Base Class: Fighter
Similar to sorcerers, an arcane blade master has magic coursing through their veins. This arcane power, while not nearly as versatile as a sorcerer, gives the creature superior strength and the ability to imbue magic spells into their strikes.
Over time and training, it is possible to focus this power to perform incredible feats of physical prowess, or devastating flurries of magical attacks up close.
These powers are hereditary in nature, and may skip many generations before manifesting in the bloodline again.
Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.
Spellcasting
When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the ranger and sorcerer spell lists.
Cantrips
You learn three cantrips of your choice from the ranger and sorcerer spell lists. You learn an additional ranger or sorcerer cantrip of your choice at 10th level.
Spell Slots
The Arcane Blade Master Spellcasting table shows how many spell slots you have to cast your ranger and sorcerer spell lists 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.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level ranger and/or sorcerer spell lists of your choice.
The Spells Known column of the Arcane Blade Master Spellcasting table shows when you learn more ranger and/or sorcerer spell lists of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the ranger or sorcerer spell lists you know with another spell of your choice from the ranger or sorcerer spell lists. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Constitution is your spellcasting ability for your wizard spells, since you channel the magic deep within your body. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a ranger or sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Arcane Blade Master Spellcasting
|
Fighter Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
3 |
3 |
2 |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
|
5th |
3 |
4 |
3 |
— |
— |
— |
|
6th |
3 |
4 |
3 |
— |
— |
— |
|
7th |
3 |
4 |
4 |
2 |
— |
— |
|
8th |
3 |
5 |
4 |
2 |
— |
— |
|
9th |
3 |
5 |
4 |
2 |
— |
— |
|
10th |
4 |
6 |
4 |
3 |
— |
— |
|
11th |
4 |
7 |
4 |
3 |
— |
— |
|
12th |
4 |
8 |
4 |
3 |
— |
— |
|
13th |
4 |
9 |
4 |
3 |
2 |
— |
|
14th |
4 |
9 |
4 |
3 |
2 |
— |
|
15th |
4 |
10 |
4 |
3 |
2 |
— |
|
16th |
4 |
10 |
4 |
3 |
3 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
— |
|
18th |
4 |
11 |
4 |
3 |
3 |
— |
|
19th |
4 |
12 |
4 |
3 |
3 |
1 |
|
20th |
4 |
12 |
4 |
3 |
3 |
1 |
Arcane Edge
At 3rd level, when you use your Attack action, you may choose to empower that attack with a cantrip. On a successful hit, any damage dealing cantrip gets added to the damage of the melee attack, and/or target gains disadvantage on status effects caused by the cantrip. Cantrips used in this way count as touch based spells.
This ability may be used 3 times per short rest. This increases to 6 uses at level 7, 10 uses at level 10 and includes the use of 1st level spells, 13 uses at level 15 and now includes 2nd level spells.
Reinforced Form
At level 7, you feel how magic flows through your body like a current, though every vein, muscle, organ, and bone. This power strengthens you, and keeps you at your best. Add 1d4 to any strength/constitution check or saving throw.
Arcane Wave
At 10th Level, you gain the ability to store a well of raw magical energy deep inside. Twice per long rest you may release a portion of this power from either your body or your weapon. you may choose to release either a 15 foot radius arcane blast centered on yourself, or a 30 foot 90° horizontal or vertical arc dealing 4d6 of force damage to enemy targets. Targets must also make a DC 10 dexterity saving through or be knocked prone.
Surging Movement
At 15th level, as a bonus action, you may release a burst of raw arcane energy from your feet launching you up to a distance of 60 feet in any direction of your choosing. This may be done even if in mid air. You may bring one willing creature with you of your size or smaller for 30 feet. This may be done three times per short rest.
Body and Blade
At 18th level, the magical bond with your weapon has put you in perfect sync, an aura surrounds both you and your weapon, deflecting blows and giving your blade the sharpest possible edge. You gain +2 to your AC, and melee attacks ignore damage resistances.







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Posted May 30, 2022You seem to forget that ranger doesn't have cantrips
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Posted Mar 19, 2022Has anyone playtested this? I like it and it seems to fix many of the problems with Eldritch Knight, but it seems like it may also be overpowered.