Base Class: Wizard
“The arcane is not just a source of knowledge, but a weapon, a shield, and a force to be wielded with intent.”
Arcane Warriors are wizards who channel their magical power through their bodies as well as their minds. Drawing from ancient techniques once forgotten or forbidden, they forsake the traditional frailty of wizardry and take the fight directly to their enemies, enhancing sword and shield with raw arcane force.
Blending spellcasting with martial precision, Arcane Warriors strike with magically-infused blades, shield themselves with shimmering wards, and fade in and out of the material world like spirits of the Fade. Though they may sacrifice some of the spellbook’s versatility, they make up for it in raw presence on the battlefield—standing as arcane paragons of both offense and defense.
Only a few possess the intense discipline, intellect, and will to walk the path of the Arcane Warrior. Those who do become terrifyingly efficient combatants—equal parts scholar and soldier, ghost and guardian.
Combat Magic
You can use your Intelligence modifier instead of Strength or Dexterity for attack rolls and damage rolls with simple melee weapons and one-handed martial melee weapons. You can also use your Intelligence modifier instead of Strength for Athletics checks and to determine your carrying capacity. These weapons count as magical.
Aura of Might
Once per turn, when you hit a creature with a weapon attack, you deal additional force damage equal to your proficiency bonus.
Additionally, after casting a wizard spell of 1st level or higher, your next weapon attack before the end of your next turn deals an additional 1d4 force damage on a hit.
Level 6: Shimmering Shield
While wearing no armor or light armor, you gain a +1 bonus to AC.
Once per round when you take damage, you gain temporary hit points equal to your Intelligence modifier (minimum 1). These last until the end of your next turn if not used.
Level 10: Fade Shroud
You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
You can cast Misty Step once per short rest without using a spell slot.
While invisible or under the effects of Misty Step, opportunity attacks against you have disadvantage.
Level 14: Spirit Echo
When you are reduced to 0 hit points and not killed outright, you instead drop to 1 HP, become invisible until the start of your next turn, and teleport up to 15 feet to an unoccupied space you can see.
This feature can be used once per long rest.







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