Base Class: Fighter
My body is my conduit. My will, the spell. My blade, the focus.”
Arcane Vanguards are warriors whose souls hum with latent magic. Unlike wizards or sorcerers, they don’t cast spells — they channel magic directly through their body and steel. Their strikes crackle with energy, their armor moves as if alive, and their willpower alone can make weapons fly across the battlefield.
They are not students of the arcane, but its living embodiment.
Arcane Channeling
You learn to manifest your inner magic through combat.
-
Arcane Points: You gain a pool of Arcane Points equal to your proficiency bonus doubled, which refreshes on a short or long rest.
You use these points to fuel your magical abilities. -
Empowered Strikes: When you hit with a melee weapon attack, you can spend 1 Arcane Point to deal an extra 1d8 force damage.
This increases to 2d8 at 10th level and 3d8 at 18th level. -
Weapon Recall: As a bonus action, you can magically summon any weapon you’re attuned to or that you’ve handled in the last 24 hours. It appears in your hand or at your feet within 30 feet of you.
Living Armament
Your innate magic merges with your weapons and armor.
-
You can perform a 10-minute ritual to bond with one weapon and one suit of armor.
While bonded:-
You can’t be disarmed of the weapon unless incapacitated.
-
Your armor and weapon move with your will, adjusting to protect or strike.
-
When wearing your bonded armor, you gain +1 AC.
-
-
If your bonded item is destroyed, you can reform it with 1 hour of focus and 1 Arcane Point.
Kinetic Guard
Your magic enhances your movements and reflexes.
-
When a creature hits you with an attack, you can use your reaction and spend 1 Arcane Point to reduce the damage by 1d10 + your Constitution modifier + half your Fighter level.
-
If this reduces the attack’s damage to 0, you can cause your armor to emit a magical pulse, dealing force damage equal to your Constitution modifier to the attacker.
Weapon Dance
Your magic can now animate your weapon as an extension of yourself.
As a bonus action, you can spend 1 Arcane Point to release your bonded weapon into the air, making it float and attack under your control for 1 minute.
-
The weapon uses your attack bonus and deals its normal damage.
-
You can make one attack with the weapon as a bonus action, or strike it for your Attack action if you’re wielding no other weapon.
-
If you move more than 30 feet from it, it returns to your hand automatically.
Arcane Overdrive
Your inner magic surges, reinforcing your body and mind.
As a bonus action, you can spend 2 Arcane Points to enter an Arcane Overdrive for 1 minute:
-
You gain advantage on Strength, Dexterity, and Constitution saving throws.
-
Your movement speed increases by 10 feet.
-
You deal +2 force damage with every weapon attack.
You can use this feature once per short or long rest (or spend 3 Arcane Points to use it again).
Arcane Ascension
You have mastered the fusion of body and magic.
-
You regain 1 Arcane Point at the start of each of your turns while in combat.
-
You can have up to two weapons or armor pieces bonded at once.
-
When you use Empowered Strikes, your attacks deal force damage instead of their normal damage type.
-
You can now fly up to 30 feet as part of your movement once per turn, your armor propelling you with bursts of magical energy.







Comments