Master of the Arcane Sword (5e Class)
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Master of the Arcane Sword[edit]
Combining the destructive power of arcane spellcasting and the diligent training with weapons, masters of the arcane sword strive to be the ultimate combination between sword and magic in the battlefield. Although often arcane swords study magic with the same intensity of an wizard, they often take a more instinctive approach to it, due to the split focus of their discipline. They can often tap onto the weave directly to generate magical effects, trained to exhaustion to be of specific use in the battlefield.
Masters of the arcane sword are more often than not trained in the same places as wizards, or have wizards as professors. They have a plethora of defensive capabilities in order to both serve as bodyguards of magic users and to shield themselves against magic from fellow arcane swords and from other enemy spellcasters. They begin their training learning spells from the abjuration and evocation schools, but as they gain experience and knowledge, they can specialize in other areas of spellcasting, but these two schools will always be part of the core of their style.
Creating a Master of the Arcane Sword[edit]
As you build your master of the arcane sword, answer the following question: Why did you became an arcane sword? Were you eager to learn more about magic, but was not fit for an academic life of an wizard? You already was a talented fighter, but wanted to expand the limits of the steel with spells? Have you witnessed a terrible event related with bad usage of magic, and decided to learn how to protect yourself and those you love from evil spellcasters?
How did you become an arcane sword? You were trained to protect wizards, as an military force of an arcane cabal? Perhaps you trained in an academy, learning how to combine sword and magic in a new way of conducting warfare. Maybe you learned from many masters, spending years gathering knowledge from different sources and different instructors, between warriors and wizards. Or maybe you have discovered the ways of the sword and magic by yourself, adventuring in order to increase your knowledge and sharpen your combat skills.
- Quick Build
You can make a Master of the Arcane Sword quickly by following these suggestions. First, Strength should be your highest ability score, followed by Intelligence. Second, choose the Sage background.
Class Features
As a Master of the Arcane Sword you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Master of the Arcane Sword level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Master of the Arcane Sword level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Athletics, Arcana, History, Insight, Intimidation and Investigation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) five javelins or (b) any simple melee weapon
- (a) a scholar's pack or (b) an explorer's pack
- Chain mail and an arcane focus
Level | Proficiency Bonus |
Features | Spells Known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||
1st | +2 | Magical Eye, Arcane Ward | - | — | — | — | — | — |
2nd | +2 | Fighting Sytle, Spellcasting, Spell Channeling | 2 | 2 | — | — | — | — |
3rd | +2 | Weave Draining, Arcane Academy | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 5 | 4 | 2 | — | — | — |
6th | +3 | Aegis | 6 | 4 | 2 | — | — | — |
7th | +3 | Arcane Academy | 7 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 8 | 4 | 3 | — | — | — |
9th | +4 | — | 9 | 4 | 3 | 2 | — | — |
10th | +4 | Mind Barrier | 10 | 4 | 3 | 2 | — | — |
11th | +4 | Magical Sword | 11 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 11 | 4 | 3 | 3 | — | — |
13th | +5 | — | 12 | 4 | 3 | 3 | 1 | — |
14th | +5 | Spell Break | 12 | 4 | 3 | 3 | 1 | — |
15th | +5 | Arcane Academy | 12 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 12 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 13 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Aegis Improvement | 13 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 13 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Arcane Academy | 13 | 4 | 3 | 3 | 3 | 2 |
Magical Eye[edit]
You can see the weave around you, with the clarity of strings of energy or bright auras. As an action, you can focus your attention on those energies. Until the end of your next turn, you detect the presence of magic within 60 feet of you that is not behind total cover. You know if it is a creature or an object, and the school of magic (if any) but not its identity (the flame tongue sword, for instance).
You can use this feature a number of times equal to 1 + your Intelligence modifier. When you finish a long rest, you regain all expended uses.
Arcane Ward[edit]
You learn how to create a shield made of pure arcane energy. When you finish a long rest, a shield of force appears around you. This shield give you a number of temporary hit points equal to your master of the arcane sword level × 5.
As an action, you can touch a creature transfer your arcane ward to another creature, up to the maximum amount remaining in your temporary hit points.
Alternatively, you can expend 5 temporary hit points from your ward to cast warding bond. You can cast this spell only once, and casting on another creature will end the effect on the previous one.
Fighting Style[edit]
At 2nd level, you adopt a 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.
- 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.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Arcane Warrior
You learn two cantrips of your choice from the wizard spell list. They count as master of the arcane sword spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.
Spellcasting[edit]
By 2nd level, you have studied the ways of arcane magic to cast spells as a wizard does, memorizing the spells you know instead of recording them on a spell book.
- Spells Known of 1st Level and Higher
You know two 1st-level wizard spells of your choice, that you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Master of the Arcane Sword Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation 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.
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 abjuration or evocation spell.
- Spellcasting Ability
Intelligence is your spellcasting ability for your master of the arcane sword spells, since your power derives from your research and study. 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 master of the arcane sword 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
- Replacing Spells
When you find a wizard spell from the abjuration or evocation school of 1st level or higher, you can replace one of your known spells by the spell you found. Replacing a spell involves studying the basic form of the spell, then deciphering the methods of casting it. You must practice the spell until you understand the sounds or gestures required, in a process that takes 2 hours per level of the spell. Once you completed this process, you forget one of your known spells, replacing it with this new one.
- Spellcasting Focus
You can use a arcane focus as a spellcasting focus for your master of the arcane sword spells.
Spell Channeling[edit]
Starting at 2nd level, once in each of your turns when you take the Attack action you can expend one spell slot to infuse a melee weapon attack with a spell of 1st-level or higher.
The spell must affect only one target, and on a hit, it is released. If the spell requires an attack roll, the damage applies immediately. For spells that require a saving throw, the target must still make the saving throw against your spell save DC.
At 6th level, you can use this feature to channel area spells. You must use your action to make an attack channeling the spell, and on a hit, the area spell deal damage in a 10-foot radius from to point of impact on any creature that fails the saving throw, regardless of the actual area of the spell. The area of effect increases to 30 feet at 18th level. You are resistant to the damage of your own spells, when channeling in that manner.
Weave Draining[edit]
By 3rd level, you learn how to drain energy from the weave to restore your magic energy. As a bonus action, you touch your arcane focus and concentrate on your thoughts and memories, regaining one expended 1st-level spell slot.
Once you use this feature, you can't do it again until you complete a short or a long rest.
Arcane Academy[edit]
When you reach 3rd level, you chose an academy, that will direct your studying and training. Up to this moment, you were just a trainee, but not yet prepared to begin your specialization.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.
- Academy Spells
Each academy has a list of associated spells. You gain access to these spells at the levels specified in the academy description. These spells count as master of the arcane sword spell for you, but doesn't count against the spells you know.
Ability Score Improvement[edit]
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[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Aegis[edit]
Starting at 6th level, whenever you or a friendly creature within 10 feet of you is target of an attack or must make a saving throw, you can user your reaction and give a bonus equal to your Intelligence modifier (with a minimum bonus of +1) to its AC or Saving Throw for that attack or effect.
At 18th level, the range of this aegis increases to 30 feet.
Mind Barrier[edit]
Starting at 10th level, you and friendly creatures within 10 feet of you have a bonus equal to your Intelligence modifier to any Intelligence, Wisdom and Charisma saving throws they make.
At 18th level, the range increases to 30 feet.
Magical Sword[edit]
By 11th level, you have mastered the arcane power you control at so higher level that now all your melee weapon strikes carry arcane power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 force damage.
Spell Break[edit]
Beginning at 14th level, you can use your reaction to cancel one spell of 3rd-level or lower targeted against you or against any creature within your magic field range immediately, as a counterspell.
You can spend additional spell slots to counter more powerful spells. For each level of spell slot spent, you add one to the level cancelled, up to 8th level spells by spending a 5th-level spell slot.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a long rest.
Arcane Academy[edit]
When you become an arcane sword master, you need to keep your training, studying and research, being an warrior and an academic. To complete your studies, you need to become a specialist in one of the magic schools by choosing your academy at 3rd level.
Conjuration[edit]
Masters of the arcane sword from the conjuration academy focus in placement of creatures on the battlefield. They can use teleportation to quickly attack and retreat from the reach of the enemies, bring otherworldly creatures to aid in battle and dispatching enemies to pocked dimensions.
- Academy Spells
You gain academy spells at the master of the arcane blade levels listed. In addition, every time you learn i new spell, accordingly with the Spells Known column on your class table, you can chose to learn a conjuration spell from the wizard spell list, instead of an abjuration or evocation spell.
Master of the Arcane Sword Level | Spells |
---|---|
3rd | find familiar, fog cloud |
5th | flaming sphere, misty step |
9th | thunder step, summon lesser demons |
13th | mordenkainen's faithful hound, dimension door |
17th | conjure elemental, teleportation circle |
- Conjuration Focus
When you choose this academy at 3rd level, you can focus your studies in the school of abjuration. As a result, in each of you can spend a use of your Weave Draining to activate one of the following features:
Empowered Conjurations. As a bonus action, you draw the strength of your magic energy to boost your summoned allies. For 1 minute, each creature summoned by you within 30 feet gain a number of temporary hit points equal to your level in this class. In addition, these creatures add your Intelligence modifier to the damage of their attacks.
Blink Knight. As an action, you can reflexively open portals between different places on the battlefield. For 10 minutes, you can teleport, instead of move normally, to any place you can see on a range up to your movement speed.
- Magical Replacement
At 7th level, you can use your bonus action to magically change places with any willing creature you can see within 10 feet of you. You can also try to change places with a hostile creature, using your action to force a creature you can see within 10 feet of you to make a saving throw, swapping places with you on a failed save.
At 18th level, the range of this effect increases to 30 feet.
- Focused Mind
Starting at 15th level, you can keep concentration on two conjuration spells at the same time. The spells can't be of the same level and both must be from the conjuration academy expanded spell list. If you fail a concentration check, you lose concentration on the spell with the highest level first.
- Portal Master
At 20th level, you create two linked portals. Choose two unoccupied points on the ground that you can see within 30 feet of you. A circular portal, 10 feet in diameter, opens over each point. The portals are two-dimensional glowing rings, hovering inches from the ground and perpendicular to it at the points you choose. A ring is visible only from one side (your choice), which is the side that functions as a portal.
Any creature or object you allow can enter the portal and exits from the other portal as if the two were adjacent to each other. The mist that fills each portal is opaque and blocks vision through it. On each of your turns you can move the portals 30 feet in any direction on the ground, or rotate the portals, changing the portal entrance.
As a bonus action on your turn, you can temporally make one of the portals become a connection to another plane of existence, summoning a creature from it. When you do this, you can cause one creature of the following list emerges from the portal: aberration, beast, celestial, elemental, fey or fiend. The creature must have a CR 1/4 or lower.
The summoned creatures lasts for 1 hour or until being reduced to 0 hit points, and are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which have their own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
Once you use this feature, you can't use it again until you complete a short or a long rest.
Divination[edit]
Often called oracular knights, masters of the arcane sword from the divination academy are frightening foes in combat, able to predict every move of their adversaries and to discover their planes before they even think about them. Quick thinkers and very adaptable, they usually use the precognitive powers they have to plan in advance, but to adapt to the change in the circumstances.
- Academy Spells
You gain academy spells at the master of the arcane blade levels listed. In addition, every time you learn i new spell, accordingly with the Spells Known column on your class table, you can chose to learn a divination spell from the wizard spell list, instead of an abjuration or evocation spell.
Master of the Arcane Sword Level | Spells |
---|---|
3rd | comprehend languages, identify |
5th | mind spike, see invisibility |
9th | clairvoyance, tongues |
13th | arcane eye, locate creature |
17th | scrying, rary's telepathic bond |
- Divination Focus
When you choose this academy at 3rd level, you can spend a use of your Weave Draining to activate one of the following features:
Prophetic Fighting. You can use your bonus action to see a few moments in the future. When you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. This lasts for 1 minute or until you are incapacitated.
Telepathic Network. As a bonus action, you can create a mind connection between you and any creatures you can see within 30 feet. For 10 minutes, the targets can communicate telepathically through the bond whether or not they have a common language. The communication is possible to a range up to 1 mile.
- Heightened Awareness
At 7th level, you can open the senses of creatures within 10 feet. All creatures within range gain darkvision out to a range of 30 feet and gain a bonus to their Wisdom (Perception) checks equal to your Intelligence modifier.
At 18th level, the range increases to 30 feet.
- Changing Fate
At 15th level, you can foresee the ruin of a creature and try to avoid it. Whenever a creature within 30 feet of you roll a 1 on an attack roll, ability check or saving throw, you can use your reaction to reroll the dice, as you warn the creature about the event. The creature must be able to hear you avoid the bad event. You must use the second result, regardless of the number rolled.
- Precognitive Warrior
At 20th level, for 1 minute, you gain the following benefits:
- All against your are made at disadvantage.
- You have advantage on Dexterity saving throws, and any damage taken by a effect that requires you to make a Dexterity saving throw to reduce damage deals half damage on a success and no damage on a failed save.
- You can read the minds of all creatures within 30 feet, as the detect thoughts spell. At the beginning of each of your turns, you can probe deeper in one of them (without spending an action). If the creature failed on the saving throw, all attacks made against it are made with advantage. You can chose a different creature in each of your turns.
- Roll a d20. Until the end of this state, you can chose to replace any die rolled by a creature within 30 feet by the number rolled.
Once you use this feature, you can't use it again until you finish a long rest.
Enchantment[edit]
Arcane swords who specialize in the enchantment school are natural leaders and often employed in mission that require a softer touch. Making for great spies and manipulators in non-violent conflicts, but fierce warriors capable of inspiring courage in allies and dread on enemies, they are a valuable resource in and out combat.
- Academy Spells
You gain academy spells at the master of the arcane blade levels listed. In addition, every time you learn i new spell, accordingly with the Spells Known column on your class table, you can chose to learn an enchantment spell from the wizard spell list, instead of an abjuration or evocation spell.
Master of the Arcane Sword Level | Spells |
---|---|
3rd | charm person, tasha's hideous laughter |
5th | hold person, suggestion |
9th | catnap, enemies abound |
13th | charm monster, confusion |
17th | hold monster, synaptic static |
- Enchantment Focus
When you choose this academy at 3rd level, you can spend a use of your Weave Draining to activate one of the following features:
Mantle of Glamour. As an action, you channel your magic energy into a supernatural aura of glamour, that can be both enthralling or uncanny for those around you. Chose a number of creatures within 30 feet equal to your Intelligence modifier to make a Wisdom saving throw. On a failed save, the target is either charmed or frightened by you for 1 minute. If a creature charmed or frightenedby this effect ends its turn more than 30 feet away from you, it can attempt another Wisdom saving throw to end the effect on it.
In addition, you gain advantage on Charisma (Persuasion) and (Intimidation) checks for the duration.
Enrage. You can implant a deep hatred for you on the mind of an enemy. One creature that you can see within 30 feet must make a Wisdom saving throw. On a failed save, the creature will see you as its worst enemy. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move into a space that is more than 30 feet away from you; if it succeeds on this saving throw, the effect doesn’t restrict the target’s movement for that turn.
- Calming Presence
At 7th level, when a hostile creature within 10 feet of you makes an attack or cast an spell that deals damage, you can use your reaction and force that creature to make a saving throw against your spell save DC. On a failed save, the creature can't make the attack or cast the spell, and its behavior changes to indifferent. The creature becomes hostile again if you or any of your allies make an attack against the creature or any of its allies, and the creature can't be targeted by this feature for the next 24 hours.
At 18th level, the range of this feature increases to 30 feet.
- Command
At 15th level, you can issue an almost irresistible command with your voice. As a bonus action, you can choose a creature within 30 feet that can hear and understand you, and force the target to make a Wisdom saving throw.
On a failure, the creature must follow one simple command using its reaction. The command must be issued in only one word and not directly harmful to the target.
- Aura of Majesty
At 20th level, you can become the absolute figure of power, beauty and authority. For the next minute, you gain the following benefits:
- At the beginning of each of your turns, all creatures that can see you within 30 feet must make a Wisdom saving throw against your spell save DC, or be either charmed or frightened for the duration.
- Any creature within 30 feet that attack you or try to take any action that results in direct harm towards you must first succeed in a Wisdom saving throw against your spell save DC in order to do so. On a success, the creature is immune to this effect.
- All friendly creatures within 30 feet are immune to the charmed and frightened condition. In addition, they also gain a number of temporary hit points equal to 1d10 + your Intelligence modifier.
Once you use this feature, you can't use it again until you complete a long rest.
Illusion[edit]
Masters of the arcane sword from the illusion academy use trickery and cunning on fights. Distorting the perception of reality, they can conceal their presence, or create a numeric advantage where it doesn't exist. For these warriors, reality is just a tool, an object to be toyed with.
- Academy Spells
You gain academy spells at the master of the arcane blade levels listed. In addition, every time you learn i new spell, accordingly with the Spells Known column on your class table, you can chose to learn an illusion spell from the wizard spell list, instead of an abjuration or evocation spell.
Master of the Arcane Sword Level | Spells |
---|---|
3rd | disguise self, silent image |
5th | shadow blade, mirror image |
9th | phantom steed, major image |
13th | greater invisibility, hallucinatory terrain |
17th | seeming, mislead |
- Illusion Focus
When you choose this academy at 3rd level, you can spend a use of your Weave Draining to activate one of the following features:
Conjure Duplicity. As an action, you create a visual illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space of your choice that you can see within 30 feet of you. The illusion looks exactly like you; it is silent; it is your size, is insubstantial, and doesn’t occupy its space; and it is unaffected by attacks and damage. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but the illusion must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion’s space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how uncanny the illusion is.
Concealing Cloak. As an action, you can create a magic mantle of invisibility on any chosen creatures within 30 feet of you. This cloak camouflages all creatures covered by it, making them nearly invisible for 10 minutes. The target gain advantage on Dexterity (Stealth) checks to hide, and if the creature don't move or take an action on its turn, it is invisible.
Necromancy[edit]
Death knights and reapers as they are commonly known, the masters of the arcane sword specialized in the necromancy academy bend life and death to their will. Using the control over undead creatures and the ability to manipulate vitality over living creatures, these warriors are feared and respected on the battlefield.
- Academy Spells
You gain academy spells at the master of the arcane blade levels listed. In addition, every time you learn i new spell, accordingly with the Spells Known column on your class table, you can chose to learn a necromancy spell from the wizard spell list, instead of an abjuration or evocation spell.
Master of the Arcane Sword Level | Spells |
---|---|
3rd | cause fear, false life |
5th | blindness/deafness, ray of enfeeblement |
9th | animate dead, life transference |
13th | blight, shadow of moil |
17th | danse macabre, negative energy flood |
- Necromancy Focus
When you choose this academy at 3rd level, you can spend a use of your Weave Draining to activate one of the following features:
Control Undead. As an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this ability again. An undead whose challenge rating is equal to or greater than your master of the arcane sword level is immune to this effect.
Soul Reaping. You can turn your weapon ethereal, striking the soul of the target directly. As a bonus action, you touch one weapon or piece of ammunition to make it phantasmagorical. The next time you attack a target with an attack using that weapon or ammunition, you have advantage on the attack roll, and the target takes additional necrotic damage equals to your Intelligence modifier + your master of the arcane sword level. This lasts for 1 minute or until you hit the attack.
- Transference of Life
At 7th level, you can choose to drain the life force of one creature and transfer to another. As a bonus action, you can choose a willing creature within 10 feet. You can reduce a number of hit points of that creature equal to your level, and choose another creature within 10 feet to regain the same amount of hit points.
At 18th level, the range of the draining increases to 30 feet.
- Undead Servant
At 15th level, you gain the constant service of an undead creature. You can cast find familiar as ritual, summoning an undead with a CR 2 or lower.
The undead servant works as a familiar, but you can command it to attack using your bonus action. The undead also gains a intelligence score of 6, if it is 5 or lower.
You can use your undead servant as a intermediate to talk with the dead. When close to a corpse of a creature deceased within the last 10 days, you can speak with the dead creature, as the spell speak with dead. Once you do this, you can't do it again until you finish a long rest.
- Ghostly Form
At 20th level, as a bonus action, you make your body partially incorporeal, existing in both in the ethereal and the material plane. For 1 minute, you gain the following benefits:
- Resistances. You become resistant to damage from non-magical sources.
- Immunities. You become immune to cold, necrotic and poison damage and to the poisoned condition.
- Ghostly Flight. Your walking movement speed is reduced to 0, and you can fly up to range equal to your regular movement speed.
- Ethereal Sight. You can see 60 feet into the Ethereal Plane.
- Incorporeal Movement. You can move through other creatures and objects as if they were difficult terrain, taking 1d10 force damage if you end your turn inside an object.
- Possession. You can possess one humanoid or non-ethereal undead creature you can see within 5 feet. The creature fails a Charisma saving throw against your spell save DC or be possessed. You now control the body, but doesn't deprive the target of awareness. You can't be targeted by any attack, spell, or other effect, except ones that turn undead. You retain your alignment, Intelligence, Wisdom, Charisma and class features, but otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, proficiencies or class features (if the creature has class levels).
- The possession lasts until the body drops to 0 hit points, you end it as a bonus action, or you are turned or forced out by an effect like the dispel evil and good spell. When the possession ends, you reappears in an unoccupied space within 5 feet of the body. The target is immune to your possession for 24 hours after succeeding on the saving throw or after the possession ends.
Once you use this feature, you can't use it again until you complete a long rest.
Transmutation[edit]
The transmutation academy teaches the warrior to reshape their bodies and the world around them, bending the reality to their will. Called sometimes of iron alchemists or warshapers, they are a unpredictable and tricky enemy to face. The ability to transform themselves and others usually make them perfectionists, setting themselves and others to high standards. They also seek constant change, always changing the way of viewing the world, of fighting and of living.
- Academy Spells
You gain academy spells at the master of the arcane blade levels listed. In addition, every time you learn i new spell, accordingly with the Spells Known column on your class table, you can chose to learn a transmutation spell from the wizard spell list, instead of an abjuration or evocation spell.
Master of the Arcane Sword Level | Spells |
---|---|
3rd | feather fall, jump |
5th | enlarge/reduce, alter self |
9th | haste, gaseous form |
13th | polymorph, stoneskin |
17th | telekinesis, skill empowerment |
- Transmutation Focus
When you choose this academy at 3rd level, you can spend one use of your Weave Draining feature to activate one of the following abilities:
Perfect Self. You can improve yourself, becoming stronger, faster, smarter. As a bonus action, you can chose one ability scores. For the next minute, you or another creature within 5 feet gain the effects of the spell enhance ability, without needing any components and without requiring concentration.
Touch of Alchemy. As an action, you convert the following raw materials: wood, stone, iron, copper, or silver into objects. You can convert up to 10-foot cube of raw material into an object with up to the same volume, with the appropriate quality. The DM can require proficiency with a certain artisan's tools to allow the object to be created. Alternatively, you can change one of the materials into another from your the list above. The transformation lasts for 10 minutes.
- Ever-changing Field
At 7th level, you generate a magic field of constant mutation. You and all creatures of your choice within 10 feet are immune to critical hits and are unaffected by difficult terrain.
The radius of the magic field increases to 30 feet at 18th level.
- Master of Many Forms
At 15th level, you become a master of transmutation. You can cast any transmutation spell on yourself as a reaction, instead of an action or bonus action. In addition, you gain advantage on all your concentration saving throws to maintain concentration on transmutation spells.
- True Transmutation
At 20th level, you can cast true polymorph, lasting for 1 minute. Once you do this, you can't do it again until you finish a long rest.
Arcane Archer[edit]
Based on the 3.5 arcane archer
Leader of elvish hunting groups and platoons, arcane archers mix their uncanny precision with a bow with their ability to channel magic into their arrows.
- Academy Spells
You gain academy spells at the master of the arcane blade levels listed. In addition, every time you learn i new spell, accordingly with the Spells Known column on your class table, you can chose to learn a spell from the ranger spell list, instead of an abjuration or evocation spell.
Master of the Arcane Sword Level | Spells |
---|---|
3rd | hunter's mark, ensnaring strike |
5th | cordon of arrows, branding smite |
9th | lightning arrow, conjure barrage |
13th | elemental bane, freedom of movement |
17th | swift quiver, conjure volley |
- Arcane Bow Training
When you choose this academy at 3rd level, you can choose to replace your fighting style with the archery fighting style, described bellow:
- Archery. You gain + 2 bonus to attack rolls you make with ranged weapons
In addition, you gain the following benefits:
- You can use your Channel Spell feature with bows. When you do so, you reduce the damage die of the attack in one size category (a d10 becomes a d8, for example). When using a bow to channel a spell, you ignore disadvantage for using a ranged weapon in close range.
- You can use a bow as your arcane focus.
- Magic Shots
When you choose this academy at 3rd level, you can spend a use of your Weave Draining to activate one of the following features:
Enhanced Arrow. As an action, you can imbue one weapon that you are holding with arcane power. For 1 minute, you add your Intelligence modifier to attack rolls made with your bow (with a minimum bonus of +1). If the weapon is not already magical, it becomes magical for the duration.
You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this bow, or if you fall unconscious, this effect ends.
Seeker Arrow. As a reaction when you misses an attack, you can re roll the attack, adding +10 to the attack roll.
- Phase Arrow
At 7th level, when you or a creature within 10 feet of you makes a ranged attack, this attack ignores any type of cover, non-magical barriers and the shield spell.
At 18th level, the range of this effect increases to 30 feet.
- Hail of Arrows
At 15th level, when you finish a short rest, you can prepare to prepare four of your arrows from incoming enemies. Whenever a hostile creature other than you comes within 30 feet for the first time on a turn or ends its turn there, you can shoot an arrow towards him (without spending an action). The creature must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + your Intelligence modifier piercing damage.
- Arrow of Death
At 20th level, you can infuse your arrow with necromantic powers, creating the infamous arrow of death. When hit by a arrow of death, a creature with 100 hit points or less must make a Constitution saving throw against your spell save DC, dying on a failed save, or taking 10d10 damage on a successful one.
You can recover a arrow of death from a failed attack, but a arrow of death created will lose its magical properties when you finish your next long rest.
Once you use this feature, you can't use it again until you finish a long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Master of the Arcane Sword class, you must meet these prerequisites: Strength and Intelligence of 13 or higher.
Proficiencies. When you multiclass into the Master of the Arcane Sword class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons.
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