Fighter
Base Class: Fighter

After what has seemed like an eternity of theory crafting and experimenting with your abilities you have discovered a way to channel the arcane energies naturally flowing around your body into forming a pure physical Arcane Blade. However you have discovered that the amount of concentration needed to maintain a physical form for the blade is so incredibly taxing that you need a form of catalyst to alleviate the effort. This catalyst comes in the form of a hilt. The hilts design is dependent on the craftpersons taste, but the materials and crafting process is not. The process should more accurately be described as a ritual more then a process, since the hilt must be crafted by the person who plans to wield it. The reason the craftperson and wielder must be the same is because while the hilt is crafted the crafter must be poring their own arcane essence into the piece. By imbuing the hilt with ones own Arcane signature the final product will be linked to that person, making others unable to use it as a catalyst for the Arcane blade.

The Blade itself is translucent nearing opaque and coloured light Blue. The blade cannot be destroyed since it is made from pure Arcane energy, but the hilt depending on what materials were used to create it can be completely susceptible to destruction or neglect, i.e rust, deformation, theft. Now that you know how to create the blade and the hilt, if your hilt were to be destroyed or lost you can recreate it at half the price and half the time should you lose it. The price is normally 100Gp for the hilt and 2 weeks for the crafting process. The material for the hilt you start with is simple steel, if you wanted to make a more expensive or durable hilt the price will range depending on material.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.

Spell Slots

The Arcane Knight Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice.

The Spells Known column of the Arcane Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots..

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 Knight Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

4th

2

4

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

3

7

4

3

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Arcane Edge

Beginning at class level 3 you have gained access to an Arcane Blade which acts as a weapon you are proficient with but scales off of your Intelligence modifier. You also have put quite a lot of effort into making the hilt for your weapon allowing for you to become proficient in using Smith's tools. Once Arcane Blade has been summoned to it's hilt and is active it's duration is as long as the wielder permits or in till the wielder falls unconscious, through natural means or otherwise.

The Arcane Blade itself is the core of this sub classes abilities and so it is a weapon that will become more powerful as your character level increases. Other class features will also affect the blades abilities. The blade is just a hilt in till the caster uses a bonus action to summon and form the weapon to the hilt. Concentration on Arcane Blade is so heavily alleviated by the catalyst that is your hilt allowing you to not require full concentration, though if you fall Unconscious the blade will no longer remain solid.

  1. At class level 3 the blade does 1d8 Force damage.
  2. At class level 15 the blade does 2d8 Force damage.

Once you have created the hilt yourself, you can’t be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon the hilt as a bonus action on your turn, causing it to teleport instantly to your hand.

Arcane Attack

Beginning at class level 7 when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Also you have found that if you boost the amount of arcane energy you feed into your blade the more powerful it becomes. Using the ability Arcane Intensity you can now sacrifice a 2nd level spell slot to empower your Arcane blade to do an extra 1d8 Force damage. Arcane Intensity's effects last 1 hour or in till the wielder dispels Arcane Blade. This abilities range increases as your character increases it's spell slot level access, but its affects do not stack. This action is considered to strenuous for your catalyst hilt to handle the required concentration, though it does alleviate it some still. You can add +2 to a concentration check made to continue concentration on this ability only.

  • This effect is subject to Multiclassing (see Multiclass Description for info)
  • Once you have access to 2nd level spell slots you can expand Arcane Blades damage by 1d8.
  • Once you have access to 3rd level spell slots you can expand Arcane Blades damage to 2d8.

Multiclass Description: Arcane Intensity increases in scope if you multiclass into another spell caster class with access to higher level spell slots. If 5th-6th level spell slots are accessed you can increase Arcane Blades damage to 3d8. At 7th level and higher spells slots you will be able to increase Arcane Blades damage to 4d8.

Arcane Flavour

Beginning at class level 10 In tying to find a way to change the appearance of Arcane blade to a different colour you have succeeded, but in doing so you have also found you can change its damage type. Each colour has a corresponding damage type. The colour and damage types are as categorized Yellow=Lighting, Green=Acid, Black=Necrotic.

Arcane Reliance

Beginning at class level 15 you have found you are significantly better at condensing arcane energy into your blade and have found the more refined your skills have become the less focus is needed from you to continue the blades activation. Allowing you to no longer have to concentrate on Arcane Intensity's effects.

Arcane Devastation

Beginning at class level 18 you have now mastered the intricacies of your Arcane Blade. You have found that if you super charge the Arcane flow into your blade then release it, a devastating explosion occurs. The real trick was finding a way to shield yourself from the blast.

As an action you can teleport up to 60ft in any direction in site. As you appear you detonate an explosion originating from you, dealing 10d8 necrotic, acid, lighting, or Force damage at a radius of 20ft. After using this ability you can not use it again in till you have had a long rest. Also you must roll a d20 and if you roll a natural 20 your blade remains active and unscathed, but if you roll a natural 1 your hilt cracks and is unusable in till fixed or you create another hilt. If you roll between 20 and 1 then your blade simply deactivates and must be re-summoned.

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