Brute. A melee weapon deals one extra die of its damage when the warrior hits with it (included in the attack).
Mental Fortitude. The warrior has advantage in Intelligence, Wisdom and Charisma saving throws against spells and other magical effects.
Evasion. If the warrior is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the warrior instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Elemental Weapons. The warrior's weapon attacks are magical. When the warrior hits with any weapon, the weapon deals an extra 4d6 damage of your choice between the following: acid, fire, cold, lightning or thunder (included in the attack).
Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): prestidigitation, fire bolt, frostbite, mending
1st-level (4 slots): mage armor, find familiar, burning hands, ice knife
2nd-level (3 slots): blur, dragon's breath, misty step
3rd-level (3 slots): counterspell, melf's minute meteors
4th-level (3 slots): hallucinatory terrain, greater invisibility
5th-level (1 slot): arcane hand
Multiattack. The Warrior makes three melee attacks or two ranged attacks.
Spear. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus an extra 13 (4d6) damage of your choice between the following: acid, fire, cold, lightning or thunder.
Javelin. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. and range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus an extra 13 (4d6) damage of your choice between the following: acid, fire, cold, lightning or thunder.
Shield Bash. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage plus an extra 13 (4d6) damage of your choice between the following: acid, fire, cold, lightning or thunder. If the target is a Medium or smaller creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Parry. The warrior adds a +4 to its AC against one melee or spell attack that would hit it. To do so, the warrior must see the attacker and be wielding a melee weapon or a shield.
Description
Perhaps particulary skilled nobles or adventurers, arcane warriors are the merge between might and magic, usually donning robes or light armor and reforcing it with arcane magic and using magic weapons, these warriors are usually professonal hired swords or the younger children of barons and kings.
Previous Versions
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4/17/2020 11:03:21 PM
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4/18/2020 11:31:42 AM
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4/18/2020 11:40:06 AM
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4/18/2020 11:57:17 AM
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148
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