Fighter
Base Class: Fighter

Sometimes, swords and spells alone have difficulty breaking through enemy ranks. It takes a special type of soldier to be willing to use both.

Combat Arcanists are trained in combat magic. Primarily using magic to enhance their combat abilities rather than relying purely on magic or purely on their physical strength. Combat Arcanists do not carry the breadth and depth of knowledge typical of academic wizards or battle mages. Instead, they choose to study only what is necessary, to give themselves the proper edge on the battle field. Looked down upon by other mages as mere dabblers of magical secrets, they are often underestimated, sometimes at a grave cost.

Arcane Training

When you reach 3rd level, your studies give you the cantrips and tools to augment your fighting capabilities. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list that are spell attacks. This includes booming blade and green flame blade even though they cannot be listed in this subclass at this time due to DnD Beyond's fair use restrictions.

Whenever you gain a level in this class, you can replace one of the wizard cantrips you know with another cantrip that is a spell attack from the wizard's spell list. 

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. 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 wizard 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

Arcane Augmentations

You get to improve your physical attributes with an Arcane Augmentations. Choose one Arcane Augmentation to alter your abilities. You may switch one Arcane Augmentation for another after taking a short rest. You only gain the benefits of two Arcane Augmentation at a time.

At 10th level you may have the benefits of three Arcane Augmentations at a time.

At 18th level you may have the benefits of four Arcane Augmentations at a time.

Advancing Abjuration

You learn to quickly apply abjuration magics to yourself without slowing your advance. As a bonus action you gain resistance to bludgeoning, piercing, and slashing damage until the beginning of your next turn.

Advancing Foresight

You learn to quickly apply divinization magics to give yourself insights into an enemy's defense. As a bonus action, you may target a creature that you can see. You gain advantage on your next attack roll against the targeted creature.

Arcane Shield

You produce a magical ward that is generated from your free hand. As long as you have one free hand and are not carrying a shield, you get a +2 bonus to your Armor Class (AC). You may still use your free hand to perform the somatic components of spells without losing this bonus. If you hold or carry anything in your free hand, the ward is dispelled. The ward immediately returns once you have a free hand again. 

Arcane Sight

You bolster your senses with magic, allowing you to see the unseen. You are under the effects of the detect magic spell at all time and gain truesight for 5ft.

Divined Warning

You imbue your mind with divining magics which warns you of danger moments before it occurs. As long as you are conscious, you are immune to the [Tooltip Not Found] condition. You have advantage on initiative rolls.

Enchanted Fist

You understand that you need a contingency, should you ever find yourself without a weapon. You gain the following benefits:

  • You gain a +1 bonus to attack and damage rolls with unarmed strikes. 
  • When you use your action to make a melee weapon attack on your turn, you can make one unarmed strike as a bonus action.
  • Your unarmed strikes are considered magical for purposes of overcoming resistances.

Enchanted Versatility

You enchant your larger weapons, making them less unwieldy. When wielding a weapon with the [property]versatile[/property] property, you always use the higher weapon damage die, even when wielding the weapon in one hand. This feature does not give any weapon the [property]light[/property] or [property]finesse[/property] properties. 

If you are a small creature, you may wield weapons with the [property]heavy[/property] without penalties due to your size. This feature does not remove the [property]two-handed[/property] from any weapon.

Enhanced Agility

You use magic to enhance your agility. Your walking speed increases by 10ft. You may use your bonus action to dash. 

Necromancer's Guard

You apply magics to your mortal body that make it more difficult for death to get a good grip on you. You gain advantage on death saving throws.

Weapon's Return

You've learned that you are most effective with a weapon in your hand and have enchanted the weapons you wield to return to you. Whenever you make a ranged weapon attack with a weapon that has the thrown, that weapon may return to your hand immediately after the attack, as though it were a returning weapon.

Spell Clashing

At 7th level, you learn a how to use your spell attacks to block incoming spell damage. When you are hit by a spell attack, you may use your reaction to cast a cantrip that is a spell attack. You may subtract the damage of the cantrip you cast from the total incoming damage that you would receive from the enemy's spell attack. Should you reduce the incoming damage to 0, you avoid any other negative effects of incoming spell. If you reduce the incoming damage to less than 0, the remaining damage is dealt to the attacker, should the target be within range of the spell.

If the cantrip you cast as part of this class feature would require a melee weapon attack as part of the spell you may use your weapon's damage dice when calculating your damage reduction but not the damage of any secondary effects. For example the additional damage dealt to an adjacent enemy in the case of flame blade would not be included in calculations, neither would the damage dealt with movement in the case of booming blade.

 

Improved Arcane Enhancement

At 10th level you may have the benefits of two Arcane Enhancements at a time.

Arcane Resistance

At 15th level, you gain advantage on all saving throws to resist magical effects.

Improved Arcane Enhancement

At 18th level you may have the benefits of two Arcane Enhancements at a time.