth as part of your Attack action, you can create a earth tremor, that forces the creature in the area to make a Dexterity saving throw against your spell save DC, or take 2d8 bludgeoning damage and fall prone. The damage increases to 3d8 at 11th level and 4d8 at 17th level.
In addition, you gain resistance to non-magical piercing damage.
- Sink into Stone
Starting at 11th level, you can assume the form of a earth elemental for 1 hour. While in this form, you gain resistance to slashing, piercing and bludgeoning damage, and gain a burrow speed equal to your movement speed.
You can use this feature twice, and regain your uses of it after finishing a long rest.
- Concussive Slam
At 20th level, you can assume a rocky complexion, that allow you to shatter the bones of your enemy. When you hit a creature, that attack is a critical hit, and you can choose to add your Arcane Strike damage to it, if you haven't used it already in this turn. All damage caused is magical bludgeoning damage. This feature don't work against ethereal or amorphous creatures.
Once you use this feature, you can't do it again until you finish a long rest.
Necrotic Arcana[edit]
You use the power of death, and darkness, to destroy your foes, or, to torture.
- Spells Known
The Necrotic Arcana grants you additional spells. The following spells are added to the spells you know.
Necrotic Arcana Spell List
Spell Level
|
Spell
|
1st |
inflict wounds
|
2nd |
ray of enfeeblement
|
3rd |
bestow curse
|
4th |
blight
|
5th |
danse macabre
|
- Arcane Attack
Starting at 2nd level, whenever you use your Arcane Strike, you deal necrotic damage.
In addition, you learn how to cast "Chill Touch". This cantrip doesn't count against the total number of cantrips you know.
- Necrotic Graft
Starting at 3rd level, you can replace one of your members, such as an arm or a leg, by a necrotic graft. This necrotic graft is considered a Imbued Weapon, and you can use it to make unarmed strikes. When you attack with your necrotic graft, you roll a d6, instead of the regular damage, for your damage rolls with the graft, and the damage type is necrotic for attacks with the graft. This increase to a d8 at 11th level.
In addition, whenever you make an attack with a Imbued Weapon or with your necrotic graft, you can make one additional attack with the necrotic graft.
Once in each of your turns, when you hit a creature with the graft, you can spend 1 mana point an generate one of the following effects:
- Touch of Terror. The creature must succeed on a Wisdom saving throw or is frightened until the end of your next turn.
- Death's Touch. You regain a number of hit points equal to the damage dealt by your graft.
- Weakening Touch. The target have disadvantage on Strength checks and saving throws until the end of your next turn.
- Child of Death
Starting at 6th level, you can use your action to drain the vital force of creatures around you. All creatures in a 10-foot radius must succeed on a Constitution saving throw. Roll your Arcane Strike damage dice. On a failed save, you regain a number of hit points equal to the number rolled, and all creatures in the area take the same amount of damage. On a successful save, you regain and cause half the amount rolled. The damage caused is necrotic.
If the amount of hit points surpasses your hit point maximum, you convert the exceeding number in temporary hit points, that last until your next rest. You can't use this feature again until you finish a long rest.
In addition, you gain resistance to necrotic damage.
- The Reaper
At 11th level, when you cause damage with your necrotic graft, if the creature is reduced to an amount of hit points equal to your Arcane Blade level or lower, the creature is instantly killed. When you do so, you gain advantage on your the next attack you make with the graft until the end of your next turn.
- The Undying
Starting at 20th level, you creature type become undead, and you no longer have a need to breath, eat or sleep. In addition, when you are reduced to 0 hit points, you can choose to return to life, as if the spell resurrection have been cast on you. Once you use this feature, you must wait 7 days before being able to use it again.
Arcane Blade Spell List[edit]
- Cantrips
chill touch, dancing lights, fire bolt, green-flame blade, light, mage hand, mending, message, minor illusion, prestidigitation, produce flame, thaumaturgy, true strike, vicious mockery
- 1st-level
chaos bolt, charm person, disguise self, dissonant whispers, faerie fire, feather fall, fog cloud, grease, hideous laughter, illusory script, jump, magic missile, shield, silent image, unseen servant
- 2nd-level
aganazzar's scorcher, blindness/deafness, blur, cloud of daggers, darkness, detect thoughts, dragon's breath, dust devil, earthbind, enhance ability, enlarge/reduce, gust of wind, mirror image, magical weapon, misty step, phantasmal force, scorching ray, see invisibility, shadow blade, spider climb, warding wind
- 3rd-level
blink, catnap, counterspell, daylight, enemies abound, fear, flame arrows, fly, haste, major image, protection from energy, slow, thunder step, tongues, wall of water, water walk, elemental weapon
- 4th-level
banishment, blight, charm monster, conjure minor elementals, dimension door, elemental bane, greater invisibility, polymorph, wall of fire
- 5th-level
animate objects, control winds, creation, dominate person, far step, hold monster, seeming, skill empowerment, steel wind strike, telekinesis, teleportation circle, wall of light, wall of stone
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Arcane Blade class, you must meet these prerequisites: Dexterity 13, and Charisma 13.
Proficiencies. When you multiclass into the Arcane Blade class, you gain the following proficiencies: Stealth, Arcana.
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