Fighter: Arcane Conduit

by Shilonious

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Art Credit: "Throne of Eldraine Key Art" by Cynthia Sheppard.
—Spell Slots per Spell Level—

Arcane Conduit

An Arcane Conduit is a fighter of superior force. The Weave has blessed them, be it through an accidental encounter with a powerful magical force, or a genetic secret now unlocked by the rigorous training of its bearer. No matter the cause, the force that now flows through their veins is devastating in its applications. The spells they have been gifted are memorized through sheer will. Perhaps they have tattooed their favorite spells into their skin, or embroidered them onto their knightly crest. Regardless, they now possess the ability to bend the reality of the world's magical forces to their will, casting spells with the power and precision of those who dedicate their lives to the practice.

Spellcasting

When you reach 3rd level, you strengthen your combat utility with the ability to cast spells.

Cantrips. You learn three cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th and 15th level.

Spell Slots. The Arcane Conduit Spellcasting 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 jump and have a 1st-level and a 2nd-level spell slot available, you can cast jump using either slot.

Spells Known of 1st-Level and Higher. You know two 1st-level sorcerer spells of your choice, one of which you must choose from the evocation or transmutation spells on the sorcerer spell list.

The Spells Known column of the Arcane Conduit Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 8th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 7th, 13th, and 19th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation or transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability. Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier
Arcane Conduit Spellcasting
Fighter Level Sorcery Points Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 2
4th 2 3 3 3
5th 2 3 3 3
6th 2 3 3 3
7th 3 3 4 4 2
8th 3 3 4 4 2
9th 3 3 4 4 2
10th 4 4 5 4 3
11th 4 4 5 4 3
12th 4 4 5 4 3
13th 5 4 6 4 3 2
14th 5 4 6 4 3 2
15th 5 5 6 4 3 2
16th 6 5 7 4 3 3
17th 6 5 7 4 3 3
18th 6 5 7 4 3 3
19th 7 5 8 4 3 3 1
20th 7 5 9 4 3 3 1

Arcane Well

At 3rd level, you learn to access the wellspring of arcana within yourself. This wellspring is represented by sorcery points, which allow you to create multiple magical effects.

Sorcery Points

You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Arcane Conduit table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Caster's Conversion

You can use your sorcery points to gain additional spell slots.

You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 4th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots
Spell Slot
Level
Sorcery Point
Cost
1st 2
2nd 3
3rd 5
4th 6

Metamagic

At 3rd level, you gain the ability to twist your spells and attacks to suit your needs. You gain one of the following Metamagic options of your choice. You gain another one at 7th, 10th, and 15th level. Whenever you gain a level in this class, you can replace one Metamagic option you have with another Metamagic option of your choice.

You can use only one Metamagic option on a spell or attack, unless otherwise noted.

Empowered Spell

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use
the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of
the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Quickened Strike

If you make a weapon attack roll and miss, you can spend 1 sorcery point to reroll the d20, and you must use the new roll.

Reaching Strike

When you make a melee attack, you can spend 1 sorcery point to increase the range of the attack by 15 feet.

Subtle Strike

When you make a weapon attack, you can spend
1 sorcery point to cause it to make no sound. If your target can't see you, the attack doesn't reveal your position.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

Arcane Smite

At 7th level, you learn how to make your weapon strikes more powerful using your innate magic. Once per turn when you hit a creature with a melee weapon attack, you can spend 1 to 5 sorcery points to deal extra force damage to the target equal to 1d8 per sorcery point you spend.

Onslaught

Beginning at 10th level, you can recover some of the raw energy generated by your spells. When you score a critical hit with a spell of 1st-level or higher, you regain 2 sorcery points.

Bottomless

Starting at 15th level, when you roll initiative and are missing any of your sorcery points, you regain 1 sorcery point.

Channeler of the Weave

At 18th level, your endurance bolsters your magical prowess. Once per turn, when you take the Attack action, you can forgo one weapon attack in order to cast a cantrip with a casting time of 1 action.

Art Credit: "Syr Gwyn, Hero of Ashvale" by Lie Setiawan.