Base Class: Fighter
There are those who spend their time studying ancient texts and magical tomes unlocking their magical potentialand there are those who dedicate their time to perfecting the use of weapons becoming a master of blades or bows. A Battle Enchanter walks the line between tomes and blades to becomes a student of both but something entirely different combining arcane ability with martial mastery.
Versed in the ways of arcane, a battle enchanter chooses not to walk the path of spellcasting, but instead uses their connection to the weave to enhance the weapons they carry.
As a Battle Enchanter, you can turn even the most mundane weapon into something magical to become a force that few does would dare stand against.
Arcane Pool
3rd-level Battle Enchanter feature
You harbor a wellspring of arcane energy within yourself. This energy is represented by your Arcane Pool points. You have a number of these dice equal to twice your proficiency bonus, and they fuel various arcane enchantments you have, some of which are detailed below.
As a bonus action, you can spend one point from your arcane pool to enchant a non magical weapon you're holding and apply one of the following properties:
Thrown. When you give a weapon the thrown property it gets a range of 20/60 applied to it and you can make ranged attacks with the weapon.
Finesse. When you apply the finesse property to a weapon, you can use strength or dexterity when you make attack rolls.
Light. When you apply the light property feels lighter and easy to handle, making it ideal for use when fighting with two weapons.
Returning. This property requires the weapon to already have the thrown property. When you apply the returning property and make a ranged attack roll, on a hit or miss the weapon comes flying back to your hand.
Repeating. This property can only be applied to ranged weapons. A weapon with the repeating property does not need to be loaded. It magically produces its own ammunition.
Weapons enchanted in this way count as magical for the purpose of overcoming resistance.
Arcane Strike
7th-level Battle Enchanter feature
You have mastered new ways to enhance your weapons.
When you enchant a weapon, you can spend an additional 2 points from your Arcane Pool to add 1d6 damage to your weapon from the following list: Fire, Cold, Lightning or Acid.
Weapons enhanced in this way gain a +1 modifier to attack and damage rolls.
At level 10 this additional damage increases to 2d6.
Improved Enchantment
10th-level Battle Enchanter feature
You gain the ability to enchant a second weapon. If you already have one weapon enchanted, as a bonus action you can enchant a second weapon you are holding.
You also gain access to the following weapon properties and enchantments. Applying these new properties cost an additional 3 points. These properties can be enchanted as part of the same bonus action.
- Defending: You gain a bonus to AC equal to the magical bonus to attack and damage rolls your weapon has (this does not stack)
- Dancing: The weapon leaps out of your hand for up to a minute. You can use your subsequent bonus actions to make a number of attacks equal to half of the attack you make with the attack action (rounded up). If you do not collect the weapon before a minute passes, the weapon drops to the floor.
- Fire Burst (requires a fire enchanted weapon): When you roll a critical hit, you roll an additional 1d6 of fire damage when calculating the damage. This increases to 2d6 at level 15.
- Cold Burst (requires a cold enchanted weapon): When you roll a critical hit, you roll an additional 1d6 of cold damage when calculating the damage. This increases to 2d6 at level 15.
- Lightning Burst (requires a lightning enchanted weapon): When you roll a critical hit, you roll an additional 1d6 of lightning damage when calculating the damage. This increases to 2d6 at level 15.
A weapon enchanted with one of these properties gains a +2 modifier to attack and damage rolls (this does not stack and replaces any current modifier)
Enchanted Ward
15th-level Battle Enchanter feature
You can use your weapon enchantments to shield yourself. If you are holding a weapon enchanted with Arcane Strike, you gain resistance to the damage type applied to your weapon.
Any weapon you have enchanted with improved enchantment now has a +3 modifier to attack and damage rolls. The damage from the Burst properties increases to 2d6
Arcane Surge
18th-level Battle Enchanter feature
When you roll for initiative and have no points remaining in your arcane pool, you regain 4 points.
Previous Versions
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