Base Class: Fighter
Through either your own innate magic that you have learned to control or a dedicated learning of the arcane ways, you have found yourself capable of channelling the magic into yourself in order to bolster your attacks and restore the magic of your allies. Many Arcane warriors will inscribe arcane glyphs upon themselves to bolster the magic while others channel it through objects such necklaces and pendants.
Arcane Enhancement
At 3rd level, Using magical energy, you infuse yourself and your weapons, not only bolstering your physical capabilities, but allowing your strikes to become more deadly. As a bonus action, you can magically enhance yourself, you gain the following features:
- When you deal damage to a creature with a melee weapon attack, you gain +2 damage.
- You gain advantage on Constitution Saving Throws
- When you take damage from a spell, you reduce the damage taken by an amount equal to half your fighter level (rounded up)
These features last for 1 minute. You can use this feature twice, You gain all uses back on a long rest. You gain a 3rd use at 10th level in this class and a 4th use at 18th level in this class.
Magical Lore
Also at 3rd level, Through rigorous training and understanding of the arcane, you hold a good knowledge of magic and its uses, and can use it for simple spells.
You gain proficiency in the Arcana skill. Additionally, you learn the prestidigitation.
Magical Strikes
At 7th level, Through the consistent channelling of your magic into yourself, your body has been imbued with a passive magic.
Whenever you make a melee attack, your attacks are considered magical for the purposes of overcoming resistances and immunities.
Arcane Gift
Also at 7th level, In expressing your magic, excess magic flows from you. You have learnt to control this magic and can use it to restore the arcane energy of your allies
When you use your Arcane enhancement feature, you may choose an ally within 30ft, that ally gains a spell slot back equal to the roll of a d4. If the taret does not have an expended spell slot of the rolled level, only then can they restore expended spell slots equal to the level. For example if a four is rolled and target has not expended a 4th level spell slot, they may take back a 3rd level spell slot and a 1st level spell slot instead.
Once you have used this feature you cannot use it again until you finish a short or long rest.
Magical Mind
At 10th level, The magic that you channel has made your mind resistant to the influence of others, growing stronger and more fortified over time
You gain proficiency in Wisdom Saving Throws. Additionally, when you fail a Wisdom, Intelligence or Charisma Saving Throw, and take damage from it, you have resistance to that damage.
Improved Arcane Enhancement
At 15th level, You have furthered your understanding of the magic you infuse yourself with, heightening your Arcane Enhancement. you gain the following improvements to your Arcane Enhancement feature:
- The damage bonus you receive to melee weapon attacks increase to +3
- You also gain advantage on Strength Saving Throws
- The die you roll for your Arcane Gift Ability increases to a d6
Arcane Propulsion
At 18th level, You have gained the ability to fly with your magic, propelling yourself with arcane energy. You gain a flying speed equal to your walking speed. Additionally, when you use your Second Wind feature, allies within 60ft of you regain hit points equal to 4 times your Constitution modifier.







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