

Martial Archetype:
Arcane Sentinel
While some warriors decide to study from wizards to put their magical aptitude, there are a few who choose to practice in their own to harness magic in its purest state. These self-taught fighters are called Arcane Sentinels, as they have been seen serving as bodyguards, rather than fortune-hunters guarding fortresses and monasteries, keeping unknown magical secrets out from the rest of the world.
Arcane Sentinel Features
| Level | Cantrips known | Features |
|---|---|---|
| 3rd | 2 | Ethereal Weapon, Arcana Manipulation |
| 7th | 3 | Improved Constitution |
| 10th | 3 | Paradox |
| 15th | 4 | Third Eye |
| 18th | 4 | Force Adept |
Ethereal Weapon
At 3rd level, you learn how to create the exact copy of a nonmagical weapon. You choose a weapon you are proficient with and then perform a 1 hour ritual (which can be done during a short rest) to memorize the shape, weight, color and any other characteristic it may possess. The weapon must be within your reach throughout the ritual and at the conclusion of which you are now able to create a translucent replica of said weapon.
Once the ritual is over you gain the following benefits:
- You can use your bonus action to materialize the weapon in your hand.
- Your weapon counts as magical for the purpose of overcoming resistance to nonmagical attacks and damage.
- Your weapon disappears if it is more than 30 feet away from you for more than 1 minute or if you choose to dismiss it (no action required).
You can have up to two different Ethereal Weapons, but you can only use one at a time. If you so choose, you can perform the ritual with a magic weapon. In this case, instead of creating a copy, you absorb its essence in to your body and still gain all the previous benefits.
If you attempt to copy a third weapon, you must replace the knowledge regarding one of your other weapons first. If you decide to replace a magic weapon it will appear at your feet after you finish the ritual.
Arcana Manipulation
When you choose this archetype at 3rd level, you start studying how to manipulate raw magical energy. Doing so, gives you proficiency in the Arcana checks and two unique ways to channel your arcane abilities during combat in the form of the Arcane blast and the Force Blade cantrips, both described at the end of the subclass description.
Later on, you also learn one additional wizard cantrip of your choice at 7th and 10th level, respectively.
"Tiefling" By Matias Trabold Rehren
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Intelligence is your spellcasting ability, since you learn your spells through self-taught techniques 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 any spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Improved Constitution
At 7th level, magic has started to change your physique. You gain the following benefits:
- Darkvision out to a range of 60 feet. If you already have it, its range increases by 30 feet.
- Your speed increases by 10 feet.
- Advantage in saving throws against poison and disease.
- You can materialize a second ethereal weapon.
Paradox
At 10th level, during your studies, you have come across a certain conundrum and now you have to choose between becoming an relentless spear or a impenetrable shield. You gain one of the following features depending on the theory you choose.
-
Theory of the shield: You can cast the shield spell at will without expending a spell slot or material components times equal to your intelligence modifier (Minimum of 1). You regain all uses of this feature after you finish a long rest.
-
Theory of the Spear: Whenever you hit a creature, you and your allies gain +1 bonus to the next attack roll against the same creature until the beginning of your next turn. Once you reach 15th level, the bonus increases to +2.
Third Eye
Practice makes perfect. After you reach 15th level, you have learned how to perceive magical energy almost naturally granting you access to the following benefits:
-
You can cast the detect magic spell at will without expending a spell slot or material components times equal to your intelligence modifier. You regain all uses of this feature after you finish a long rest.
-
You can cast the arcane eye spell once per long rest without expending a spell slot or material components. Additionally, you can dismiss the spell early, if you do, you can magically teleport to a unoccupied space within 5 feet of where the eye disappeared.
Force Adept
At level 18th, you are adept at manipulating arcane energy. As an action, you can touch a willing creature to transfer some of your power to help it recover some of its expended spell slots. The spell slots can have a combined level of one third of your fighter level rounded up and none of the slots can be higher than 5th level. You can only use this feature once per long rest.
Spells
Arcane Blast
Evocation Cantrip
- Casting Time: Bonus Action
- Range: 15 feet
- Components: S
- Duration: Instantaneous
You accumulate a fraction of your magic energy and let it out creating a small blast of air that destabilizes one large or smaller creature within range, giving you a +1 bonus to the next attack roll you make against it, or until the beginning of that creature's turn. A creature can only be affected by this spell once per day.
This spell's bonus to attack rolls increases by 1 when you reach 5th Level (+2 to attack rolls), 11th level (+3 to attack rolls) and 17th level (+4 to attack rolls).
Force Blade
Evocation Cantrip
- Casting Time: 1 bonus Action
- Range: Touch
- Components: S
- Duration: Instantaneous
You imbue a weapon you touch with your arcane power. The next time you hit an enemy with that weapon (or the end of your turn), it will deal an extra 1d4 force damage.
This spells damage die changes when you reach 5th Level (1d6), 11th level (1d8) and 17th level (1d10).
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