I wanted a cavalier/knight class but this needed its own mark of identity to be its own class instead a warrior subclass. Then I thought about noble fighters who could enjoy special magic help thanks exclusive magic gadgets, something like a magitek version of superheroes like Darkhawk(Marvel) or Blue-Beetle(DC). The henshin hero from tokutatsu fiction is also other source of inspiration.
My intention is to show my fool ideas for these to be source of inspiration for your homemade creations.
Arcanomorph.
Oath-bound Warrior Linked to an Arcane Investiture Device
An Arcanomorph does not cast magic “naturally.”Their power flows from a Binding Device: a runic jewel bestowed by a higher power (dragon, giant, noble house, military order, archmage, ancestral entity, etc.).
Without the oath, the device is inert.
They are seen as chosen champions, privileged bearers or “spoiled children with expensive relics.”
Requires an active oath. If you break the oath, you lose traits until atonement.
✨ Henshin (Bonus Action) You transform for 1 minute: Armor automatically appears (Base AC 16 + Magic Attribute modifier) Considers magic armor. Does not need to be equipped. Counts as an arcane focus. Glows or adopts a themed aesthetic based on the sponsor. Uses: Proficiency from long rest.
🔷 LEVEL 2 – Runic Infusion You can spend a spell slot to implant a temporary rune into: Weapon Shield Boots Cloak Gauntlets Lasts 1 hour.
Examples: Level 1 Space: Jump, Runic Shield of Faith Level 2: Weapon +1 minor elemental Level 3+: Effects such as minor Acceleration, extra radiant damage Scales with level.
🔷 LEVEL 3 – Fylgja Construct You gain a familiar runic construct: Small size Does not directly combat Can use actions to: Grant advantage in Arcana/History Project holographic file Warn danger (initiative bonus) Later it can: Cast trick Project minor shield
They can: Reload crossbow Hold shield while using a two-handed weapon Manipulate objects They do not grant additional extra attacks, but they do provide tactical versatility.
🔷 LEVEL 7 – Powered Exoskeleton Your armor: Increased Speed Advantage on Strength checks Increased Jumps Can carry as a bipedal mount (enlarged form)
🔷 LEVEL 9 – Channeling of the Sponsor You choose the type of power you serve:
🗿 Giant Temporarily increased size Extra bludgeoning damage
⚔ Military Order Aura of Discipline Bonus to nearby allies
🏰 Arcane Noble House Illusory and social spells Strategic manipulation
🔷 LEVEL 11 – Enhanced Transformation Duration: 10 minutes Extra Attack (2) Armor counts as heavy with no disadvantage
🔷 LEVEL 13 – ModeOverload 1/Long Rest: Advantage on attacks Extra damage per turn Doubled speed Risk: Upon completion, you become Exhausted by 1 level.
🔷 LEVEL 15 – Exosuit Fusion You can: Partially detach the armor as a medium construct mount Operate it as a light mech Gain automatic partial cover
🔷 LEVEL 17 – Rune Mastery Rune infusions no longer require concentration. You can maintain two simultaneously.
🔷 LEVEL 20 – Oath Avatar Permanent transformation while conscious. Limited flight Resistance to non-magical damage The Fylgja manifests as a greater entity If you fall to 0 HP, you automatically return to 1 HP once per rest
🎭 Narrative Theme This character: Is chosen. Carries expectations. Live between privilege and pressure. Can generate envy.
Ideal for: Political drama. Loyalty conflicts. Fall or redemption. "Am I worthy of the device?"
Orders of Investiture At 3rd level, you choose the entity, institution, or bloodline that supports your Binding Device.This choice determines the aesthetics of your transformation, the design of your exosuit, and the energies it channels.
🐉 Order of the Draconic Seal
“We are the edge and the flame of an ancient legacy.”
Your Device contains an ancestral scale or fragment of a draconic heart.
Level 3 — Elemental Mark Choose one damage type: acid, cold, fire, lightning, or poison. While Transformed: You gain resistance to that damage type. Once per turn, when you hit with a weapon, you deal an additional 1d6 damage of the chosen type. In addition, you learn the Draconic language if you did not already know it.
Level 6 — Spectral Wings During your Transformation, you can manifest wings of energy as a bonus action: You gain flight speed equal to your ground speed. If you end your turn in the air without support, you descend 18 m without taking damage. You can use this feature a number of times equal to your proficiency bonus for long rest.
10th Level — Tyrannical Presence As a bonus action while Transformed, you force creatures within 3 m to make Wisdom saving throws: Fail: Frightened of you until the end of your next turn. Success: Immune for 24 hours. Uses: Proficiency bonus for long rest.
14th Level — Draconic Heir Form Once per long rest, when you Transform: For 1 minute: Your bonus elemental damage increases to 2d8. You gain immunity to the chosen elemental type. You can use a Breath (9 m cone or 18 m line, 8d6 damage, DEX half save) once.
🗿 Order of the Rune Colossus
“We are the walking armor.”
Your Device contains gravitational cores linked to primordial giants or titans.
Level 3 — Gravity Core While Transformed: Advantage on Strength checks and saves. On a hit, you can push the target 3 m without additional action. Once per turn.
Level 6 — Rune Growth As a bonus action, you can grow to Large Size for 1 minute: Reach +1.5 m. +1d8 bludgeoning damage once per turn. Advantage on push or grab checks. 1 use per long rest (2 uses at 14th level).
Level 10 — Anchor of the World While Transformed: You cannot be knocked down or moved against your will. Allies within 3 m have advantage against being knocked down or pushed down.
Level 14 — Titanic Avatar During Overload Mode: You gain resistance to bludgeoning, piercing, and slashing damage. Your attacks ignore resistance to nonmagical damage.
⚔️ Order of the Radiant Banner
“We are the vanguard of the oath.”
Your Device belongs to a holy military order or elite guard.
Level 3 — Aura of Formation While Transformed: You and allies within 3 yards gain +1 to AC. Once per turn, when an ally hits a creature within 3 yards of you, it deals an additional +1d4 damage.
Level 6 — Protective Reaction When an ally within 3 yards takes damage, you can use your reaction to reduce it by: 1d10 + your Arcanomorph level. Uses: Proficiency bonus for long rest.
Level 10 — Perfect Coordination When you hit with an attack, you can allow an ally within 9 m to use their reaction to make an attack. Uses: Proficiency bonus for long rest.
Level 14 — Supreme Commander Mode For 1 minute (1/long rest): Allies within 9 m gain: Advantage against fear. +2 weapon damage. You make three attacks when you use the Attack action.
🏰 Order of the Aristocratic Secrecy
“Power is best wielded from the shadows.”
Your Device hails from an arcane noble house, secret society, or lineage of magical intrigue.
Level 3 — Veiled Armor While Transformed: You can become Invisible until the start of your next turn as a bonus action. If you hit while Invisible, you deal an additional +1d6 psychic damage. Uses: Proficiency bonus for long rest.
Level 6 — Parlor Step As a bonus action, you teleport up to 9 m into a visible space. After teleporting, you have advantage on the next attack before the end of your turn. Uses: Proficiency bonus for long rest.
Level 10 — Intriguing Fylgja Your Fylgja improves: She can use her action to impose disadvantage on the next saving throw of a creature you can see. You gain expert proficiency in Persuasion or Deception.
Level 14 — Perfect Double Identity While Transformed: Resistance to psychic damage. When a creature fails against one of your magical effects, it becomes Charmed by you until the end of your next turn.
Level 3 — Overdrive Core While Transformed: Your AC increases by an additional +1. You ignore the Reload property of crossbows. You can use a bonus action to activate Minor Overdrive: +3 m speed Advantage on the next Strength or Dexterity check Uses: Proficiency bonus for long rest.
Level 6 — Autonomous Auxiliary Arms Your runic arms gain greater independence: You can interact with an additional object per turn. You can maintain a shield while using a two-handed weapon. Once per turn, you can add 1d6 strength damage to an attack. In addition, you have advantage on rolls against being unarmed.
Level 10 — Combat Rig Your armor can assume reinforced exoskeleton mode: As a bonus action: You gain temporary hit points = 2 × your level. You have advantage on Constitution saves. Your speed cannot be reduced. Lasts 1 minute. 1 use per long rest.
Level 14 — All-Out Assault Configuration During Overload Mode: You make an additional attack (maximum 3). Your attacks deal bonus strength damage equal to your magic attribute modifier. If you reduce creature to 0 HP, you can move at half your speed without provoking attacks of opportunity.
🌸 Faerie Order
“Armor is a story taking shape.”
Your Device comes from the Faerie Court, an archfaerie, or an ancient covenant.
Aesthetics: Living filigree, petals of light, translucent wings, elegant masks.
Level 3 — War Glamour While Transformed: You gain advantage on Charisma checks. Once per turn, you can add 1d6 radiant or psychic damage. On a hit, you can force a Wisdom save: Fail: The creature is Charmed until the start of your next turn. Uses of Charm: BP per long rest.
Level 6 — Flowerwalking As a bonus action, you teleport up to 9 m. When you do, you can: Become slightly blurred: Disadvantage on the next attack against you. Or grant advantage to the next ally that attacks your target. Uses: BP per long rest.
Level 10 — Invisible Slash While Transformed: Resistance to psychic damage. Immunity to being Charmed. Your Fylgja can project constant minor illusion (such as Minor Image without concentration).
Level 14 — Twilight Ruler 1/long rest, for 1 minute: You gain flight speed. Your attacks deal 2d8 additional radiant or psychic damage. Creatures attacking you for the first time each turn must succeed on a Wisdom save or be Confounded (disadvantage on their attack).
🌑 Abyssal Order
“The oath was sworn in darkness.”
Your Device is a corrupted relic, infernal fragment, or legacy of a shadow entity. You are not necessarily evil—but your power demands sacrifice.
Aesthetics: Luminous cracks, dark smoke, eyes glowing beneath the visor.
Level 3 — Shadow Armor While Transformed: You gain resistance to necrotic damage. Once per turn, you deal +1d6 necrotic damage. When you reduce a creature to 0 HP, you gain temporary HP = your magic modifier.
Level 6 — Mark of the Anti-Hero When a creature hits you: You can use reaction to deal 2d8 necrotic damage. You regain hit points equal to half the damage dealt. Uses: BP per long rest.
Level 10 — Aura of Despair Hostile creatures within 3 y: Have disadvantage on saves against fear. They cannot regain HP if they failed a saving throw against one of your effects this turn.
Level 14 — Inner Eclipse Form 1/Long rest, for 1 minute: Resistance to all damage except strength. On hit, you can choose to inflict an additional 4d8 necrotic damage (once per turn). If you fall to 0 HP during this state, you remain standing until the end of your next turn before falling unconscious. Afterward, you suffer 1 level of Exhausted.
Well D&D classes are designed (at least for flavor) to fit a certain fantasy trope or idea, which can be adapted into near infinite character concepts. This, on the other hand, is an AI generated mechanically confusing collection of words that can be accomplished already with some critical thinking. Want to be someone that follows an oath? Paladin. Be a cavalier/knight? Fighter. Have a machine or device that you channel magic through? Artificer. Be granted your powers by a higher being? Warlock or Cleric.
The point of having new classes is to explore an unexplored area of character concepts. Scholarly bookworm wizard is very different from innate unstable sorcerer or patron serving warlock. I could probably talk more but I have other things to do.
Rollback Post to RevisionRollBack
Any sufficiently widespread magic is indistinguishable from technology.
The second funniest thing to make a D&D party do is explain morality
Of course experience could teach us how to adjust the balance of power but in the first steps when it is only a sketch or draft I don't worry too much because maybe new ideas could arrive, for example to add Nkisi (spirits who inhabit with certain magic objects).
Why an arcane-fighter instead a paladin? Maybe a church needs to send an agent without divine magic for an undercover operation of infiltration within an enemy faction. Or she is hired to be the bodyguard of an artificer. Or the device is a magic pet choosing the next magical-warrior girl
Do you remember "Witchblade" by Image Comics?
Rollback Post to RevisionRollBack
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I wanted a cavalier/knight class but this needed its own mark of identity to be its own class instead a warrior subclass. Then I thought about noble fighters who could enjoy special magic help thanks exclusive magic gadgets, something like a magitek version of superheroes like Darkhawk(Marvel) or Blue-Beetle(DC). The henshin hero from tokutatsu fiction is also other source of inspiration.
My intention is to show my fool ideas for these to be source of inspiration for your homemade creations.
Arcanomorph.
Oath-bound Warrior Linked to an Arcane Investiture Device
An Arcanomorph does not cast magic “naturally.” Their power flows from a Binding Device: a runic jewel bestowed by a higher power (dragon, giant, noble house, military order, archmage, ancestral entity, etc.).
Without the oath, the device is inert.
They are seen as chosen champions, privileged bearers or “spoiled children with expensive relics.”
🧬 Mechanical Identity Role: Gish (Versatile Frontline)
Hit Die: d10
Proficiencies: Light and Medium Armor, Shields, Martial Weapons
Savings: Constitution, Charisma
Skills: 2 in Athletics, Arcana, History, Persuasion, Intimidation, Perception, Investigation
Spellcasting: Average progression (as Paladin)
Attribute: Charisma or Intelligence (chosen at 1st level)
🔷 LEVEL 1 – Binding and Transformation Device 🜂 Oath-Bound Device Unique magic item (ring, brooch, pendant, bracelet).
Requires an active oath. If you break the oath, you lose traits until atonement.
✨ Henshin (Bonus Action) You transform for 1 minute: Armor automatically appears (Base AC 16 + Magic Attribute modifier) Considers magic armor. Does not need to be equipped. Counts as an arcane focus. Glows or adopts a themed aesthetic based on the sponsor. Uses: Proficiency from long rest.
🔷 LEVEL 2 – Runic Infusion You can spend a spell slot to implant a temporary rune into: Weapon Shield Boots Cloak Gauntlets Lasts 1 hour.
Examples: Level 1 Space: Jump, Runic Shield of Faith Level 2: Weapon +1 minor elemental Level 3+: Effects such as minor Acceleration, extra radiant damage Scales with level.
🔷 LEVEL 3 – Fylgja Construct You gain a familiar runic construct: Small size Does not directly combat Can use actions to: Grant advantage in Arcana/History Project holographic file Warn danger (initiative bonus) Later it can: Cast trick Project minor shield
🔷 LEVEL 5 – Auxiliary Arms During transformation: Spectral runic arms emerge.
They can: Reload crossbow Hold shield while using a two-handed weapon Manipulate objects They do not grant additional extra attacks, but they do provide tactical versatility.
🔷 LEVEL 7 – Powered Exoskeleton Your armor: Increased Speed Advantage on Strength checks Increased Jumps Can carry as a bipedal mount (enlarged form)
🔷 LEVEL 9 – Channeling of the Sponsor You choose the type of power you serve:
🐉 Draconic Elemental Resistance Reduced Breath 1/day
🗿 Giant Temporarily increased size Extra bludgeoning damage
⚔ Military Order Aura of Discipline Bonus to nearby allies
🏰 Arcane Noble House Illusory and social spells Strategic manipulation
🔷 LEVEL 11 – Enhanced Transformation Duration: 10 minutes Extra Attack (2) Armor counts as heavy with no disadvantage
🔷 LEVEL 13 – Mode Overload 1/Long Rest: Advantage on attacks Extra damage per turn Doubled speed Risk: Upon completion, you become Exhausted by 1 level.
🔷 LEVEL 15 – Exosuit Fusion You can: Partially detach the armor as a medium construct mount Operate it as a light mech Gain automatic partial cover
🔷 LEVEL 17 – Rune Mastery Rune infusions no longer require concentration. You can maintain two simultaneously.
🔷 LEVEL 20 – Oath Avatar Permanent transformation while conscious. Limited flight Resistance to non-magical damage The Fylgja manifests as a greater entity If you fall to 0 HP, you automatically return to 1 HP once per rest
🎭 Narrative Theme This character: Is chosen. Carries expectations. Live between privilege and pressure. Can generate envy.
Ideal for: Political drama. Loyalty conflicts. Fall or redemption. "Am I worthy of the device?"
⚖️ Overall Balance Positions itself between: Paladin (resistance) Arcane Warrior (versatility) Artificer (magical device)
But: Heavily dependent on the object. Has power windows (limited transformation). Does not possess the full versatility of a mage.
Subclasses:
Orders of Investiture At 3rd level, you choose the entity, institution, or bloodline that supports your Binding Device. This choice determines the aesthetics of your transformation, the design of your exosuit, and the energies it channels.
🐉 Order of the Draconic Seal
“We are the edge and the flame of an ancient legacy.”
Your Device contains an ancestral scale or fragment of a draconic heart.
Level 3 — Elemental Mark Choose one damage type: acid, cold, fire, lightning, or poison. While Transformed: You gain resistance to that damage type. Once per turn, when you hit with a weapon, you deal an additional 1d6 damage of the chosen type. In addition, you learn the Draconic language if you did not already know it.
Level 6 — Spectral Wings During your Transformation, you can manifest wings of energy as a bonus action: You gain flight speed equal to your ground speed. If you end your turn in the air without support, you descend 18 m without taking damage. You can use this feature a number of times equal to your proficiency bonus for long rest.
10th Level — Tyrannical Presence As a bonus action while Transformed, you force creatures within 3 m to make Wisdom saving throws: Fail: Frightened of you until the end of your next turn. Success: Immune for 24 hours. Uses: Proficiency bonus for long rest.
14th Level — Draconic Heir Form Once per long rest, when you Transform: For 1 minute: Your bonus elemental damage increases to 2d8. You gain immunity to the chosen elemental type. You can use a Breath (9 m cone or 18 m line, 8d6 damage, DEX half save) once.
🗿 Order of the Rune Colossus
“We are the walking armor.”
Your Device contains gravitational cores linked to primordial giants or titans.
Level 3 — Gravity Core While Transformed: Advantage on Strength checks and saves. On a hit, you can push the target 3 m without additional action. Once per turn.
Level 6 — Rune Growth As a bonus action, you can grow to Large Size for 1 minute: Reach +1.5 m. +1d8 bludgeoning damage once per turn. Advantage on push or grab checks. 1 use per long rest (2 uses at 14th level).
Level 10 — Anchor of the World While Transformed: You cannot be knocked down or moved against your will. Allies within 3 m have advantage against being knocked down or pushed down.
Level 14 — Titanic Avatar During Overload Mode: You gain resistance to bludgeoning, piercing, and slashing damage. Your attacks ignore resistance to nonmagical damage.
⚔️ Order of the Radiant Banner
“We are the vanguard of the oath.”
Your Device belongs to a holy military order or elite guard.
Level 3 — Aura of Formation While Transformed: You and allies within 3 yards gain +1 to AC. Once per turn, when an ally hits a creature within 3 yards of you, it deals an additional +1d4 damage.
Level 6 — Protective Reaction When an ally within 3 yards takes damage, you can use your reaction to reduce it by: 1d10 + your Arcanomorph level. Uses: Proficiency bonus for long rest.
Level 10 — Perfect Coordination When you hit with an attack, you can allow an ally within 9 m to use their reaction to make an attack. Uses: Proficiency bonus for long rest.
Level 14 — Supreme Commander Mode For 1 minute (1/long rest): Allies within 9 m gain: Advantage against fear. +2 weapon damage. You make three attacks when you use the Attack action.
🏰 Order of the Aristocratic Secrecy
“Power is best wielded from the shadows.”
Your Device hails from an arcane noble house, secret society, or lineage of magical intrigue.
Level 3 — Veiled Armor While Transformed: You can become Invisible until the start of your next turn as a bonus action. If you hit while Invisible, you deal an additional +1d6 psychic damage. Uses: Proficiency bonus for long rest.
Level 6 — Parlor Step As a bonus action, you teleport up to 9 m into a visible space. After teleporting, you have advantage on the next attack before the end of your turn. Uses: Proficiency bonus for long rest.
Level 10 — Intriguing Fylgja Your Fylgja improves: She can use her action to impose disadvantage on the next saving throw of a creature you can see. You gain expert proficiency in Persuasion or Deception.
Level 14 — Perfect Double Identity While Transformed: Resistance to psychic damage. When a creature fails against one of your magical effects, it becomes Charmed by you until the end of your next turn.
Subclasses(II)
⚙️ Mechanical Order
“Perfection is not organic.”
Your Device is an advanced techno-runic core: impossible gears, living geometry, lost arcane engineering, or the legacy of a superior civilization.
Aesthetics: segmented plates, luminous lines, soft hydraulic sound.
Level 3 — Overdrive Core While Transformed: Your AC increases by an additional +1. You ignore the Reload property of crossbows. You can use a bonus action to activate Minor Overdrive: +3 m speed Advantage on the next Strength or Dexterity check Uses: Proficiency bonus for long rest.
Level 6 — Autonomous Auxiliary Arms Your runic arms gain greater independence: You can interact with an additional object per turn. You can maintain a shield while using a two-handed weapon. Once per turn, you can add 1d6 strength damage to an attack. In addition, you have advantage on rolls against being unarmed.
Level 10 — Combat Rig Your armor can assume reinforced exoskeleton mode: As a bonus action: You gain temporary hit points = 2 × your level. You have advantage on Constitution saves. Your speed cannot be reduced. Lasts 1 minute. 1 use per long rest.
Level 14 — All-Out Assault Configuration During Overload Mode: You make an additional attack (maximum 3). Your attacks deal bonus strength damage equal to your magic attribute modifier. If you reduce creature to 0 HP, you can move at half your speed without provoking attacks of opportunity.
🌸 Faerie Order
“Armor is a story taking shape.”
Your Device comes from the Faerie Court, an archfaerie, or an ancient covenant.
Aesthetics: Living filigree, petals of light, translucent wings, elegant masks.
Level 3 — War Glamour While Transformed: You gain advantage on Charisma checks. Once per turn, you can add 1d6 radiant or psychic damage. On a hit, you can force a Wisdom save: Fail: The creature is Charmed until the start of your next turn. Uses of Charm: BP per long rest.
Level 6 — Flowerwalking As a bonus action, you teleport up to 9 m. When you do, you can: Become slightly blurred: Disadvantage on the next attack against you. Or grant advantage to the next ally that attacks your target. Uses: BP per long rest.
Level 10 — Invisible Slash While Transformed: Resistance to psychic damage. Immunity to being Charmed. Your Fylgja can project constant minor illusion (such as Minor Image without concentration).
Level 14 — Twilight Ruler 1/long rest, for 1 minute: You gain flight speed. Your attacks deal 2d8 additional radiant or psychic damage. Creatures attacking you for the first time each turn must succeed on a Wisdom save or be Confounded (disadvantage on their attack).
🌑 Abyssal Order
“The oath was sworn in darkness.”
Your Device is a corrupted relic, infernal fragment, or legacy of a shadow entity. You are not necessarily evil—but your power demands sacrifice.
Aesthetics: Luminous cracks, dark smoke, eyes glowing beneath the visor.
Level 3 — Shadow Armor While Transformed: You gain resistance to necrotic damage. Once per turn, you deal +1d6 necrotic damage. When you reduce a creature to 0 HP, you gain temporary HP = your magic modifier.
Level 6 — Mark of the Anti-Hero When a creature hits you: You can use reaction to deal 2d8 necrotic damage. You regain hit points equal to half the damage dealt. Uses: BP per long rest.
Level 10 — Aura of Despair Hostile creatures within 3 y: Have disadvantage on saves against fear. They cannot regain HP if they failed a saving throw against one of your effects this turn.
Level 14 — Inner Eclipse Form 1/Long rest, for 1 minute: Resistance to all damage except strength. On hit, you can choose to inflict an additional 4d8 necrotic damage (once per turn). If you fall to 0 HP during this state, you remain standing until the end of your next turn before falling unconscious. Afterward, you suffer 1 level of Exhausted.
More AI trash.
Just play a paladin. Flavor is free.
Any sufficiently widespread magic is indistinguishable from technology.
The second funniest thing to make a D&D party do is explain morality
Try your hand at the Ultimate Skill Build Challenge!
That would be like saying if we have got a wizard then we don't need sorcerer, artificer either warlock.
Why are new characters created in the X-Men or Avenger comics when we have enough? Sooner o later somebody wants to try some new thing.
Well D&D classes are designed (at least for flavor) to fit a certain fantasy trope or idea, which can be adapted into near infinite character concepts. This, on the other hand, is an AI generated mechanically confusing collection of words that can be accomplished already with some critical thinking. Want to be someone that follows an oath? Paladin. Be a cavalier/knight? Fighter. Have a machine or device that you channel magic through? Artificer. Be granted your powers by a higher being? Warlock or Cleric.
The point of having new classes is to explore an unexplored area of character concepts. Scholarly bookworm wizard is very different from innate unstable sorcerer or patron serving warlock. I could probably talk more but I have other things to do.
Any sufficiently widespread magic is indistinguishable from technology.
The second funniest thing to make a D&D party do is explain morality
Try your hand at the Ultimate Skill Build Challenge!
Of course experience could teach us how to adjust the balance of power but in the first steps when it is only a sketch or draft I don't worry too much because maybe new ideas could arrive, for example to add Nkisi (spirits who inhabit with certain magic objects).
Why an arcane-fighter instead a paladin? Maybe a church needs to send an agent without divine magic for an undercover operation of infiltration within an enemy faction. Or she is hired to be the bodyguard of an artificer. Or the device is a magic pet choosing the next magical-warrior girl
Do you remember "Witchblade" by Image Comics?