Arcane Warrior (5e Class)

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Arcane Warrior

A warrior slashes away at a goblin killing it, only to have 3 more replace it. Frustrated and surrounded, the warrior unleashes the burning hands spell upon them, killing them all.

Arcane warriors are those who specialize in spellcasting and melee combat, trying to make the of most out of both options. 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.

Creating an Arcane Warrior

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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? What are your goals and why are you adventuring?

Quick Build

You can make an arcane warrior quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence, and then Constitution. Second, choose the Sage background. Third, pick two shortswords, 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, Intelligence
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

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Fighting Style 3 2 2
2nd +2 Second Wind, Arcane Path 3 3 3
3rd +2 3 4 4 2
4th +2 Ability Score Improvement 4 5 4 3
5th +3 Archaic Warriors blade 4 6 4 3 2
6th +3 Extra Attack 4 7 4 3 3
7th +3 Arcane Path feature 4 8 4 3 3 1
8th +3 Ability Score Improvement 4 9 4 3 3 2
9th +4 4 10 4 3 3 3 1
10th +4 Arcane Path feature 5 11 4 3 3 3 2
11th +4 5 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 12 4 3 3 3 2 1
13th +5 5 13 4 3 3 3 2 1 1
14th +5 Arcane Path feature 5 13 4 3 3 3 2 1 1
15th +5 5 14 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 14 4 3 3 3 2 1 1 1
17th +6 5 15 4 3 3 3 2 1 1 1 1
18th +6 Flawless Defense 5 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 15 4 3 3 3 3 2 1 1 1
20th +6 Rebuke 5 15 4 3 3 3 3 2 2 1 1

Optional Rule: Charisma based spellcasting: This rule seeks to change the arcane warrior from an Intelligence based spellcaster to a Charisma based one. All instances of features using Intelligence 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

Intelligence is your spellcasting ability for your sorcerer spells. The power of your spells comes from a well of magic within you. 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 sorcerer 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

Spellcasting Focus

You can use your weapon as your spellcasting bonus. You must be bonded to it, to bond to it you must spend a long rest with it thinking only of it. While you are bonded with it, you can use it for the somatic components of the spell and you know its location always. The bond ends if the weapon breaks or if you bond with another weapon.

Ritual Casting

You can cast any sorcerer spell you know as a ritual if that spell has the ritual tag.

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.

Close Quarters Shooter

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.

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.

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, all detailed at the end of the class description. Your subclass choice grants you features at 2nd level and again at levels 7th, 10th, and 14th. Arcane Paths

Ability Score Improvement

When you reach 4th level, and again at 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.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Flawless Defense

Starting at 18th level, you become extremely hard to fight due to your uncanny stance. When a creature you can see or hear targets you with a melee attack, you can use your reaction to make the creatures attacks roll with disadvantage. If the creature misses an attack against you, as part of the 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 proficiency bonus and regain all uses of this feature when you finish a short or 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.

Arcane Paths

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 or 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 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 14th 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 upmost 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 Intelligence 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. Alternatievly, 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 proficiency in the check or not. You regain use of this feature after you finish a short or long rest.

Magic Mind

Beginning at 14th 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 Intelligence and 13 Strength or 13 Dexterity.

Proficiencies. When you multiclass into the arcane warrior class, you gain the following proficiencies: light armor, medium armor, shields, simple weapons, martial weapons.



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