Arcane Fighter (5e Class)

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Arcane Fighter[edit]

<!-Introduction Leader->[edit]

Creating a Arcane Fighter[edit]


Quick Build

You can make a Arcane Fighter quickly by following these suggestions. First, Strength should be your highest ability score, followed by Intelligence. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Arcane Fighter you gain the following class features.

Hit Points

Hit Dice: 1d10 per Arcane Fighter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Arcane Fighter level after 1st

Proficiencies

Armor: All armors and shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills:

Equipment

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

  • (a) Two martial weapons or (b) Cain Mail
  • (a) One Martial Weapon and a shield or (b) Leather Armor & a Shortbow and 20 arrows
  • If you are using starting wealth, you have 4d4 x 10 in funds.

Table: The Arcane Fighter

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 <!-Class Feature1->
2nd +2 <!-Class Feature2-> 2
3rd +2 <!-Class Feature3-> 3
4th +2 Ability Score Improvement 3
5th +3 4 2
6th +3 4 2
7th +3 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 4 3 2
11th +4 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 4 3 3 1
15th +5 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 4 3 3 3 2

Spellcasting[edit]

You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

Weapon Required

You produce your Arcane Fighter spell effects through your weapons. You must have a spellcasting focus - some kind of weapon - in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the weapon to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.

Cantrips (0-Level Spells)

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

When you gain a level in this class, you can replace one of the Arcane Fighter cantrips you know with another cantrip from the Arcane Fighter spell list.

Preparing and Casting Spells

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

You prepare the list of Arcane Fighter spells that are available for you to cast, choosing from the Arcane Fighter spell list. When you do so, choose a number of Arcane Fighter spells equal to your Intelligence modifier + half your Arcane Fighter level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Arcane Fighter, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Burning Hands, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Arcane Fighter spells requires time spent training with your weapons: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Arcane Fighter spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an Arcane Fighter spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an Arcane Fighter spell you cast and 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

Gish Empowerment[edit]

Also at 1st level, you can empower yourself with your magic. You can cast a prepared spell or cantrip that has the cast time of an Action targeting yourself without spending a spell slot, using a Bonus Action. The spell can't cause damage.

The spell must be of a level equal to half your proficiency bonus (rounded down). Once you use this feature, you can't do it again until you finish a short or a long rest.

War Magic[edit]

Beginning at 5th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Eldritch Strike[edit]

At 6th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Improved War Magic[edit]

Starting at 11th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Arcane Charge[edit]

At 14th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you spend spell slots to cast a spell. You can teleport before or after the casting the spell.

Superior War Magic[edit]

At 20th level, when you use your action to cast a cantrip or a spell, you can use a bonus action to make two weapon attacks, rather than one.

Archetypes[edit]

Hexblade[edit]

Hexblades are arcane fighters who use the powers of curses to weaken their enemies, setting up a devastating final blow.

Hexblade Spell List

When you choose this archetype at 3rd level, you add the following spells to your Arcane Fighter spell list. These spells are always prepared for you.

  • 1st-level: bane, hex
  • 2nd-level: blindness/deafness, crown of madness
  • 3rd-level: bestow curse, enemies abound
  • 4th-level: elemental bane, phantasmal killer
  • 5th-level: contagion, geas
Hexblade Curse

Starting at 3rd level, you can use a Bonus Action to place a curse upon a foe. You can cast a spell from your Hexblade's Spell List once, without using a spell slot, at the maximum level.

You can use this feature once, and regain the ability to do so after finishing a short or a long rest.

Familiar

At 7th level, you learn the find familiar spell. This spell doesn't count against your maximum number of spells and you can cast it as a ritual.

Mettle

At 10th level, whenever you make a Constitution saving throw to reduce the damage of a spell or magical effect to half, you take no damage on a success and only half damage on a failure.

Arcane Resistance

At 15th level, you add your spellcasting ability as a bonus to your saving throws against spells, and gain resistance to the damage of spells.

Aura of Unluck

At 18th level, you can create a baleful aura of misfortune. You can activate this aura as a bonus action, and it lasts for 1 minute. Any melee or ranged attack made against you for the duration have Disadvantage.

Once you use this feature, you can't use it again until you finish a long rest, unless you use a spell slot of 4th-level or higher to use it again.

Battlecaster[edit]

Battlecasters are arcane fighters who lead warriors in the battlefield. This army officers use their spells to empower and lead their troops to victory.

Battlecaster Spells

When you choose this archetype at 3rd level, you add the following spells to your Arcane Fighter spell list. These spells are always prepared for you.

  • 1st-level: command, healing word
  • 2nd-level: aid, healing spirits
  • 3rd-level: aura of vitality, crusader's mantle
  • 4th-level: aura of life, aura of purity
  • 5th-level: circle of power, holy aura
Aura of Command

Starting at 3rd level, you exude an aura of 10-foot radius around you. This aura has effects that increase with your level.

In addition, whenever you cast an Arcane Fighter spell targeting you or an ally within the aura, every creature inside the aura gains temporary hit points equal to 2 + the level of the spell slot used.

Aura of Courage

At 7th level, you and every creature of your choice within 10 feet is immune to the frightened condition. In addition, your aura increases to 15 feet.

Aura of War

At 10th level, whenever you cast a spell targeting an enemy, you can use a bonus action to allow an ally within your Aura of Command to make an attack with a weapon against that creature, as a reaction.

Aura of Protection

At 15th level, whenever you conjure a spell from the abjuration school targeting yourself or another friendly creature within the aura, all friendly creatures inside the aura gain the benefits of that spell until the start of your next turn.

Increased Aura

At 18th level, your aura range increases to 30 feet.

Arcane Fighter Spell List[edit]

Cantrips

acid splash, blade ward, booming blade, control flames, fire bolt, frostbite, green-flame blade, gust, light, lightning lure, mage hand, magic stone, mending, mold earth, primal savagery, shape water, ray of frost, resistance, shocking grasp, shillelagh, sword burst, thorn whip, thunderclap, true strike.

1st-level

absorb elements, armor of agathys, compelled duel, ensnaring strike, expeditious retreat, false life, feather fall, gift of alacrity, hellish rebuke, heroism, jump, longstrider, mage armor, protection from evil, searing smite, shield, shield of faith, thunderous smite, zephyr strike, thunderous smite.

2nd-level

alter self, barkskin, blur, branding smite, darkvision, enhance ability, enlarge/reduce, find steed, flame blade, fortune's favor, heat metal, kinetic jaunt, lesser restoration, magic weapon, mirror image, misty step, protection from poison, see invisibility, shadow blade, spider climb, spiritual weapon, warding bond, warding wind.

3rd-level

ashardalon's stride, blink, blinding smite, conjure barrage, counterspell, elemental weapon, flame arrow, fly, haste, intellect fortress, life transference, lightning arrow, protection from energy, vampiric touch, water breathing, water walk.

4th-level

death ward, dimension door, elemental bane, find greater steed, fire shield, freedom of movement, greater invisibility, polymorph, shadow of moil, staggering smite, stoneskin.

5th-level

banishing smite, bigby's hand, conjure volley, far step, holy weapon, skill empowerment, steel wind strike, swift quiver.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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