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# Arcane Warrior 0.15 A man kneeling on the ground, longsword in hand, is approached by a group of bandits. As they move to attack him, he swings upward, his sword crackling with electricity, lighting surging out from the bandit he strikes. As he swings back down, flames lick the edges of his sword, charring the bandit's armor. He flows effortlessly between elements, his sword cutting a berth through his enemies. An elf duels with an orc, her rapier glowing red-hot from the fire that surrounds it. As she narrowly dodges the orc's attack, she brings her sword up and stabs the orc in the arm. As the makes contact, a burst of energy pulses from her rapier's blade, cutting deep into the orc's flesh. On a devastated battlefield, a tiefling in full plate deftly interposes his greataxe between an ogre's club and an ally spellcaster. With a burst of arcane energy, the tiefling siphons off damage from his partner, firing it back out at the ogre, knocking it unconscious. The Arcane Warrior, whatever their focus, has dedicated themself to the study of magical melee combat, seamlessly belnding magic and swordplay to defeat their enemies. The arcane warrior has dedicated themselves to the study of magical melee combat, seamlessly blending magic and swordplay to defeat their enemies. The release arcane energy through their swords and daggers, instead of channeling that energy through spells. Their arcane knowledge makes them flexible, sturdy, and dangerous to any enemy who dares approach them. ### Creating an Arcane Warrior As you build your Arcane Warrior, think about how you first came to pick up a sword, and how you learned to meld your magic with it. Did you pick up the sword to protect a friend? Were you curious about magic, and decided weaving spells wasn't for you? Maybe you played with your father's scimitar as a child, and found the blade icy cold to the touch. What drove you to learn more? Was it curiosity? A thirst for revenge? Perhaps you trained at an academy with other gifted students, learning the ins and outs of both arcana and battle. Or maybe you studied on your own, through family texts + scouring libraries. Did you learn your swordsmanship to escape the mundane family business? Or did you find yourself fantasizing about tales of adventure, knowing they were just within your grasp? Where did you get your weapons? Were they passed down through your family, or did you simply buy them in a shop? Did you get them in the military? Maybe they were part of a circus act you did in your youth, when you most needed money. Maybe you even made them yourself, an expert in smithing. Your blade and your intellect are all that now stand between you and the tide of challenges you have come to stand against #### Quick Build You can make an arcane warrior quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution or Dexterity. Second, choose the Sage background. ## Class Features As an arcane warrior, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d10 per arcane warrior level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per arcane warrior level after 1st #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** All melee weapons - **Tools:** None ___ - **Saving Throws:** Dexterity, Intelligence - **Skills:** Choose 2 skills from Acrobatics, Arcana, Athletics, History, Insight, Investigation, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* leather armor *(b)* hide armor - *(a)* a melee weapon and a shield *(b)* two melee weapons - *(a)* a scholar's pack *(b)* an explorer's pack \pagebreak
#### The Arcane Warrior | Level | Proficiency
Bonus | Features | Amplifiers | Arcane
Damage | |:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Arcane Swordsman, Arcane Attunement | ─ | 1d4 | | 2nd | +2 | Fighting Style, Amplify | 2 | 1d4 | | 3rd | +2 | Arcane Warrior Doctrine, Well Read | 3 | 1d4 | | 4th | +2 | Ability Score Improvement | 4 | 1d4 | | 5th | +3 | Extra Attack, Extra Attunement | 5 | 1d4 | | 6th | +3 | Arcane Inclination | 6 | 1d4 | | 7th | +3 | Arcane Doctrine Featue | 7 | 1d4 | | 8th | +3 | Ability Score Improvement | 8 | 1d4 | | 9th | +4 | Ready to fight | 9 | 1d6 | | 10th | +4 | Ability Score Improvement | 10 | 1d6 | | 11th | +4 | Arcane Doctrine Feature | 11 | 1d6 | | 12th | +4 | Ability Score Improvement | 12 | 1d6 | | 13th | +5 | Arcane Adaptation | 13 | 1d6 | | 14th | +5 | Arcane Specialty | 14 | 1d6 | | 15th | +5 | Arcane Doctrine Feature | 15 | 1d6 | | 16th | +5 | Ability Score Improvement | 16 | 1d8 | | 17th | +6 | Arcane Explosion | 17 | 1d8 | | 18th | +6 | Extra Arcane Specialty | 18 | 1d8 | | 19th | +6 | Ability Score Improvement | 19 | 1d8 | | 20th | +6 | Arcane Mastery | 20 | 1d10 |
### Arcane Swordsman Beginning at 1st level, when you attack with a weapon you are proficient with, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. ### Arcane Attunement At 1st level, your time spent studying magic and swordsmanship has given you the ability to fuse the two. Choose an Arcane Attunement from the list at the end of this feature. The attunement you chose becomes your "active" Arcane Attunement. When you hit a target with a weapon attack on your turn, you can deal an extra 1d4 magic damage of your "active" attunement. Your damage increases as you level up according to the Arcane Dice column on the Arcane Warrior table. You can only have one "active" attunement at a time. If you are attuned to more than one damage type, you can switch active types at the end of a short or long rest, or by focusing on your weapon for 10 minutes. - **Flame:** Your Arcane Damage is Fire
- **Glacier:** Your Arcane Damage is Cold
- **Storm** Your Arcane Damage is Thunder
- **Toxin:** Your Arcane Damage is Poison
At level 5, you gain one more active attunement ### Fighting Style At level 2, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you get to later get to choose again. #### Defence 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. #### Arcane Fighting When you roll a 1 or a 2 on an Arcane Damage Die for an attack you make with a melee weapon, you can reroll the die and must use the new roll #### Great Weapon Fighting When you roll a 1 or a 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. \pagebreak #### 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. ### Amplify At 2nd level, you gain the ability to Amplify your arcane capabilities. Your access to this amplification is represented by a number of uses, as shown in the Amplifier column of the Arcane Warrior table. When you deal damage with your Arcane Attunement, you can expend one or more amplifiers to perform one or more of the following effects: **Amplify Element:** Your attack deals an additional die of Arcane Damage die, you can determine which arcane attunement this additional die will be from among your active types, you can use this amplifier only once per turn. **Amplify Range:** Choose one target within 30ft of the creature you consume, that target takes damage equal to your Intelligence modifier (minimum of 1) of the same type as your current Arcane Attunement, that damage can't be reduced in any way, you can use this booster a number of times per turn equal to your proficiency modifier. **Amplify Defense:** The next damage you take that is the same type as your Arcane Attunement is reduced by two Arcane Dice until the start of your next turn, so you can use this boost only once per turn At later levels, if an ability relating to your Amplifier states that a creature must make a saving throw, the saving throw's DC is calculated as follows:
Amplify Save DC =
8 + your proficiency bonus + your Intelligence modifier --- All charges of Amplify restore on a long rest.
### Arcane Path At 3rd level, you choose a path that your studies and training have guided you down. Choose Adept, Martyr, or Berserker, all detailed at the end of the class description. The path you choose grants you features at 3rd level and again at 7th, 11th, and 15th level.
### Well Read At 3rd level, you have spent enough time learning + studying that you have exhausted all the books you could find in your own language, and have moved on to others. You learn one new language of your choice, and have advantage on any Ability Checks made directly involving books or libraries. \columnbreak ### Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choise 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 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ### Arcane Inclination At 6th level, your time spent studying and practicing with arcane power has left you permanently in touch with magic. You gain proficiency in Arcana. If you are already proficient, you can select another skill. In addition, your greater connection to the arcane makes your attunement improve, when you have an active attunement, you can use a bonus action to spend one or more amplifiers to activate one of the effects below based on your attunement: - **Flame:** A thin sheet of flame shoots out from the tips of its blade. Each creature in a 15ft cone must make a Dexterity saving throw against your arcane link DC. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. For each amplifier spent beyond the first at the maximum based on the proficiency modifier, this ability deals an extra 1d6 fire damage. The fire ignites any flammable objects in the area that are not being used or carried. - **Glacier:** You create a circle of snow and cold around you that covers 15ft in radius and lasts for a number of rounds equal to the number of amps spent times 2. Everyone within the circle's area of effect must make a saving throw. Constitution against its arcane attunement DC, on a failure the creature's speed is halved. To leave the circle, a creature must succeed on a Constitution saving throw against your arcane attunement DC during its move action, failing which the creature cannot move out. If you move outside the circle, the effect ends early. - **Storm:** All creatures Large or smaller within a 10ft cone spawn from you. must make a saving throw against your arcane attunement DC or be knocked back in a straight line a distance (in feets) equal to the number of amps spent times 5, if it hits a wall or solid surface, the target takes damage. equal to 1d6 impact damage per 10ft of forced movement and fall prone. - **Toxin:** The next creature hit by your melee attack has its head engulfed in a cloud of poisonous gas for a number of turns (the creature's) equal to the number of amplifiers expended. of Constitution saves, on a failure it loses the ability to fail, and it suffers disadvantage on Wisdom (Perception) checks that rely on sight, and at the end of each turn, the creature takes 1d4 poison damage per amp spent in addition to its first. \pagebreak Additionally, depending on your active arcane attunement, you can use your action to activate one of the following effects: - **Flame:** You can light a harmless flame from any candle, torch, or loose object within your sight. - **Glacier:** You have advantage when resisting the weather effects of cold, and you can also chill, but not freeze, objects to your touch. - **Storm:** You are able to discern the speed of winds and which direction they are heading, in addition, you are able to sense abnormal weather changes, such as a storm brewing. - **Toxin:** You touch an object and are then able to identify whether that object is a poison or is poisoned, but you are unable to discern the specific poison. ### Ready for combat Starting at the 9th level, you now add your Intelligence modifier to your initiative. ### Arcane Adaptation Beginning at 13th level, your body has adapted to fighting with your Arcane Attunement. At the end of a short or long rest, you can select a damage type from your list of Arcane Attunements or Arcane Specialties. You have resistance (referred to as Arcane Resistance) to damage of this type until the end of your next short or long rest. You may switch types by concentrating for 10 minutes - this may be done at the same time as switching your "active" attunement. \columnbreak ### Arcane Specialty Starting at 14th level, you can choose one of your active arcane attunements, that arcane attunement now becomes your specialization. Your specialized arcane attunement ignores resistances, and once per turn it deals extra damage on any of your attacks using that attunement equal to your proficiency modifier. Starting at 18th level, you can choose an additional specialization. ### Arcane Explosion At 17th level, you gain greater control over your Arcane Damage. When you spend one of your amplifiers, you can spend up to 2 additional amplifiers and add a number of arcane damage dice to the effect of the skill you used using your amplifier. ### Arcane Mastery At 20th level, if you roll initiative and have no Charges remaining, you regain 5 amplifiers \pagebreak ## Arcane Doctrines As Arcane Warriors study the intersection of magic and melee, they find that their studies lead them to a specific doctrine. The arcane doctrine you choose reflects this quest for knowledge. ### Berserker's Doctrine The fighter who follows the Berserker Doctrine is a fighter who focuses only on attacking his opponent as much as possible. They care little about damage to their own bodies, as long as their enemy is worse off. #### Haste After choosing this doctrine at 3rd level, you can use Dash's actions as a bonus action on your turn. Additionally, your walking speed increases by 10 feet and when you use the Dash action on your turn, you can spend an Amplifier to perform one of the following effects: **Amplified Charge:** When making your next attack, you can move up to half your speed without provoking attacks of opportunity. **Amplified Push:** You can attempt to move through a space already occupied by a creature of your same size or smaller, to do so the creature in the space you attempt to move through must make a Strength saving throw. If it fails, it is pushed 5ft to one space to the left or right of where it was. ### Arcane Grudge When you choose this doctrine at 3rd level, your Arcane Attunement becomes tied to your life force. When you perform the Amplify Element ability on an attack on your turn, you can choose to spend some of your life energy to amplify your attack instead of spending an amplifier. When you use Amplify Element in this way, you can roll an additional arcane damage die. Both you and the target take the damage rolled on this extra die, and you have resistance to this damage. You can use this ability only when you have no more amplifiers. ### Hate Storm Starting at level 7, when you attack a creature, you can attack any number of creatures within 5 feet of the original creature with the same attack roll result. All creatures must be within your sight and range of your weapon. The original attack's damage is divided by the number of creatures affected (rounded down). You can choose to reduce your health by a number equal to twice your proficiency bonus to ignore a creature in the split calculation. \columnbreak ### Unstoppable Amplification Starting at level 11, by spending an additional amplifier during your attack action, you can activate **Amplify Element** or **Amplify Range** and have their effects trigger on all your attacks until the end of your turn. ### Frantic Combatant Starting at level 15, when you hit more than one target in a single turn, your **"Amplify Elements"** damage is increased by a number equal to your Intelligence modifier. Additionally, when you reduce a creature to 0 hit points, you can make an additional weapon attack against a target within your weapon's range using your bonus action. \pagebreak ### Explorer's Doctrine The Explorer's Doctrine is a doctrine of discoveries. An explorer spent his training time focusing on the big horizon, thinking about exploring the world and understanding its secrets. They wield their arcane power in innovative ways seeking discovery. ### Born Explorer Starting at level 3, when you choose this doctrine you begin to better understand and perceive the nature around you. You gain proficiency with cartography and disguise tools if you don't already have them, and if you already have one of those proficiencies, you gain expertise in what you already have. Also when you are in an urban or wild environment you can use your reaction to spend an amplifier to activate one of the effects below: **Amplify Tourism:** You can understand the local language but cannot speak or write it, and you can make a Disguise Tools check with advantage to disguise yourself as a native, changing your size, color, and race. The investigation DC to identify the disguise is equal to your tool check result. **Amplify Survival:** You can drink a potion you are carrying, in addition, if the potion rolls dice as part of its effect, just as a potion of healing would, you can roll one arcane damage die as a bonus to the dice rolled for this potion. ### Guided by the stars Starting at level 3 at night, you can perform a ritual that lasts 1 hour, during the duration you observe the stars and tune into the energy of the cosmos, and, orienting yourself by the stars, you create a magical map using a piece of paper and a little ink. This magical map will reveal its immediate surroundings and reveals new areas as you explore, marking entry and exit areas you've interacted with such as doors or holes, you can modify any marking on the map using a free action without spending ink. In addition, at the end of the ritual you may choose a storage container within your touch range, such as a backpack or pocket, that container becomes bound to you, allowing you to summon it to your hand or an unoccupied space within 5ft of you. You can use any object inside the container as a bonus action, and the magical container is unaffected by effects of the same type as your arcane attunement. \columnbreak ### Always prepared Starting at level 7, your explorer instincts make you always ready for the most diverse dangers in the world, making sure that your backpacks, pockets and anything used to carry objects are always carrying what is most useful. Using a bonus action you can summon any object from the adventurer's equipment list found in the player's handbook, the object cannot deal damage and disappears after being used a single time. You can use this ability a number of times equal to your proficiency bonus between long rests. ### Lair Mastery Starting at level 11, you know how to infiltrate and move through the most dangerous terrain imaginable. You gain a climbing speed equal to your movement speed. In addition, you make Intelligence (Investigation), Dexterity (Stealth), and Wisdom (Perception) checks with advantage when inside a creature's lair. Additionally, your map created by the **"Guided by the Stars"** skill now automatically marks rooms that have traps, even if you don't know their location, and gradually becomes more accurate with the location of the trap the closer you get to the trigger mechanism of its activation. ### Eyes of Heaven Starting at level 15, your map created by the skill **"Guided by the Stars"** is now able to detect the presence of creatures in its revealed areas. When a creature moves within an area whose map has already been revealed, the map shows a temporary marker that follows it in a way that makes you know where such creature is going. If a creature moves into a structure, the movement marker won't be able to tell where the creature is, only marking the structure where such a creature is located, and furthermore, if the creature moves outside of its revealed area, it is marked at the last position within the revealed area \pagebreak ### Doctrine of the Adept The doctrine of the Adept is one of flexibility. An Adept focused his studies on understanding the nature of Arcane Initiations and the processes required to switch between them. They wield their arcane power in ever-changing ways seeking greater versatility in their powers. ### Arcane Initiate When you choose this doctrine, you begin to better understand the foundations of your arcane capabilities. You gain proficiency in Arcana and Nature if you don't already have them, and if you already have one of those proficiencies, you gain expertise in what you already have. In addition, when you make an Intelligence (Nature) or Intelligence (Arcana) ability check, you can expend an Amplifier to perform one of the following effects: **Amplify Knowledge:** You gain advantage when making an Intelligence (Nature) or Intelligence (Arcana) check to identify a creature. In addition, you learn one of the following pieces of information about the target: - The current hit points left and maximum hit points - Resistances and Immunities - Vulnerabilities - Armor Class and the components of its armor - Movement speed and it's kind of movements - Any spellcasting ability, including innate spellcasting **Amplify Ancestry:** You can make an Intelligence check to analyze and note a creature's ability you've previously encountered within an 8-hour period. The DC of this check is the same as the creature's CR + 10 and, on a success, you gain the ability to use this ability only once. If the copied ability is the creature's spellcasting ability, you must choose only one spell of a level equal to your proficiency bonus or lower. If unused, you lose the ability when you finish a long rest or copy a new ability. If you don't have direct vision of the ability being copied, as in the case of darkvision, the check is made with disadvantage, and you can only copy attack abilities, such as a Beholder's eye rays, if you or an ally in your vision have been hit by it. ### Improvised Conjurer Starting at 3rd level, you can decode arcane ciphers from a spell scroll. You can read any spell scroll regardless of its class requirements. You automatically succeed on the ability check to cast the scroll's spell if it is of spell level equal to or less than your proficiency bonus. Additionally, you are able to copy 1st-level or higher spells from a spellbook regardless of class requirements, noting them and allowing you to create scrolls of those spells. The process of noting a spell takes 2 hours per level and consumes 5 gp. The spell's attack roll modifier and DC are equal to those of your arcane attunement. \columnbreak ### Ritualistic Adept Starting at 7th level, you can cast ritual spells from a spell scroll, if that ritual spell isn't of one level above your proficiency bonus. If you cast a spell as a ritual through a scroll, the scroll is not destroyed and can still be used normally. ### Monstrous Encyclopedia Starting at the 11th level, when you spend an amplifier to activate the **"Amplify Ancestry"** skill, you make a skill check instead of a common check depending on the creature's type, making a Intelligence (Nature) if the creature is a beast, ooze or aberration; or a Intelligence (Arcana) if the creature is a construct, fairy, or elemental. In addition, you can now have a copied number of abilities equal to your proficiency bonus, and if you copy any more abilities, the oldest copied skill is lost. ### Cantrip Expert Starting at 15th level, you are able to use scrolls that contain level 0 spells using your bonus action, and a scroll used this way is not destroyed and can still be used normally.