Arcane Swordsman (5e Subclass)
Arcane Swordsman[edit]
Fighter Subclass
Arcane swordsman are fighters who use magic to improve their already well developed martial abilities and sword fighting prowess, using abjuration to deflect strikes and transmutation to improve their bodies. They are also specially trained in the use of the true strike spell, using it to greatly enhance their focus with their already precise strikes. These warriors tend to become great duelists and assassins, highly valued mercenaries, and attentive guardians.
Fighter Level |
Cantrips Known |
Spells Known |
—Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | |||
3rd | True Strike + 2 | 3 | 2 | — | — | — |
4th | True Strike + 2 | 4 | 3 | — | — | — |
5th | True Strike + 2 | 4 | 3 | — | — | — |
6th | True Strike + 2 | 4 | 3 | — | — | — |
7th | True Strike + 2 | 5 | 4 | 2 | — | — |
8th | True Strike + 2 | 6 | 4 | 2 | — | — |
9th | True Strike +2 | 6 | 4 | 2 | — | — |
10th | True Strike + 3 | 7 | 4 | 3 | — | — |
11th | True Strike + 3 | 8 | 4 | 3 | — | — |
12th | True Strike + 3 | 8 | 4 | 3 | — | — |
13th | True Strike + 3 | 9 | 4 | 3 | 2 | — |
14th | True Strike + 3 | 10 | 4 | 3 | 2 | — |
15th | True Strike + 3 | 10 | 4 | 3 | 2 | — |
16th | True Strike + 3 | 11 | 4 | 3 | 3 | — |
17th | True Strike + 3 | 11 | 4 | 3 | 3 | — |
18th | True Strike + 3 | 11 | 4 | 3 | 3 | — |
19th | True Strike + 3 | 12 | 4 | 3 | 3 | 1 |
20th | True Strike + 3 | 13 | 4 | 3 | 3 | 1 |
- Spellcasting
- When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
- Cantrips
- You learn three cantrips: True Strike and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
- Spell Slots
- The Arcane Swordsman Spellcasting table shows how many spell slots you have to cast your wizard 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 Catapult and have a 1st-level and a 2nd-level spell slot available, you can cast Catapult using either slot.
- Spells Known of 1st Level and Higher
- You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and transmutation spells on the wizard spell list.
- The Spells Known column of the Arcane Swordsman Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
- The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
- Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
- Spellcasting Ability
- Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard 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
- True Strike Mastery
Starting at 3rd level, when you cast True Strike, you can make the spell last for 1 minute. In addition, you can use true strike in the following ways:
- You can use true strike to focus your attention on a particular 5-foot cube location, object or creature. Doing so give you advantage on checks made during a Search action on that target.
- You can use true strike to precisely strike your opponent's blade, imposing disadvantage on the made by the target of the spell, instead of gaining advantage on your own attacks.
- Your melee weapons can be thrown as if they had the thrown property, up to the True Strike spell range.
In addition, when you reduce your target of true strike to 0 hit points with a melee weapon attack, and the spell is still active, you can place the spell on another target within range using a bonus action.
- Focused Warrior
When you reach the 7th level, whenever you are concentrating on a spell of 1st-level or higher, you can cast and maintain True Strike without requiring concentration.
- Magical Accuracy
Starting at 10th level, the target of your True Strike has disadvantage on saving throws against spells cast by you.
- Focused Rampage
At 15th level, you can strike the target of your True Strike with a series of precise attacks. You have advantage on all attacks made until the end of your turn against the target of your True Strike spell.
After using Focused Rampage, your concentration on true strike is broken.
- Arcane Deflection
At 18th level, you gain the ability to use your blade to deflect magic cast against you back to its caster.
Immediately after a creature casts a spell from the evocation school that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you turn the spellcaster the new target for that spell (or cause the spell to be centered on it).
Once you use this feature, you can't use it again until you finish a long rest.
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