Okay, I have been building a gish class. I have never played a TTRPG with an arcane Gish class before, and have been mostly going off what I think would fit the theme. I have based some abilities off of the Pathfinder Magus (Spell Strike, Magic Recall), but have also been taking personal liberties while designing it. If you have any feedback, I would love to hear it.
Gish
The Gish
Level
Proficiency Bonus
Features
1st
2nd
3rd
4th
5th
1st
+2
Eldritch Ward, Imbued Weapon
—
—
—
—
—
2nd
+2
Fighting Style, Spell Strike
2
—
—
—
—
3rd
+2
Arcane Study, Magic Sense, Recall Magic
3
—
—
—
—
4th
+2
Ability Score Improvement
3
—
—
—
—
5th
+3
Extra Attack
4
2
—
—
—
6th
+3
Arcane Protection
4
2
—
—
—
7th
+3
Arcane Study feature
4
3
2
—
—
8th
+3
Ability Score Improvement
4
3
2
—
—
9th
+4
—
4
3
2
—
—
10th
+4
Magic Resistance
4
3
2
—
—
11th
+4
Improved Spell Strike, Arcane Study feature
4
3
3
1
—
12th
+4
Ability Score Improvement
4
3
3
1
—
13th
+5
—
4
3
3
2
—
14th
+5
Spell Siphon
4
3
3
2
—
15th
+5
Arcane Study feature
4
3
3
2
—
16th
+5
Ability Score Improvement
4
3
3
2
—
17th
+6
—
4
3
3
2
1
18th
+6
Battle Caster
4
3
3
2
1
19th
+6
Ability Score Improvement
4
3
3
3
2
20th
+6
Master of Gish
4
3
3
3
2
Class Features
As a gish, you gain the following class features.
Hit Points
Hit Dice: 1d10 per gish level
Hit Points at 1st-Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throw: Constitution, Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, and Nature
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) studded leather armor or (b) scale mail or (c) chainmail
(a) a martial weapon and a shield or (b) two martial weapons
(a) five spears or (b) any simple melee weapon
(a) dungeoneer's pack or (b) explorer's pack
an arcane focus of your choice
Eldritch Ward
At 1st level, your arcane power allows for you to protect you with a magic shield. As an action, you can give yourself or a creature you touch an amount of temporary hit points equal to your Intelligence modifier plus your gish level (minimum of one temporary hit point).
Once you use this feature, you cannot do so again until you finish a short rest.
Imbued Weapon
Starting at level 1, your combat magic allows for you to bond with a weapon you hold. As a bonus action, you can form a connection with a weapon of your choice that you are holding. This bond lasts for 10 minutes and ends if you end your turn with the weapon no longer in your hand.
An imbued weapon cannot leave your hand without you being willing, it counts as a magic weapon if it wasn't already, and you can use your Intelligence modifier for the attack and damage rolls instead of its normal ability score.
You may use this feature an amount of times equal to your Intelligence modifier, regaining all uses on a long rest.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose one again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage dice for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the dice and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
By 2nd level, you have learned how to draw on arcane magic through studying and training in the arcane art, gaining the ability to cast spells. You can channel your spells through magical items, and use your weapons to focus your arcane spells.
Preparing and Casting Spells
The Gish table shows how many spell slots you have to cast your spells. To cast one of your gish spells of 1st-level or higher. You regain all spells slots when you finish a long rest.
You prepare the list of gish spells that are available for you to cast, choosing from the gish spell list. When you do so, choose a number of gish spells equal to your Intelligence modifier + half your gish level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level gish, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell burning hands, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spell.
You can change your list of prepared spell when you finish a long rest. Preparing a new list of gish spells requires time spent in study: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your gish spells, since their power derives from the devotion to your arcane training. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a gish spell you cast and when making an attack roll with one.
Spell save DC = 8 _ your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use an arcane focus or magic weapon as a spellcasting focus for your gish spells.
Gish Spell List
Here's the list of spells you consult when you learn a gish spell. The list is organized by spell level, not by character level.
These spells are from the Player's Handbook. If a spell's name is followed by an asterisk, the spell is instead Xanathar's Guide to Everything.
1st Level
absorb elements
burning hands
detect magic
identity
jump
magic missile
shield
thunderwave
witch bolt
2nd Level
aganazzer's scorcher
enlarge/reduce
flaming sphere
hold person
magic weapon
misty step
scorching ray
shatter
3rd Level
dispel magic
fear
fireball
haste
lightning bolt
slow
vampiric touch
4th Level
banishment
blight
dimension door
fire shield
resilient sphere
wall of fire
5th Level
bigby's hand
cloudkill
dawn
dominate person
enervation
hold monster
immolation
steel wind strike
synaptic static
telekinesis
wall of force
Spell Strike
At level 2, you can imbue magic weapons you hold with your spells. When you cast a gish spell that has a casting time of an action that targets another creature with a harmful effect, you can instead cast it, trapping it in your weapon instead of instantly releasing it. This temporarily delays the spell's effects, trapping them inside one magical melee weapon you are holding. The effects of the spell are unleashed the next time you hit a creature with the weapon. The spell remains inside the weapon for 1 minute, until you lose concentration, or until you hit a creature with this melee weapon, whereupon the spell is released and come it comes into effect.
If the spell required a saving throw, the creature you hit with this magical melee weapon while the spell is trapped inside automatically fails its saving throw. If the spell required an attack roll, if you hit a creature with the initial attack, you do not have to attack that creature again, and it becomes the target of one of the spell's attacks. If the spell required more than one attack roll, one of these attacks must be targeting the hit creature, and the others come into effect as normal. If the spell creates an area of effect, you can designate your weapon or the hit creature (your choice) as the origin of the area of effect.
If the spell would immediately cause damage when you cast it, this damage is added to the weapon attack's damage. Additionally, if you must use an action or bonus action on further turns to maintain the effects of the spell, you may continue to keep the spell inside your magic weapon, continuing this effect until the duration of the spell ends.
Arcane Study
When you reach 3rd level, you solidify which archetype of arcane combat you will practice. Up to this point, you have been training, practicing, and preparing for this choice, and now it is cemented as part of you. Now, choose the Eldritch Striker, Arcane Bastion, or Spell Herald. This is your subclass, and grants you certian benefits at 3rd, 7th, 11th, and 15th level.
Magic Sense
At 3rd level, your arcane power is attuned to detecting the power in others. As an action, choose one creature you can see within 60 feet of you. You learn if they can cast any spells, and if they can, you learn what level spellcaster they are if they have any levels as a spellcaster, and you learn how many spell slots they have left if they have any.
You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of a long rest.
Recall Magic
When you gain this feature at level 3, you can regain your arcane fuel after using your gish spells. As a bonus action, when you have expended a spell slot of 5th level or lower, you may regain a spell slot of that level. You may use this feature an amount of times equal to your proficiency bonus, regaining all uses on a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Arcane Protection
Starting at level 6, when you fail a saving throw against a spell, as a reaction, you can instead choose to succeed. You may use this feature once, regaining the ability to do so when you finish a long rest.
At both 13th and 17th level, you gain one more use of this ability.
Magic Resistance
At level 10, you have advantage on saving throws against spells and other magical effects.
Improved Spell Strike
When you reach 11th level, when you cast a spell into your weapon that has a casting time of an action, you can instead cast it as a bonus action.
Additionally, your magic weapon attacks deal an extra 1d8 force damage, and you no longer have to maintain concentration on your weapon while a spell is stored inside of it.
Spell Siphon
Starting at level 14, when you hit a spellcaster with a magical attack from a melee weapon, you can steal and absorb some of their magical power. As a reaction, if the hit creature is a spellcaster that has spell slots, you can force them to expend a spell slot of a level that you can cast, and regain a spell slot of the expended level or lower.
You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), and regain all uses after a long rest.
War Mage
When you gain this feature at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Master of Gish
At level 20, you have mastered the art of combat magic, empowering you further. You gain the following benefits:
All weapons you are wielding automatically gain the benefit of being your Imbued Weapon, using no action or uses of the ability.
When you roll a 20 for an attack roll you make with a magic melee weapon against an enemy, you regain a spell slot of your lowest expended level.
You automatically take no damage from spells that you cast that create an area of effect.
Arcane Striker Subclass:
Arcane Studies
Becoming a gish includes intensive training with weapons, learning various styles of weapon fighting, and studying and practicing arcane magic. Your final act of studying and solidifying your niche of arcane combat comes at level 3, and is the culmination of all of your practicing. You are not considered a full gish until you have reached level 3 and chosen a study.
Arcane Striker
The study of the Arcane Striker practices and focuses their arcane power with magic that fuels their weapon attacks. They are experts at using their Spell Strikes, and powerful combat casters.
Starting at level 3, you have greater power over your striking abilities. When you deal damage with your imbued weapon while a spell is stored inside it, you deal extra damage of the attack's damage type equal to your proficiency bonus.
Strike Sustainer
At 7th level, you can sustain your Spell Strike on your turn, even after you hit a creature with it. When you hit a creature on your turn and cause them to take the effects of you Spell Strike, the effect does not end on your weapon. The next time on the same turn you hit another creature with with weapon, they are subjected to the same effects as your first use of this ability on this turn, as long as the spell stored in the weapon did not cause an area of effect. If the spell stored inside requires concentration, you can concentrate on both castings of the spell at the same time.
Strike Master
At level 11, when you damage a creature with your Spell Strike ability with a spell that deals damage, you may choose an amount of dice equal to your Intelligence modifier (minimum of one), and ignore the roll for those dice, instead counting them as the highest possible rolls for damage.
Striker
When you gain this feature at 17th level, you become a true master of striking. You gain the following benefits:
You can use your Spell Strike ability as long as you have spell slots, ignoring the normal maximum amount of uses.
When you damage a creature with a spell, you add your Intelligence modifier to the damage dealt by the spell.
When you deal damage with a spell using your Spell Strikes, you may choose to deal the most amount of damage possible with that spell. Once you use this feature, you cannot do so again until you finish a long rest.
The original version is above, current version is below:
Arcknight
The Arcknight
Level
Proficiency Bonus
Features
1st
2nd
3rd
4th
5th
1st
+2
Eldritch Ward, Imbued Weapon
—
—
—
—
—
2nd
+2
Fighting Style, Spell Strike
2
—
—
—
—
3rd
+2
Arcane Study, Magic Sense
3
—
—
—
—
4th
+2
Ability Score Improvement
3
—
—
—
—
5th
+3
Extra Attack
4
2
—
—
—
6th
+3
Arcane Protection
4
2
—
—
—
7th
+3
Arcane Study feature
4
3
2
—
—
8th
+3
Ability Score Improvement
4
3
2
—
—
9th
+4
—
4
3
2
—
—
10th
+4
Magic Resistance
4
3
2
—
—
11th
+4
Improved Spell Strike, Arcane Study feature
4
3
3
1
—
12th
+4
Ability Score Improvement
4
3
3
1
—
13th
+5
—
4
3
3
2
—
14th
+5
Spell Siphon
4
3
3
2
—
15th
+5
Arcane Study feature
4
3
3
2
—
16th
+5
Ability Score Improvement
4
3
3
2
—
17th
+6
—
4
3
3
2
1
18th
+6
Battle Caster
4
3
3
2
1
19th
+6
Ability Score Improvement
4
3
3
3
2
20th
+6
Master of Battle Magic
4
3
3
3
2
Class Features
As an arcknight, you gain the following class features.
Hit Points
Hit Dice: 1d10 per arcknight level
Hit Points at 1st-Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per arcknight level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throw: Constitution, Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, and Nature
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) studded leather armor or (b) scale mail or (c) chainmail
(a) a martial weapon and a shield or (b) two martial weapons
(a) five spears or (b) any simple melee weapon
(a) dungeoneer's pack or (b) explorer's pack
an arcane focus of your choice
Eldritch Ward
At 1st level, your arcane power allows for you to protect you with a magic shield. As an action, you can give yourself or a creature you touch an amount of temporary hit points equal to your Intelligence modifier plus your arcknight level (minimum of one temporary hit point). While a creature has these temporary hit points, they do not make Concentration checks against damage, as long as they still have at least one temporary hit point after all the damage is dealt.
You may use this feature an amount of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Imbued Weapon
Starting at level 1, your combat magic causes you to have a permanent bond with a melee weapon you hold or your unarmed strikes. When you finish a long rest, you can form an arcane connection with a melee weapon of your choice that you are holding, or you could choose to form this bond with your fists to extend this benefit to your unarmed strikes. This bond lasts until you dismiss this effect (no action required), the weapon is destroyed, or until you finish a long rest.
An imbued weapon cannot leave your hand without you being willing, it counts as a magic weapon for the purposes of ignoring damage resistances and immunities, if it wasn't already, and counts as a spellcasting focus for your arcknight spells. Additionally, if the weapon was a magic weapon that required attunement, you automatically are attuned to it, not counting against the total amount of items you may be attuned to.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose one again.
Arcane Warrior
You learn two cantrips of your choice from the wizard spell list. They count as arcknight spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.
Blind Fighting
You gain blindsight out to a range of 10 feet.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage dice for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the dice and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike while not holding a weapon or shield, this damage increases to 1d8 + your Strength modifier.
Spellcasting
By 2nd level, you have learned how to draw on arcane magic through studying and training in the arcane art, gaining the ability to cast spells. You can channel your spells through magical items, and use your weapons to focus your arcane spells.
Preparing and Casting Spells
The Arcknight table shows how many spell slots you have to cast your spells. To cast one of your arcknight spells of 1st-level or higher. You regain all spells slots when you finish a long rest.
You prepare the list of arcknight spells that are available for you to cast, choosing from the arcknight spell list. When you do so, choose a number of arcknight spells equal to your Intelligence modifier + half your arcknight level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level arcknight, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell burning hands, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spell.
You can change your list of prepared spell when you finish a long rest. Preparing a new list of arcknight spells requires time spent in study: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your arcknight spells, since their power derives from the devotion to your arcane training. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a arcknight spell you cast and when making an attack roll with one.
Spell save DC = 8 _ your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Arcknight Spell List
Here's the list of spells you consult when you learn a arcknight spell. The list is organized by spell level, not by character level.
These spells are from the Player's Handbook. If a spell's name is followed by an asterisk, the spell is instead Xanathar's Guide to Everything.
1st Level
absorb elements*
burning hands
chromatic orb
detect magic
expeditious retreat
feather fall
frost fingers
ice knife*
identity
jim's magic missile
jump
magic missile
shield
thunderwave
witch bolt
2nd Level
acid arrow
aganazzer's scorcher*
alter self
blur
dragon's breath*
earthbind*
enlarge/reduce
flaming sphere
hold person
levitate
magic weapon
maximilian's earthen grasp*
melf's acid arrow
misty step
phantasmal force
scorching ray
shadow blade*
shatter
3rd Level
bestow curse
blink
counterspell
dispel magic
erupting earth*
fear
fireball
fly
haste
lightning bolt
melf's minute meteors*
slow
thunder step*
vampiric touch
4th Level
banishment
blight
dimension door
elemental bane
fire shield
ice storm
intellect fortress
leomund's secret chest
mordenkainen's faithful hound
otiluke's resilient sphere
phantasmal killer
sickening radiance*
vitriolic sphere*
wall of fire
watery sphere*
5th Level
bigby's hand
cloudkill
cone of cold
dawn*
dominate person
enervation*
far step*
hold monster
immolation*
steel wind strike*
synaptic static*
telekinesis
wall of force
wall of light*
Spell Strike
At level 2, you can imbue magic weapons you hold with your spells. When you cast a arcknight spell that has a casting time of an action that targets another creature with a harmful effect or creates an area of effect, you can trap it in your weapon instead of instantly releasing it as you normally would. This temporarily delays the spell's effects, trapping them inside one magical melee weapon you are holding. The effects of the spell are unleashed the next time you hit a creature with the weapon. The spell remains inside the weapon for 1 minute, until you lose concentration, or until you hit a creature with this melee weapon, whereupon the spell is released and come it comes into effect.
If the spell required a saving throw, the creature you hit with this magical melee weapon while the spell is trapped inside automatically fails its saving throw. If the spell required an attack roll, if you hit a creature with the initial attack, you do not have to attack that creature again, and it becomes the target of one of the spell's attacks. If the spell required more than one attack roll, one of these attacks must be targeting the hit creature, and the others come into effect as normal. If the spell creates an area of effect, you can designate your weapon or the hit creature (your choice) as the origin of the area of effect.
If the spell would immediately cause damage when you cast it, this damage is added to the weapon attack's damage. Additionally, if you must use an action or bonus action on further turns to maintain the effects of the spell, you may continue to keep the spell inside your magic weapon, continuing this effect until the duration of the spell ends.
Arcane Study
When you reach 3rd level, you solidify which archetype of arcane combat you will practice. Up to this point, you have been training, practicing, and preparing for this choice, and now it is cemented as part of you. Now, choose the Eldritch Striker, Arcane Bastion, or Spell Herald. This is your subclass, and grants you certain benefits at 3rd, 7th, 11th, and 15th level.
Magic Sense
At 3rd level, your arcane power is attuned to detecting the power in others. As an action, choose one creature you can see within 60 feet of you. You learn if they can cast any spells, and if they can, you learn what level spellcaster they are if they have any levels as a spellcaster, and you learn how many spell slots they have left if they have any.
You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of a long rest.
Arcane Recovery
At level 3, you have learned to regain some of your magical energy by your blending arcane and martial power. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than one-fourth your arcknight level (rounded up).
For example, if you’re a 7th-level arcknight, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Magic Guard
Starting at level 6, when you use your Eldritch Ward feature, you may expend a spell slot of 2nd-level or higher to use the feature, instead of spending one use of the ability,.
Magic Resistance
At level 10, you have advantage on saving throws against spells and other magical effects.
Improved Spell Strike
When you reach 11th level, when you cast a spell into your weapon that has a casting time of an action, you can instead cast it as a bonus action. Additionally, you no longer have to maintain concentration on your Spell Strike feature due to a spell being stored inside of your Imbued Weapon.
Arcane Fighting Style
At level 12, you are able to perfectly blend your arcane magic with your mastery over martial fighting to enhance your chosen style even more. You gain an additional benefit dependent on the Fighting Style you gained from this class.
Arcane Warrior
When you take the Attack action, you may forgo one of the attacks to cast a cantrip you know.
Blind Fighting
You gain truesight out to a range of 10 feet.
Defense
You may don any armor as an action by touching it, as long as you are not wearing armor already.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to attack rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage dice for a spell that was unleashed through your Spell Strike through a melee weapon that you are wielding with two hands, you can reroll the dice and must use the new roll. The weapon that caused the spell to be unleashed must have the two-handed or versatile property for you to gain this benefit.
Thrown Weapon Fighting
While you are not wielding your Imbued Weapon, you may use your reaction to summon it back to your hand.
Two-Weapon Fighting
When you engage in two-weapon fighting, the same bonus action you use to attack may also be used to cast a spell into your weapon using the Spell Strike feature.
Unarmed Fighting
Your unarmed strikes automatically deal force damage.
Spell Siphon
Starting at level 14, when you hit a spellcaster with a magical attack from a melee weapon, you can steal and absorb some of their magical power. As a reaction, if the hit creature is a spellcaster that has spell slots, you can force them to expend a spell slot of a level that you can cast, and regain a spell slot of the expended level or lower.
You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), and regain all uses after a long rest.
Battle Caster
When you gain this feature at 18th level, your concentration cannot be broken unless you become unconscious.
Master of Battle Magic
At level 20, you have mastered the art of combat magic, empowering you further. You gain the following benefits:
All weapons you are wielding automatically gain the benefit of being your Imbued Weapon, no longer requiring a long rest in order to bestow the benefit upon them.
When you roll a 20 for an attack roll you make with a magic melee weapon against a creature, you regain a spell slot of your lowest expended level.
You automatically take no damage from spells that you cast that create an area of effect.
Yeah, this is powerful. If not for the very limited spell list, broken. But I don't have an issue with the theme.
I like eldritch ward and imbued weapon, but don't see a need to limit uses per rest for the latter. Maybe say that it takes a short or long rest to switch weapons instead of bonus action.
Spell strike is going to be an issue. Having it bypass saving throws makes it super strong, especially if you don't expend the spell on a miss. Bypassing attack rolls I understand. Does this mean that legendary resistance doesn't apply? I'd consider offering disadvantage on the save at a higher level. The part about creating an area of effect contradicts the initial statement that the spell must target one creature.
Recall magic just serves to increase the number of highest-level spell slots you have.
Strike sustainer is far far too powerful. You can double-cast immolate and maintain concentration on both any time you use spell strike, and not bother with concentration at 11th level? Yikes.
Magic resistance and arcane protection kinda step on each others' toes. Maybe you could replace one of these with an eldritch ward buff?
I like spell siphon. Just note that it will not work on creatures that use magic without spell slots. That's not a big deal.
I think the name Magus as an arcane martial magic user came from Pathfinder. I'm using that term
Alright, although I might suggest that you'd use another name on those grounds alone. D&D has a swordmage for instance, and you could probably use the older versions for inspiration.
You've got some interesting ideas in here, though like Heartofjuyomk2 I have similar concerns about the strength, specifically:
Spell Strike: I'd maybe just limit this to single target spells requiring either one attack roll or one saving throw; a single attack roll hits if the attack hits, and any save is at disadvantage.
Improved Spell Strike: I'm not sure if I'm misunderstanding the first part of this, it sounds like how Spell Strike already works (pop a single Action spell into your weapon as a Bonus Action)? For the second part no longer requiring concentration could raise complications; you could maybe have instead that you add double proficiency to concentration checks for Sword Strike spells? This way you can still stack it with War Caster.
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I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
You've got some interesting ideas in here, though like Heartofjuyomk2 I have similar concerns about the strength, specifically:
Spell Strike: I'd maybe just limit this to single target spells requiring either one attack roll or one saving throw; a single attack roll hits if the attack hits, and any save is at disadvantage.
Improved Spell Strike: I'm not sure if I'm misunderstanding the first part of this, it sounds like how Spell Strike already works (pop a single Action spell into your weapon as a Bonus Action)? For the second part no longer requiring concentration could raise complications; you could maybe have instead that you add double proficiency to concentration checks for Sword Strike spells? This way you can still stack it with War Caster.
I could make it so when you attack, you only have until the end of your current turn to hit with the spell. Would that fix some problems with it?
Ah, sorry. That spell strike thing was a typo. It was meant to be an action to imbue the spell, and it becomes a bonus action at level 11. That might fix some of the lower level power capabilities.
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Yeah, this is powerful. If not for the very limited spell list, broken. But I don't have an issue with the theme.
I like eldritch ward and imbued weapon, but don't see a need to limit uses per rest for the latter. Maybe say that it takes a short or long rest to switch weapons instead of bonus action.
Spell strike is going to be an issue. Having it bypass saving throws makes it super strong, especially if you don't expend the spell on a miss. Bypassing attack rolls I understand. Does this mean that legendary resistance doesn't apply? I'd consider offering disadvantage on the save at a higher level. The part about creating an area of effect contradicts the initial statement that the spell must target one creature.
Recall magic just serves to increase the number of highest-level spell slots you have.
Strike sustainer is far far too powerful. You can double-cast immolate and maintain concentration on both any time you use spell strike, and not bother with concentration at 11th level? Yikes.
Magic resistance and arcane protection kinda step on each others' toes. Maybe you could replace one of these with an eldritch ward buff?
I like spell siphon. Just note that it will not work on creatures that use magic without spell slots. That's not a big deal.
I think the name Magus as an arcane martial magic user came from Pathfinder. I'm using that term
Alright, although I might suggest that you'd use another name on those grounds alone. D&D has a swordmage for instance, and you could probably use the older versions for inspiration.
I would use swordmage, but that doesn't seem to work for this class. It's the same problem Bladesingers and College of Swords have. Their name suggests they only use swords and knives, but I want the class to be open to any sort of weapon. Swordmage doesn't make sense as the name for someone who uses a flail, spear, or warhammer.
I don't know if I want Imbued Weapon to be at will. I'll give it consideration, though.
Yeah, I'll work more on spell strike, mull it over. I like the idea and will keep the concept, but it definitely will need some fine tuning. Legendary resistance would still apply, because the ability specifies that they "fail their saving throw" which would still allow a legendary creature to use its ability to succeed.
Recall magic is meant to do that, yes. Is it balanced, in your opinion?
Strike sustainer will probably be moved to a later level, and nerfed a bit. Will that fix it?
Sure, great idea about improving eldritch ward. I will make a draft to fix that.
I purposefully made it so Spell Siphon will only work on spellcasters with spell slots. It was easiest to word it that way.
Thanks!
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Like the idea! Contrary to what some others are saying here, I think the action required to store a spell + 1 minute maximum duration make up for the automatically failed save/successful attack roll (or at least partially).
What about something like "Spell Blade"? While it's very similar to Sword Mage, this variation on the name would fit the main features of the class. Don't think I've heard of the term "gish" before.
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What about something like "Spell Blade"? While it's very similar to Sword Mage, this variation on the name would fit the main features of the class. Don't think I've heard of the term "gish" before.
it originally referred to a gish fighter/mage.Third doesn't want any specific weapon in the name.
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“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Okay, I have decided to change things up a bit. I've made some changes to Spell Strike and have changed the name of the Magus to Gish.
Gish is a slang meta term. As such it feels inappropriate for a class name. If you’re unhappy with Magus, might I suggest “Battlemage.”
nah......battle mage is wrong as well, cause it makes you think of a war wizard.
Battlemage is borrowed from M:tG, they were specifically knights gifted with minor magic to help them defend Dominaria against the invasion from Rath. They were from the Planeshift set of the Invasion Block.
It’s both fitting (in my mind at least), but also a nod to another WotC IP that already overlaps with D&D.
Okay, I have been building a gish class. I have never played a TTRPG with an arcane Gish class before, and have been mostly going off what I think would fit the theme. I have based some abilities off of the Pathfinder Magus (Spell Strike, Magic Recall), but have also been taking personal liberties while designing it. If you have any feedback, I would love to hear it.
Gish
The Gish
Class Features
As a gish, you gain the following class features.
Hit Points
Hit Dice: 1d10 per gish level
Hit Points at 1st-Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throw: Constitution, Intelligence
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, and Nature
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Eldritch Ward
At 1st level, your arcane power allows for you to protect you with a magic shield. As an action, you can give yourself or a creature you touch an amount of temporary hit points equal to your Intelligence modifier plus your gish level (minimum of one temporary hit point).
Once you use this feature, you cannot do so again until you finish a short rest.
Imbued Weapon
Starting at level 1, your combat magic allows for you to bond with a weapon you hold. As a bonus action, you can form a connection with a weapon of your choice that you are holding. This bond lasts for 10 minutes and ends if you end your turn with the weapon no longer in your hand.
An imbued weapon cannot leave your hand without you being willing, it counts as a magic weapon if it wasn't already, and you can use your Intelligence modifier for the attack and damage rolls instead of its normal ability score.
You may use this feature an amount of times equal to your Intelligence modifier, regaining all uses on a long rest.
Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose one again.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage dice for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the dice and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting
By 2nd level, you have learned how to draw on arcane magic through studying and training in the arcane art, gaining the ability to cast spells. You can channel your spells through magical items, and use your weapons to focus your arcane spells.
Preparing and Casting Spells
The Gish table shows how many spell slots you have to cast your spells. To cast one of your gish spells of 1st-level or higher. You regain all spells slots when you finish a long rest.
You prepare the list of gish spells that are available for you to cast, choosing from the gish spell list. When you do so, choose a number of gish spells equal to your Intelligence modifier + half your gish level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level gish, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell burning hands, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spell.
You can change your list of prepared spell when you finish a long rest. Preparing a new list of gish spells requires time spent in study: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your gish spells, since their power derives from the devotion to your arcane training. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a gish spell you cast and when making an attack roll with one.
Spell save DC = 8 _ your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus
You can use an arcane focus or magic weapon as a spellcasting focus for your gish spells.
Gish Spell List
Here's the list of spells you consult when you learn a gish spell. The list is organized by spell level, not by character level.
These spells are from the Player's Handbook. If a spell's name is followed by an asterisk, the spell is instead Xanathar's Guide to Everything.
1st Level
absorb elements
burning hands
detect magic
identity
jump
magic missile
shield
thunderwave
witch bolt
2nd Level
aganazzer's scorcher
enlarge/reduce
flaming sphere
hold person
magic weapon
misty step
scorching ray
shatter
3rd Level
dispel magic
fear
fireball
haste
lightning bolt
slow
vampiric touch
4th Level
banishment
blight
dimension door
fire shield
resilient sphere
wall of fire
5th Level
bigby's hand
cloudkill
dawn
dominate person
enervation
hold monster
immolation
steel wind strike
synaptic static
telekinesis
wall of force
Spell Strike
At level 2, you can imbue magic weapons you hold with your spells. When you cast a gish spell that has a casting time of an action that targets another creature with a harmful effect, you can instead cast it, trapping it in your weapon instead of instantly releasing it. This temporarily delays the spell's effects, trapping them inside one magical melee weapon you are holding. The effects of the spell are unleashed the next time you hit a creature with the weapon. The spell remains inside the weapon for 1 minute, until you lose concentration, or until you hit a creature with this melee weapon, whereupon the spell is released and come it comes into effect.
If the spell required a saving throw, the creature you hit with this magical melee weapon while the spell is trapped inside automatically fails its saving throw. If the spell required an attack roll, if you hit a creature with the initial attack, you do not have to attack that creature again, and it becomes the target of one of the spell's attacks. If the spell required more than one attack roll, one of these attacks must be targeting the hit creature, and the others come into effect as normal. If the spell creates an area of effect, you can designate your weapon or the hit creature (your choice) as the origin of the area of effect.
If the spell would immediately cause damage when you cast it, this damage is added to the weapon attack's damage. Additionally, if you must use an action or bonus action on further turns to maintain the effects of the spell, you may continue to keep the spell inside your magic weapon, continuing this effect until the duration of the spell ends.
Arcane Study
When you reach 3rd level, you solidify which archetype of arcane combat you will practice. Up to this point, you have been training, practicing, and preparing for this choice, and now it is cemented as part of you. Now, choose the Eldritch Striker, Arcane Bastion, or Spell Herald. This is your subclass, and grants you certian benefits at 3rd, 7th, 11th, and 15th level.
Magic Sense
At 3rd level, your arcane power is attuned to detecting the power in others. As an action, choose one creature you can see within 60 feet of you. You learn if they can cast any spells, and if they can, you learn what level spellcaster they are if they have any levels as a spellcaster, and you learn how many spell slots they have left if they have any.
You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), regaining all uses at the end of a long rest.
Recall Magic
When you gain this feature at level 3, you can regain your arcane fuel after using your gish spells. As a bonus action, when you have expended a spell slot of 5th level or lower, you may regain a spell slot of that level. You may use this feature an amount of times equal to your proficiency bonus, regaining all uses on a long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Arcane Protection
Starting at level 6, when you fail a saving throw against a spell, as a reaction, you can instead choose to succeed. You may use this feature once, regaining the ability to do so when you finish a long rest.
At both 13th and 17th level, you gain one more use of this ability.
Magic Resistance
At level 10, you have advantage on saving throws against spells and other magical effects.
Improved Spell Strike
When you reach 11th level, when you cast a spell into your weapon that has a casting time of an action, you can instead cast it as a bonus action.
Additionally, your magic weapon attacks deal an extra 1d8 force damage, and you no longer have to maintain concentration on your weapon while a spell is stored inside of it.
Spell Siphon
Starting at level 14, when you hit a spellcaster with a magical attack from a melee weapon, you can steal and absorb some of their magical power. As a reaction, if the hit creature is a spellcaster that has spell slots, you can force them to expend a spell slot of a level that you can cast, and regain a spell slot of the expended level or lower.
You may use this feature an amount of times equal to your Intelligence modifier (minimum of once), and regain all uses after a long rest.
War Mage
When you gain this feature at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Master of Gish
At level 20, you have mastered the art of combat magic, empowering you further. You gain the following benefits:
Arcane Striker Subclass:
Arcane Studies
Becoming a gish includes intensive training with weapons, learning various styles of weapon fighting, and studying and practicing arcane magic. Your final act of studying and solidifying your niche of arcane combat comes at level 3, and is the culmination of all of your practicing. You are not considered a full gish until you have reached level 3 and chosen a study.
Arcane Striker
The study of the Arcane Striker practices and focuses their arcane power with magic that fuels their weapon attacks. They are experts at using their Spell Strikes, and powerful combat casters.
Study Spells
Arcane Striker Spells
1st
ensnaring strike, chromatic orb
3rd
hold person, moonbeam
5th
elemental weapon, haste
7th
dimension door, phantasmal killer
9th
destructive wave, hold monster
Imbued Striking
Starting at level 3, you have greater power over your striking abilities. When you deal damage with your imbued weapon while a spell is stored inside it, you deal extra damage of the attack's damage type equal to your proficiency bonus.
Strike Sustainer
At 7th level, you can sustain your Spell Strike on your turn, even after you hit a creature with it. When you hit a creature on your turn and cause them to take the effects of you Spell Strike, the effect does not end on your weapon. The next time on the same turn you hit another creature with with weapon, they are subjected to the same effects as your first use of this ability on this turn, as long as the spell stored in the weapon did not cause an area of effect. If the spell stored inside requires concentration, you can concentrate on both castings of the spell at the same time.
Strike Master
At level 11, when you damage a creature with your Spell Strike ability with a spell that deals damage, you may choose an amount of dice equal to your Intelligence modifier (minimum of one), and ignore the roll for those dice, instead counting them as the highest possible rolls for damage.
Striker
When you gain this feature at 17th level, you become a true master of striking. You gain the following benefits:
The original version is above, current version is below:
Subclasses: 1 and 2
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Let me get back to this. But first, why the name "magus"? Magi are essentially synonymous with magicians.
I think the name Magus as an arcane martial magic user came from Pathfinder. I'm using that term
Please check out my homebrew, I would appreciate feedback:
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Yeah, this is powerful. If not for the very limited spell list, broken. But I don't have an issue with the theme.
Alright, although I might suggest that you'd use another name on those grounds alone. D&D has a swordmage for instance, and you could probably use the older versions for inspiration.
You've got some interesting ideas in here, though like Heartofjuyomk2 I have similar concerns about the strength, specifically:
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
I could make it so when you attack, you only have until the end of your current turn to hit with the spell. Would that fix some problems with it?
Ah, sorry. That spell strike thing was a typo. It was meant to be an action to imbue the spell, and it becomes a bonus action at level 11. That might fix some of the lower level power capabilities.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I would use swordmage, but that doesn't seem to work for this class. It's the same problem Bladesingers and College of Swords have. Their name suggests they only use swords and knives, but I want the class to be open to any sort of weapon. Swordmage doesn't make sense as the name for someone who uses a flail, spear, or warhammer.
I don't know if I want Imbued Weapon to be at will. I'll give it consideration, though.
Yeah, I'll work more on spell strike, mull it over. I like the idea and will keep the concept, but it definitely will need some fine tuning. Legendary resistance would still apply, because the ability specifies that they "fail their saving throw" which would still allow a legendary creature to use its ability to succeed.
Recall magic is meant to do that, yes. Is it balanced, in your opinion?
Strike sustainer will probably be moved to a later level, and nerfed a bit. Will that fix it?
Sure, great idea about improving eldritch ward. I will make a draft to fix that.
I purposefully made it so Spell Siphon will only work on spellcasters with spell slots. It was easiest to word it that way.
Thanks!
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Like the idea! Contrary to what some others are saying here, I think the action required to store a spell + 1 minute maximum duration make up for the automatically failed save/successful attack roll (or at least partially).
So, anyone else have any thoughts?
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Okay, I have decided to change things up a bit. I've made some changes to Spell Strike and have changed the name of the Magus to Gish.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Gish is a slang meta term. As such it feels inappropriate for a class name. If you’re unhappy with Magus, might I suggest “Battlemage.”
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nah......battle mage is wrong as well, cause it makes you think of a war wizard.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
What about something like "Spell Blade"? While it's very similar to Sword Mage, this variation on the name would fit the main features of the class. Don't think I've heard of the term "gish" before.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
it originally referred to a gish fighter/mage.Third doesn't want any specific weapon in the name.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Mystic Knight? Magic Knight? Arcane Fighter? :-)
Battlemage is borrowed from M:tG, they were specifically knights gifted with minor magic to help them defend Dominaria against the invasion from Rath. They were from the Planeshift set of the Invasion Block.
It’s both fitting (in my mind at least), but also a nod to another WotC IP that already overlaps with D&D.
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Okay, I'll think about it. Battlemage is probably the best option if Gish doesn't work.
Any thoughts on the class other than the name? I am going to make another draft soon, but wanted to make sure I get enough feedback before then.
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I’m DMing tonight, so basically I’m focused on that today, probably tomorrow too for post notes and prep.
I have not forgotten that you requested input for this and the Occultist.
I honestly suck at names for things compared to you. But Gish is definitely a meta name.
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Okay, here are some suggested names, comment on which one you prefer:
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
My top 2 are Battlemage and Arcknight
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