Book of Arcanum

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Book of Arcanum
Arcane Sentinel
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th
1st +2 Spellcasting, Arcane Specialty 3 2
2nd +2 Arcane Ward, Fighting Style 3 3
3rd +2 Arcane Sight 3 4 2
4th +2 Ability Score Improvement, Arcane Specialty Feature 4 4 3
5th +3 Extra Attack 4 4 3 2
6th +3 Arcane Weapon 4 4 3 3
7th +3 Arcane Smite 4 4 3 3 1
8th +3 Arcane Specialty Feature, Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Spell Strike 5 4 3 3 3 2
11th +4 Arcane Ward Improvement 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 -
14th +5 Arcane Specialty Feature 5 4 3 3 3 2 1 -
15th +5 Arcane Weapon Improvement 5 4 3 3 3 2 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1
17th +6 5 4 3 3 3 2 1 1
18th +6 Arcane Overload 5 4 3 3 3 3 2 1
19th +6 Ability Score Improvement 5 4 4 3 3 3 2 2
20th +6 Arcane Avatar 5 4 4 4 3 3 3 2

Arcane Sentinel


Surrounded by arcane energy a lone dwarf approaches a group of orcs with not a drop of fear. The orcs' mouthes drop when they see his blade, a greatsword gleaming with arcane energy; that was their greatest mistake. Seizing the moment of the orcs charm he unleashes a ball of pure lightning at the orcs, they didn't even stand a fighting chance.

A half-orc hunting party is traveling along a mountain's edge in search of prey, little do they know they are the prey. An elf clad in plate with two gleaming swords in her hands opens a rift from her perch to right behind the orc party. As she steps out the orcs turn in confusion with their weapons raised. But before they can strike she strikes they off the mountain's edge to their inevitable doom.

Keepers of Order

An arcane sentinel seeks to keep a balance in the world, even if it means killing thousands of lives, they will do anything to keep order. Different arcane sentinels keep different ways of keeping order, some kill in secret and reset the memory of many, while others harness the destructive powers of the elements.

An arcane sentinel is trained by their others of their kind at very young ages. Their training conditions are made to toughen them and prepare them for the death of others for their glorious purpose of keeping order.

Ancient History

Eons ago arcane sentinels lived peacefully on the plane of arcanum. This was until the orcs waged war, after seeing the power of the plane and it's creatures the orcs grew jealous. So they took matters into their own hands and chose to solve their jealousy with the thing their best at; war. So a war they got the arcane sentinels and orcs traded thousands of lives over the course of decades.

After years of fighting the orcs overpowered the arcane sentinels and forced them to leave the plane. Different arcane sentinels traveled to different planes such as: the elemental planes, the shadowfell, and the astral plane.

Quick Build

You can make an arcane sentinel quickly by following these suggestions. First Wisdom should be your highest abilty score, followed by Strength and Constitution. Second, choose the Sage background.

Class Features

As an Arcane Sentinel, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Arcane Sentinel level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Arcane Sentinel level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Constitution, Wisdom
  • Skills: Choose two from Insight, Arcana, Religion, Persuasion, Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a greatsword or (b) any simple weapon
  • (a) chainmail or (b) breastplate
  • (a) a scholar's pack or (b) an explorer's pack
  • A shield, a heavy crossbow, and 20 crossbow bolts

Starting Wealth by Class

Class Funds
Arcane Sentinel 2d8 x 10gp

Multiclassing Prerequisites

Class Ability Score Minimum
Arcane Sentinel Wisdom 13

Multiclassing Proficiencies

Class Proficiencies Gained
Arcane Sentinel Light armor, medium armor, shields, simple weapons, and martial weapons

Spellcasting

As a conduit for arcane power, you can cast arcane sentinel spells.

Cantrips

At 1st level, you know three cantrips of your choice from the arcane sentinel spell list. You learn additional arcane sentinel cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcane Sentinel table.

Preparing and Casting Spells

The arcane sentinel table shows how many spell slots you have to cast your arcane sentinel 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.

You prepare the list of arcane sentinel spells that are available for you to cast, choosing from the arcane sentinel spell list. When you do so, choose a number of arcane sentinel spells equal to your Wisdom modifier + your arcane sentinel level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level arcane sentinel, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane sentinel spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your arcane sentinel spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a arcane sentinel spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a arcane sentinel spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Ritual Casting

You can cast a arcane sentinel spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a martial focus (see at the back of this book) as a spellcasting focus for your arcane sentinel spells.

Arcane Specialy

You choose an arcane specialty, shaping your practice of magic through one of three options: Arcanum of Elements, Arcanum of Shadows, or Arcanum of the Void.

Your choice grants you features at 1st level and again at 4th, 8th, and 14th level.

Arcane Specialty Spells

Each arcane specialty has a list of spells — its arcane specialty spells — that you gain at the arcane sentinel levels noted in the arcane specialty description. Once you gain a arcane specialty spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a arcane specialty spell that doesn’t appear on the arcane sentinel spell list, the spell is nonetheless a arcane sentinel spell for you.

Arcane Ward

Starting at 2nd level Arcane Sentinels gain the ability to create shields to block incoming damage.

You can use your bonus action to summon an arcane shield, the shield has 3 times your arcane sentinel level health and has no damage resistances or immunities. Every short rest the shield heals of it's health, alternatively you can use your bonus action and a spell slot to heal the shield 5 health for every level of the slot. The shield lasts 1 minute or until you use your bonus action to dismiss it.

If the shield loses all of it's health no damage is carried over to you.

At 11th level the shield becomes more resistant. It gains resistance to all damage, a +2 to AC, an immunity to the spell magic missile, and advantage to strength checks and strength saving throws.

If the shield is reduced to 0 health you cannot use this ability until you finish a short or long rest.

Fighting Style

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.

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 Sight

At 3rd level you gain the ability to detect magic nearby.

Using your action you can detect the location of magic within 20ft of you, the detection includes magic items, spells, and creatures.

You can only use this ability a number of times equal to your proficiency bonus.

Ability Score Improvement

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

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Arcane Weapon

Starting at 6th level you gain the ability to infuse weapons of your choosing with arcane power.

Choose any weapon you are proficient in, that weapon becomes your arcane weapon.

Your arcane weapon gains the following bonuses:

  • Attacks you make with your arcane weapon are considered magical for the purpose of overriding resistances or immunities.
  • You cannot be disarmed of your arcane weapon except by magic.
  • You deal an additional 1d4 damage when dealing damage with your arcane weapon.
  • You can use your wisdom score for attack rolls and damage instead of strength.

At 15th level you may choose one more weapon to become your arcane weapon.

Additionally your arcane weapons gain more bonuses:

  • You gain a +1 to attack and damage rolls made with your arcane weapons.
  • You cannot be disarmed of your arcane weapons even by magic.
  • Instead of dealing an additional 1d4 damage, your arcane weapons now deal an additional 1d8 damage.

Arcane Smite

At 7th level you gain the ability to smite your enemies when attack them in various ways.

When you hit with a weapon attack you can expend one spell slot to smite the target in various ways depending on the spell slot.

Here is a chart of the possible smites:

Spell Slot Level Smite
1st - 2nd Forceful Smite
3rd - 4th Stunning Smite
5th - 6th Psychic Smite
7th Elemental Smite

You are still able to use smites of a lower spell level than the one you used. For example if you use a 3rd level spell slot you are able to use a forceful smite or a stunning smite.

Forceful Smite

The target takes an additional 2d8 force damage, and must make a strength saving throw equal to your spell save DC. On a failure the target is either pushed 10ft away from you and is knocked prone.

Stunning Smite

The target takes an additional 3d8 thunder damage and must make a constitution saving throw equal to your spell save DC. On a fail the the target is stunned until the end of your next turn.

Psychic Smite

The target takes and additional 4d8 psychic damage and must make a intelligence saving throw equal to your spell save DC. On a fail the target becomes stunned until the end of your next turn, but can't take reactions for the next 1 minute.

Elemental Smite

The target takes an additional 5d8 of your choice of fire, cold, acid, or lightning damage and must make a dexterity saving throw equal to your spell save DC. On a fail the target is paralyzed until the end of it's turn next turn. Any creature other than you within 5ft of the targeted creature takes 2d8 damage of the chose damage type

Spell Strike

At 10th you gain the ability to strike faster with magic.

Whenever you take the attack action you can use your bonus action to make another attack with the same weapon. If you hit twice before on this turn before using this ability you have advantage on the attack roll.

Arcane Overload

At 18th level you can overload you spells to a maximum power.

Whenever you cast a spell you can overload it by casting it with a spell slot 1 higher than it's normal spell slot. Using a higher spell slot to overload a spell does not benefit the at higher levels bonuses of spells.

An overloaded spell gains the following benefits:

  • If it uses damage dice the damage is maximized, and you deal additional damage equal to your spellcasting score's modifier.
  • If it has a duration the duration is increased by 8 hours.
  • If it has a range that range is increase by 80ft.
  • If it required a material, somatic, or verbal component it no longer does.
  • If it required concentration you gain a +5 to saving throws to keep concentration.

You can only use this ability a number of times equal to your proficiency bonus, you recharge all uses after a long rest. You cannot overload multiple spells at once. If you are overloading a concentration spell, the next spell you cast cannot be overloaded.

Arcane Avatar

At 20th level you gain the ability to conjure an avatar of yourself that can copy your actions.

Using your action you can conjure a glowing avatar that faintly resembles you. The avatar shares the same space as you and copies all of your actions, reactions, bonus actions, and movements. The avatar is not able to copy the ability of a magic item, but can benefit from +1 (2, 3) items. The avatar gives you resistance to bludgeoning piercing and slashing damage and imposes disadvantage on attack rolls against you from creatures with an intelligence under 14.

The avatar lasts 1 minutes or until you fall unconscious. This ability can only be used once every 5 days.

Arcane Specialties

Arcane Sentinels practice their combat magic in many different ways. Some choose to master the capabilities of the elements. While others master the power of psychic energy.

Arcanum of Elements

The Arcanum of Elements is a subclass of the Arcane Sentinel class that focuses on harnessing the power of the natural world. These arcane casters study the elements of fire, water, earth, and air, learning to manipulate them to devastating effect. The Arcanum of Elements is not limited to any one element but instead embraces the power of all four.

Arcanum of Elements Spells

Arcane Sentinel Level Spells
1st Acid Splash, Thunderwave
3rd Flaming Sphere, Magic Weapon
5th Fireball, Lightning Bolt
7th Fireshield, Wall of Fire
9th Cone of Cold, Conjure Elemental

Elemental Knowledge

At 1st level you gain the ability to gain knowledge on a creature's connection to the elements.

Using your bonus action you can look over a creature within 30ft of you. You must make a DC 13 wisdom saving throw, on a success you learn the creatures vulnerabilities, resistances, and immunities related to elemental damage types.

You can only use this ability a number of times equal to your proficiency bonus (minimum of 1), you regain all uses of this ability after a short or long rest.

Elemental Affinity

At 4th level you can manipulate the elements to become another element.

Whenever you deal elemental damage you can choose for the damage to become a different elemental damage type.

Elemental Fortitude

At 8th level you can protect yourself from different elemental sources.

You gain resistance to one elemental damage type, you can change the damage type whenever you complete a long rest.

Elemental Mastery

At 14th level you become a master in the presence of all elements.

You gain a swimming, flying, and climbing speed equal to your walking speed. You lose one point of exhaustion after completing a short or long rest.

Additionaly your Elemental Fortitude ability gives you immunity to the chose damge type rather than resistance.

Elemental Damage

Elemental damage types consist of: fire, cold, lightning, and acid damage.

Arcanum of Shadows

The Arcanum of Shadows is a subclass of the Arcane Sentinel class that focuses on the manipulation of darkness and shadow. These arcane casters are skilled at hiding in the shadows, inflicting debuffs on their enemies, and teleporting through the shadows.

Arcanum of Shadows Spells

Arcane Sentinel Level Spells
1st Expeditious Retreat, Disguise Self
3rd Darkness, Misty Step
5th Nondetection, Major Image
7th Confusion, Greater Invisibility
9th Telekinesis, Modify Memory

Shadow Stealth

At 1st level you gain the ability to hide impossibly well while in the shadows.

You gain proficiency in the stealth skill, you also gain advantage to stealth rolls while in dim light or darkness.

Shadow Summoning

At 4th level you can call upon the shadows of the world to create a darkness around you.

Using your bonus action you can create a 20 by 20 feet square of darkness centered on you. The darkness lasts for 1 minute or until you fall unconscious

You can only use this ability a number of times equal to your wisdom modifier (minimum of 1), you regain all expended uses after a short or long rest.

Shadow Curse

At 8th level you gain the ability to curse enemies with magical darkness.

Using your bonus action target creature within 60ft of you that you can see must make a wisdom saving throw equal to your spell save DC. on a failure the target becomes blinded for 1 minute or until you fall unconscious.

Only one creature can be cursed by you at a time. You can only use this ability a number of times equal to your proficiency bonus, you regain all expend uses after a long rest.

Shadow Step

At 14th level you gain the ability to step through the shadows to give you higher chances of winning fights.

If you hit with you first melee attack after taking the attack action you can teleport behind the enemy and make your next attack against that creature at advantage.

You can only use this ability a number of times equal to your wisdom modifier (minimum of 1), you regain all uses after a long rest.

Arcanum of the Void

The Arcanum of the Void is a subclass of the Arcane Sentinel class that focuses on harnessing the power of the void. These arcane casters have delved into the mysteries of the universe and learned to manipulate the very fabric of reality.

Arcanum of the Void Spells

The Arcanum of the Void gains no Arcane Specialty spells, instead it grants you one additional 1st, 2nd, 3rd, 4th, and 5th level spell of your choice from the warlock spell list. You also gain 1 cantrip of your choice from the warlock spell list at 1st level.

Void Safe

At 1st level you gain the ability to store items of the void.

Using your bonus action you can open 5 by 5ft rift into the void. You can store up to 200lbs in the void and can one item out or put one item in when you open the rift before it closes at the end of your turn. No living creature can be put inside the void.

Void Sight

At 4th level the void grants you an unfailing eyesight.

You can see in complete darkness and magical darkness with a range up to 120ft.

Void Rift

At 8th level you gain the ability to create rifts allowing you to travel at instant speed through the void.

Using your action you can create a 10ft wide and 20ft tall rift in front of you and in one other place within 120ft of you that you can see. When you walk into either rift it sends you to the location of the other rift. A creature other than you that tries to travel the rift must make a wisdom saving throw equal to your spell save DC. On a success the creature travels through the rift, on a failure the creature is launched 10ft away from the rift.

The rift lasts 1 minute or until you dismiss it. You can only use this ability a number of times equal to your wisdom modifier (minimum of 1), you regain all expended uses after a long rest.

Rift Prison

At 14th level you can send a creature to the rift and then return them in a discombobulated state.

Using your action you can touch a creature within range, the creature takes 2d8 psychic damage and must make a wisdom saving throw equal to your spell save DC. On a failure the creature is consumed by a rift. At the end of your next turn the creature exits the void at the same location it was sent into the void prone.

You can only use this ability once per long rest.

Arcane Sentinel Spells

Cantrips (0 Level)
  • Booming Blade
  • Guidance
  • Light
  • Sacred Flame
  • Thaumaturgy
  • Acid Splash
  • Ray of Frost
  • Shocking Grasp
  • Firebolt
1st Level
  • Command
  • Cure Wounds
  • Hunter's Mark
  • Guiding Bolt
  • Compelled Duel
  • Flame Blade
  • Wrathful Smite
  • Thunderous Smite
  • Shield
  • Thunderwave
2nd Level
  • Find Steed
  • Locate Object
  • Magic Weapon
  • Misty Step
  • Scorching Ray
  • Branding Smite
  • Enlarge / Reduce (can only choose enlarge)
  • Darkvision
3rd Level
  • Daylight
  • Dispel Magic
  • Magic Circle
  • Fireball
  • Elemental Weapon
  • Blinding Smite
  • Haste
  • Lightning Bolt
4th Level
  • Banishment
  • Locate Creature
  • Control Water
  • Freedom of Movement
  • Guardian of Faith
  • Wall of Fire
  • Ice Storm
5th Level
  • Geas
  • Commune
  • Contagion
  • Flame Strike
  • Insect Plague
  • Cone of Cold
  • Hold Monster
6th Level
  • Blade Barrier
  • Heroes' Feast
  • Otiluke's Freezing Sphere
  • Chain of Lightning
  • Move Earth
7th Level
  • Fire Storm
  • Plane Shift
  • Delayed Blast Fireball
  • Mordenkainen's Sword
  • Reverse Gravity

Martial Focus

Item Cost Weight
Leather Weapon Hilt 3gp --
Leather weapon Sheath 4gp 1bls
Small Knife 5sp --
Fang Necklace 10gp --
Any Weapon -- --


Variant Rule: Orcish Hate

When playing with this rule you cannot play as an orc based race while playing as this class.

Learn of the

Unknown

Arcana

The Book of Arcanum is a small Hombrew D&D booklet including the new Arcane Sentinel Class.

It also includes a new mechanic for martial based spellcasters; a martial focus.

This document will hopefully be updated regularly with new content.

Cover Art: Limetless CG 02



This is an unofficial D&D creation, it is not allowed in all campaigns. With this in mind make sure you ask your DM before using this in your game.