Base Class: Wizard
The Blade of Arcane Power
Arcane Champions transform themselves into living weapons, infusing their strikes with elemental force and defending with spellbound reflexes. Their strength lies in preparation, adaptability, and the precise fusion of mind and steel.
Level 3: Arcane Bond
You gain proficiency with light armor, and you gain proficiency with one type of melee weapon of your choice. In addition you choose one damage type: fire, cold, lightning, poison, or acid.
You can perform a 1-minute ritual to magically bond with one melee weapon that you are proficient with. This weapon becomes your Bonded Weapon, and it gains the following benefits while bonded to you:
- Counts as magical.
- Uses your Intelligence modifier for attack and damage rolls instead of Strength or Dexterity.
- Deals an additional 1d4 damage of your chosen element on hit.
- Can be summoned to your hand as a bonus action if it’s on the same plane.
- Counts as an arcane focus for your spells.
This bond lasts until you perform a 1-minute ritual to end it.
Level 3: Arcane Exchange Tier 1
At 3rd level, you gain access to a selection of magical combat enhancements called Empowerments. You can spend your total spell levels to purchase these effects, strengthening your body and weapon through magic.
Each spell slot contributes a number of spell levels equal to its level (for example, a 1st-level spell slot counts as 1 spell level, a 2nd-level slot counts as 2, and so on). You may permanently expend these spell levels to activate empowerments, and they remain in effect until your next long rest.
Each empowerment has multiple tiers that unlock at higher levels (Tier 1 at 3rd level, Tier 2 at 6th, Tier 3 at 10th, and Tier 4 at 14th). You can only take one tier of each effect, and you cannot exceed your total available spell levels when choosing them.
The effects last until you finish a long rest, at which point your spell levels return and your chosen empowerments end.
| Effect | Spell Level Cost and Tier 1 |
| Defensive | Costs 2: You gain a +1 bonus to AC. |
| Defensive | Costs 3: Gain resistance to one damage type. |
| Offensive | Costs 3: Your weapon attacks deal an additional 1d4 elemental damage of your chosen type. |
| Offensive | Costs 3: When you fail an attack roll with your bonded weapon, you may reroll it at disadvantage. Usable up to your proficiency bonus per long rest. |
| Utility | Costs 2: When you hit with your bonded weapon, regain hit points equal to your Intelligence modifier. Usable up to your proficiency bonus per long rest. |
| Utility | Costs 8: When an enemy attacks you, you may use your reaction to attempt a parry: roll your bonded weapon’s attack against the enemy’s attack roll. If your roll is higher, the attack deals no damage. If you roll against a ranged attack you roll at disadvantage. After the first use each round, you may attempt parries freely until your next turn. |
Level 6: Arcane Exchange Tier 2
At 6th level, you gain access to a selection of magical combat enhancements called Empowerments. You can spend your total spell levels to purchase these effects, strengthening your body and weapon through magic.
Each spell slot contributes a number of spell levels equal to its level (for example, a 1st-level spell slot counts as 1 spell level, a 2nd-level slot counts as 2, and so on). You may permanently expend these spell levels to activate empowerments, and they remain in effect until your next long rest.
Each empowerment has multiple tiers that unlock at higher levels (Tier 1 at 3rd level, Tier 2 at 6th, Tier 3 at 10th, and Tier 4 at 14th). You can only take one tier of each effect, and you cannot exceed your total available spell levels when choosing them.
The effects last until you finish a long rest, at which point your spell levels return and your chosen empowerments end.
| Effect | Spell Level Cost and Tier 1 | Spell Level Cost and Tier 2 |
| Defensive | Costs 2: You gain a +1 bonus to AC. | Costs 5: You gain a +2 bonus to AC. |
| Defensive | Costs 3: Gain resistance to one damage type. | Costs 7: Gain resistance to two damage types. |
| Offensive | Costs 3: Your weapon attacks deal an additional 1d4 elemental damage of your chosen type. | Costs 6: Gain Extra Attack. |
| Offensive | Costs 3: When you fail an attack roll with your bonded weapon, you may reroll it at disadvantage. Usable up to your proficiency bonus per long rest. | Costs 6: When you fail an attack roll, you may reroll it up to your proficiency bonus per long rest. |
| Utility | Costs 2: When you hit with your bonded weapon, regain hit points equal to your Intelligence modifier. Usable up to your proficiency bonus per long rest. | Costs 6: When you hit with your bonded weapon, regain half the damage dealt. Usable up to your proficiency bonus per long rest. |
| Utility | Costs 8: When an enemy attacks you, you may use your reaction to attempt a parry: roll your bonded weapon’s attack against the enemy’s attack roll. If your roll is higher, the attack deals no damage. If you roll against a ranged attack you roll at disadvantage. After the first use each round, you may attempt parries freely until your next turn. | Costs 12: When an enemy attacks you, you may use your reaction to attempt a parry: roll your bonded weapon’s attack against the enemy’s attack roll. If your roll is higher, the attack deals no damage. After the first use each round, you may attempt parries freely until your next turn. |
Level 10: Arcane Exchange Tier 3
At 10th level, you gain access to a selection of magical combat enhancements called Empowerments. You can spend your total spell levels to purchase these effects, strengthening your body and weapon through magic.
Each spell slot contributes a number of spell levels equal to its level (for example, a 1st-level spell slot counts as 1 spell level, a 2nd-level slot counts as 2, and so on). You may permanently expend these spell levels to activate empowerments, and they remain in effect until your next long rest.
Each empowerment has multiple tiers that unlock at higher levels (Tier 1 at 3rd level, Tier 2 at 6th, Tier 3 at 10th, and Tier 4 at 14th). You can only take one tier of each effect, and you cannot exceed your total available spell levels when choosing them.
The effects last until you finish a long rest, at which point your spell levels return and your chosen empowerments end.
| Effect | Spell Level Cost and Tier 1 | Spell Level Cost and Tier 2 | Spell Level Cost and Tier 3 |
| Defensive | Costs 2: You gain a +1 bonus to AC. | Costs 5: You gain a +2 bonus to AC. | Costs 12: You gain a +3 bonus to AC. |
| Defensive | Costs 3: Gain resistance to one damage type. | Costs 7: Gain resistance to two damage types. | Costs 16: You become proficient in all saving throws. |
| Offensive | Costs 3: Your weapon attacks deal an additional 1d4 elemental damage of your chosen type. | Costs 6: Gain Extra Attack. | Costs 12: Your attacks deal an additional 1d4 elemental damage, and you gain Extra Attack. |
| Offensive | Costs 2: When you fail an attack roll with your bonded weapon, you may reroll it at disadvantage. Usable up to your proficiency bonus per long rest. | Costs 6: When you fail an attack roll, you may reroll it up to your proficiency bonus per long rest. | Costs 12: When you fail an attack roll, you may reroll it up to your proficiency bonus per long rest. Whenever you roll initiative, regain one expended uses of this feature. |
| Utility | Costs 2: When you hit with your bonded weapon, regain hit points equal to your Intelligence modifier. Usable up to your proficiency bonus per long rest. | Costs 6: When you hit with your bonded weapon, regain half the damage dealt. Usable up to your proficiency bonus per long rest. | Costs 12: When you hit with your bonded weapon, regain half the damage dealt. Usable up to your proficiency bonus per long rest. Whenever you roll initiative, regain one expended use of this feature. |
| Utility | Costs 8: When an enemy attacks you, you may use your reaction to attempt a parry: roll your bonded weapon’s attack against the enemy’s attack roll. If your roll is higher, the attack deals no damage. If you roll against a ranged attack you roll at disadvantage. After the first use each round, you may attempt parries freely until your next turn. | Costs 12: When an enemy attacks you, you may use your reaction to attempt a parry: roll your bonded weapon’s attack against the enemy’s attack roll. If your roll is higher, the attack deals no damage. After the first use each round, you may attempt parries freely until your next turn. | Costs 25: When an enemy attacks you, you may use your reaction to attempt a parry: roll your bonded weapon’s attack against the enemy’s attack roll. If your roll is higher, the attack deals no damage and you may immediately make one attack against them using your bonded weapon. After the first use each round, you may attempt parries freely until your next turn. |
Level 14: Arcane Exchange Tier 4
At 14th level, you gain access to a selection of magical combat enhancements called Empowerments. You can spend your total spell levels to purchase these effects, strengthening your body and weapon through magic.
Each spell slot contributes a number of spell levels equal to its level (for example, a 1st-level spell slot counts as 1 spell level, a 2nd-level slot counts as 2, and so on). You may permanently expend these spell levels to activate empowerments, and they remain in effect until your next long rest.
Each empowerment has multiple tiers that unlock at higher levels (Tier 1 at 3rd level, Tier 2 at 6th, Tier 3 at 10th, and Tier 4 at 14th). You can only take one tier of each effect, and you cannot exceed your total available spell levels when choosing them.
The effects last until you finish a long rest, at which point your spell levels return and your chosen empowerments end.
| Effect | Spell Level Cost and Tier 1 | Spell Level Cost and Tier 2 | Spell Level Cost and Tier 3 | Spell Level Cost and Tier 4 |
| Defensive | Costs 2: You gain a +1 bonus to AC. | Costs 5: You gain a +2 bonus to AC. | Costs 12: You gain a +3 bonus to AC. | Costs 30: You gain a +5 bonus to AC. |
| Defensive | Costs 3: Gain resistance to one damage type. | Costs 7: Gain resistance to two damage types. | Costs 16: You become proficient in all saving throws. | Costs 25: You become proficient in all saving throws and choose two damage types to gain resistance against. |
| Offensive | Costs 3: Your weapon attacks deal an additional 1d4 elemental damage of your chosen type. | Costs 6: Gain Extra Attack. | Costs 12: Your attacks deal an additional 1d4 elemental damage, and you gain Extra Attack. | Costs 20: Gain two Extra Attacks when you take the Attack action. |
| Offensive | Costs 2: When you fail an attack roll with your bonded weapon, you may reroll it at disadvantage. Usable up to your proficiency bonus per long rest. | Costs 6: When you fail an attack roll, you may reroll it up to your proficiency bonus per long rest. | Costs 12: When you fail an attack roll, you may reroll it up to your proficiency bonus per long rest. Whenever you roll initiative, regain one expended uses of this feature. | Costs 18: When you fail an attack roll, you may reroll it up to your proficiency bonus per long rest. Whenever you roll initiative, regain three expended uses of this feature. |
| Utility | Costs 2: When you hit with your bonded weapon, regain hit points equal to your Intelligence modifier. Usable up to your proficiency bonus per long rest. | Costs 6: When you hit with your bonded weapon, regain half the damage dealt. Usable up to your proficiency bonus per long rest. | Costs 12: When you hit with your bonded weapon, regain half the damage dealt. Usable up to your proficiency bonus per long rest. Whenever you roll initiative, regain one expended use of this feature. | Costs 18: When you hit with your bonded weapon, regain hit points equal to the damage dealt. Usable up to your proficiency bonus per long rest. Whenever you roll initiative, regain two expended uses of this feature. |
| Utility | Costs 8: When an enemy attacks you, you may use your reaction to attempt a parry: roll your bonded weapon’s attack against the enemy’s attack roll. If your roll is higher, the attack deals no damage. If you roll against a ranged attack you roll at disadvantage. After the first use each round, you may attempt parries freely until your next turn. | Costs 12: When an enemy attacks you, you may use your reaction to attempt a parry: roll your bonded weapon’s attack against the enemy’s attack roll. If your roll is higher, the attack deals no damage. After the first use each round, you may attempt parries freely until your next turn. | Costs 25: When an enemy attacks you, you may use your reaction to attempt a parry: roll your bonded weapon’s attack against the enemy’s attack roll. If your roll is higher, the attack deals no damage and you may immediately make one attack against them using your bonded weapon. After the first use each round, you may attempt parries freely until your next turn. | Costs 35: When an enemy attacks you, you may use your reaction to attempt a parry: roll your bonded weapon’s attack against the enemy’s attack roll. If your roll is higher, the attack deals no damage and you may immediately make one attack against them using your bonded weapon or a cantrip. After the first use each round, you may attempt parries freely until your next turn. |
Previous Versions
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10/10/2025 10:59:06 AM
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