Wizard
Base Class: Wizard

The Arcaneblades are formidable spellcasters who have mastered an ancient and deadly combination of swordsmanship and arcane magic, learning their techniques from long-forgotten tomes and legendary masters. Their training is gruelling, demanding both physical prowess for combat and deep knowledge of spells, blending two lethal arts into a rare and powerful tradition. Historical records tell of Arcaneblades from the past who were once dancers, using intricate arcane weaves to connect with the aspects of magic, incorporating their somatic movements into battle. However, the current generation is more grounded and steadfast, forsaking the acrobatic agility of their predecessors. This shift was not a conscious choice, but rather the result of the mysterious evolution of ancient arcane and sword-fighting styles.

Quote: “Even the smaller spark has a source, maybe from a blade or a spell…”

Prequest: Not having a spellcasting ability from species

Close Quarter Mage (3rd level)

You can choose two martial weapons for getting proficient with them, and on a choice you also become a master of these weapons, and get access to use their weapon masteries. And while you are not wearing any armour you can add your Intelligence modifier to your Armour Class. 

Unburdened Bond (3rd level)

You understand the arcane source of a metal familiar and bonded with the mastered weapons if you possess them, you can spend one magic action for commanding your bonded weapon to move up for 30 feet and make an attack to a target as a bonus action, also you can cast spells from your bonded weapons, on a command you can move this weapon and attack with this weapon as a bonus action for the next minute, while unburdened bond is active with a weapon bond your weapon uses your Intelligence ability rather than Strength or Dexterity to attack and deal damage. You can use this feature equal to your Intelligence modifier (minimum of 1) until you take a long rest. At 10th level command surges for 1 hour rather than 1 minute and you can give the same command to more than one weapon at the same time.

Magic and Steel (6th level)

You cannot be disarmed while using a bonded weapon, and whenever you use an attack action you can attack twice rather than once.

Aura of Power (6th level)

While your Unburdened Bonded weapon is within 10 feet of you, your armour class increases by an additional amount of 1 per bonded weapon within reach.

Magic of Ancient Times (10th level)

You can cast cantrips as an attack action rather than a full action. And moreover whenever you use magic action as an action you can use your reaction for making a weapon attack to a target within range, or you can also forgo to attack and gain armour class equal to your proficiency bonus until the start of your next turn.

Smite of the Arcana (10th level)

Your mastery of arcane energy enhances your strikes, making your attacks a signature blend of magic and precision. When you hit a creature with a bonded weapon, you can channel arcane power into the strike, unleashing a burst of magical energy.

Once per a turn, when you hit a creature with a bonded weapon, you can expend a spell slot to deal additional damage. The extra damage is force damage, equal to 2d8 + 1d8 per level of the spell slot expended above 1st. Additionally, the spell slot enhances your strike with a magical flourish:

  • 1st-level: The strike emits a flash of light, and the target must succeed on a Constitution saving throw or be blinded until the end of its next turn.
  • 2nd-level: The strike affects the weave bond of the vocal cords of the target, and the target must succeed on a Constitution saving throw or be silenced until the end of its next turn.
  • 3rd-level or higher: The strike disrupts magical energy, forcing the target to make a Charisma saving throw. On a failure, the target is unable to cast spells until the end of its next turn.

This feature showcases the Arcaneblade’s unique ability to merge arcane might with martial prowess, making their strikes as iconic as their spellcasting.

Arcane Imbued Body (14th level)

You gain resistance to all kinds of damage that are coming from spells. And also you are immune to being silenced and you can ignore the spellcasting penalty of Anti-Magic Zones, but while under the effect you can cast spells with disadvantage and the targets gets advantage on their saving throws against your spells.

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