Arcane Blade (5e Class)

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Arcane Blade[edit]

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[edit]

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 Intelligence. Second, choose the Sage 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:

Table: The Arcane Blade

Level Proficiency
Bonus
Arcane Strike Features Spell Known Mana Power Limit Cantrips Known
1st +2 1d6 Spellcasting, Blade Arcana, Arcane Strike 2 4 2 1
2nd +2 1d6 Imbued Weapon, Arcane Empowerment 3 4 2 1
3rd +2 2d6 Magical Burst, Arcane Accuracy 4 6 2 2
4th +2 2d6 Ability Score Improvement 5 6 2 2
5th +3 3d6 Mystical Assault 6 14 3 2
6th +3 3d6 Blade Arcana Feature, Ability Score Improvement 7 14 3 2
7th +3 4d6 Evasion, Imbued Weapon Improvement 8 17 5 2
8th +3 4d6 Ability Score Improvement 9 17 5 2
9th +4 5d6 Arcane Specialization 10 27 5 2
10th +4 5d6 Blade Arcana Feature 11 27 5 3
11th +4 6d6 Arcane Teleport 12 32 5 3
12th +4 6d6 Ability Score Improvement 12 32 5 3
13th +5 7d6 Elusive 13 38 6 3
14th +5 7d6 Magical Sense 13 38 6 3
15th +5 8d6 Blade Arcana Feature 14 44 6 3
16th +5 8d6 Ability Score Improvement 14 44 6 3
17th +6 9d6 15 57 7 4
18th +6 9d6 Arcane Recovery 15 57 7 4
19th +6 10d6 Ability Score Improvement 15 64 7 4
20th +6 10d6 15 64 7 4

Blade Arcana[edit]

At 1st 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 when you choose it, and again at 6th, 10th and 15th level.

Spellcasting[edit]

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:

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.

Arcane Strike[edit]

Begining at the 1st level, each blade arcana has the ability to use an Arcane Strike. Once in each turn, while not wearing medium or heavy armor, or wielding a shield, you can deal an extra 1d6 damage to one creature you hit your Imbued Weapon. The damage type depends on the chosen blade arcana. The amount of the extra damage increases as you gain levels in this class, as shown in the Arcane Strike column.

By the 6th level, your Arcane Strike damage ignore resistance, and treat immunities as resistances.

Imbued Weapon[edit]

At 2nd 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. 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 7th level, your imbued weapon is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.

Arcane Empowerment[edit]

Since the 2nd level, you can use your arcane power to enhance your normal capabilities. Whenever you finish a long rest, choose up to three skills you are proficient with. While you have at least 1 mana point, your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies bonus.

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.

Arcane Accuracy[edit]

At 3rd level you learn to use your magic power to aid your attacks. As a bonus action, you can give yourself advantage on your next attack by spending two mana points.

Ability Score Improvement[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 a 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 Specialization[edit]

Starting at 9th level, you can use magic to boost your abilities. While you have at least 1 mana point, you can add your Intelligence modifier to any ability check you make.

Arcane Teleport[edit]

At the 11th level, your Mystic Burst feature gains the option to teleport to a place you can see up to 60 feet(also as a bonus action).

Elusive[edit]

Beginning at 13th 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.

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 Passive Perception.

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]

Flame Arcana[edit]

You embrace the flames, and use them to help you defeat your foes, and stop them from defeating you.

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


Flame Arcane Strike (Hurl of Fire)[edit]

You have a great affinity with flames, and a developing control over them. Your Arcane Strike deals fire damage. Whenever you use your Arcane Strike, you deal additional fire damage equal to half your level in this class.

Also, when you take the attack action, you can replace one attack with a hurl of fire. Make ranged spell attack against a creature within 90 feet. On a hit, you cause 1d10 + your Intelligence modifier fire damage.

In addition, you learn how to cast "Control Flames". This cantrip doesn't count against the total number of cantrips you know.

Child of Flame[edit]

Your control over your Flame power has increased even more. At the 6th level, you gain the following benefits:

- 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 Hurl of Fire damage. The flames vanish after a number of rounds equal to the number of mana spent, or after 1 minute.

- You gain resistance to fire damage. At 15th level it becomes immunity.

Acolyte of Fire[edit]

At 10th level, you can now throw brighter, fiercer and powerful flames against your enemies. By spending mana equal to your proficiency bonus, you must choose a point you can see. Creatures within a sphere of 30 feet radius centered on that point take damage equal to 3d10 + intelligence modifier fire damage. This damage increases to 4d10 at 13th level and 5d10 at 17th level.

In addition, 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. During this movement, you can exhale a blast of fire, targeting creatures in a 15-foot radius, by spending a spell slot. 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.

Shield of Fire[edit]

Starting at 15th 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 d6'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.

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

Ice Arcane Strike (Balm of Cold)[edit]

Low temperatures never really affected you, and the winter never seemed sadly either. You have affinity with cold powers, your Arcane Strike deals cold damage.

You also know how to use your cold power to benefit others. Immediately after you deal your Arcane Strike damage to a creature on your turn, you can choose to heal another creature within 30 feet of the frist creature. Roll the number of Arcane Strike dice for your level, and the second creature restores hit points equal to the roll's total. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.

Also, as an action you can expend mana points equal to your proficiency bonus to restore half the number of Arcane Strike dice for your level (round up) hit points to a creature within 30 feet of you.

In addition, you learn how to cast "Frostbite". This cantrip doesn't count against the total number of cantrips you know.

Child of Ice[edit]

At 6th level, you can mastered your cold arcane power to an extent that you are able to imbue it in the spells you cast. Whenever you cast a spell that targets one or more creature, you can make it heal or take an extra damage (you choose) equal to a roll of half the number of your Arcane Strike dice for your level.

In addition, you gain resistance to cold damage. At 15th level it becomes immunity

Chilling Hit[edit]

Starting at 10th level, whenever you deal your Arcane Strike damage to a creature, you can spend a number of mana points equal to your proficiency bonus to try to freeze that creature. You force the creature to make a Constitution saving throw against your spell save DC. If it fails by 5 or more, the creature is instantly petrified as a statue of ice. Otherwise, a creature that fails the save begins to turn to solid ice and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts for one minute. A creature that succeed on the frist saving throw is imune to this feature for one hour, as its body got used to your cold power.

Hail Blizzard[edit]

Starting at 15th level, you can create spikes of ice and hurl them on your opponents. As an action, you point a spot within 100 feet of you. Make a ranged spell attack against each creature of your choice in a 30-foot-radius sphere centered on that spot. You have advantage on the attack if the target has another creature within 5 feet of it. On a hit you deal damage equal to [your Arcane Strike for your level + your Intelligence modifier] and force the target to make a Constitution saving throw, or be paralyzed until the start of its next turn. On a miss the target only takes half as much damage.

You can use this feature a number of time equal to half your proficiency bonus, and regain your uses after finishing a long rest.

Storm Arcana[edit]

You use the power of lightning and storms to attack, bolster your allies and undermine 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 Strike (Storm Cloud)[edit]

The majestuous sing of the thunders, the beautiful dance of the lightining. This things have always fascinated you. You have affinty with the power that fuels the storms. Whenever you use your Arcane Strike, you can choose to deal lightning or thunder damage.

You know how to channel a fraction of the storm's power. Immediately after you deal your Arcane Strike damage to a creature, you can make this fraction of power manifest. You conjure cloud of 20-foot-radius sphere, centered on the creature. The sphere lasts for a number of turns equal to your proficiency bonus, or until you use this feature again. While within the cloud, creatures are subjected to the effects bellow:

- Whenever a hostile creature enters in the cloud for the frist time on a turn or start its turn there has its speed halved until the end of its turn, and it make a dexterity saving thrown. On a failure it takes damage equal to the Arcane Strike damage to your level, as shown in the table. On a success, it takes half as much damage. The damage is thunder damage.
- You or Friendly creatures that enters in the cloud for the frist time on a turn or start its turn there can levitate, as the spell, while inside the cloud. If the creature leaves the area, the effect ends akin the spell, making it floats gently to the ground if it is still aloft.

You can conjure this cloud a number of times equal to your proficiency bonus, and restore all usages on a short or long rest. You can also conjure it, as an action, expanding mana points equal to your proficiency bonus.

In addition, you learn how to cast "shocking grasp". This cantrip doesn't count against the total number of cantrips you know.

Child of Lightning[edit]

At 6th level, you start to reasemble the lighting from the storms, gaining the following traits:

- You learn how to throw a charged bolt into a target. As an action choose a creature within 120 feet, it must make a constitution saving thrown. On a failure it takes lighting damage equal to half your Arcane Strike damage dices for your level, and is paralyzed until the end of its turn. On a success, it just take half as much damage. You can use this feature number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.
- Your Storm Cloud radius increase by 10 feet. It increases another 10ft again at 10th level.
- You gain resistance to lightning damage. At 15th level it becomes immunity.

Lightning Step[edit]

You gain the ability to assume the form of lighting, and stepping into clouds. At the 10th level, you can spend half your moviment speed to teleport to an area inside a Storm Cloud or a metal surface of 1,5 feet within 60 feet of you. Any creature of your choice 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 Arcane Strike. You can use this feature a number of times equal to your proficiency bonus, and restore all usages on a short or long rest.

You also know how to lend a litte of this power to your allies. Friendly creatures inside a Storm Cloud are able to spend half their moviment speed to teleport to any place within the Storm Cloud.

Wind of the Storm[edit]

At 15th level, you gain flying speed equal to twice your movement speed, and you gain resistance to thunder damage.

In addition, whenever you paralyze a creature inside the Storm Cloud, every other creature of your choice within the Storm Cloud must succeed on a dexterity saving or also be paralyzed, until the end of its turn.

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 Strike[edit]

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.

Also, whenever you are in contact with earth, rock or soil, you can add 1d4 to an ability check you make. You also 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[edit]

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[edit]

Starting at 10th 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[edit]

At 15th 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 (Necrotic Graft)[edit]

Whenever you use your Arcane Strike, you deal necrotic damage. You also learn how to cast "Chill Touch". This cantrip doesn't count against the total number of cantrips you know.

In addition 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 d8, 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 d10 at 11th level.

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 in the attack.
Weakening Touch. The target have disadvantage on Strength checks and saving throws until the end of your next turn.

Child of Death[edit]

Starting at 6th level, you can use your action to drain the vital force of creatures around you. All hostile 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[edit]

At 10th 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, you can force the creature into making a constitution saving thrown. If it fails, it 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[edit]

Starting at 15th level, you have become a creature with nature similar to the undead. 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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