Magic Savant (5e Subclass)
Magic Savant[edit]
Fighter Subclass
To a Magic Savant, magic is a tool to better your weaponry. They view learning actual spells as a waste of time and don’t typically like the Eldritch Knights. Although Magic Savants claim that learning spells is a waste of time, most actually don’t know how to even go about learning. They infuse minor amounts of magic into their weapons just to give them an edge in battle.
- Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency with the Arcana skill.
- Infused Weaponry
At 3rd level, you are able to infused minor amounts of arcane magic into your weaponry. During a short rest, you can forgo the normal short rest bonuses and turn a non-magical weapon into a magical weapon. This weapon now gains a +1 to attack and damage rolls with this weapon.
This bonus increases by 1 at 7th level and then again at 10th, 15th, and 18th level. In order to gain the new bonus on a previous infused weapon you must take another short rest.
- Magic Avoidance
Starting at 7th level, you can anticipate when magic is thrown at you. All hostile creatures have disadvantage on magical attack rolls against you and you gain advantage on Dexterity saving throws against magical effects.
- Knack for the Arcane
At 10th level, you gain an extra attunement slot for a total of 4 attunement slots. You also gain almost a sixth sense for magical weaponry. You can now cast both Identify and Detect Magic at will.
- Elemental Weaponry
Starting at 15th level, you are able to infuse different types of magic into your weapons. When you use your Infused Weaponry feature to assign one of the following damage types to your weapon: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder.
Using this feature gives you an extra damage die of the damage type selected. If you want to change the damage type, you must spend another short rest to do so.
- Infused Body
At 18th level, you are able to infuse minor amounts of magic into your physical body. As an action, you can choose one of the following bonuses to be granted to you for 1 hour:
- Your Strength stat is increased to 30. So long as your weapon is Strength based, whenever you land a critical hit, your damage is doubled a second time after the initial total is calculated.
- Your Dexterity stat is increased to 30. Your speed also increases by half your Fighter level, rounded up, times 10.
- Your Constitution stat is increased to 30, with temporary hit points granted as if you had increased your Constitution via the Ability Score Improvement feature. Your max hit points also temporarily increase by the same amount.
Once 1 hour has passed, you gain two points of exhaustion and cannot use this feature again, until you finish a long rest.
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