Base Class: Fighter
As the Elves weave magic into their archery; other elder peoples have also weave magic into their weapons.
To learn their ways is for the most elite of warriors and over the centuries, only a few have mastered the ways of the arcane warrior.
Having an affinity for both the martial and the arcane is essential for any hopeful who seeks to walks this path.
Arcane Warrior Features
3rd lvl- Arcane Warrior Lore, Arcane Strike (2 options)
7th lvl- Magic Weapon, Arcane Blast, Arcane Strike (3 options)
10th lvl- Arcane Strike and Advanced Strikes (4 options)
15th lvl- Ready Warrior, Arcane Strike (5 options)
18th lvl- Arcane Strike and Master Strikes (6 options)
Arcane Warrior Lore
At 3rd level, you learn magical theory or some of the secrets of nature for use in combat.
You choose to gain proficiency in either the Arcana or Nature skill.
And you choose to learn either Prestidigitation, Blade Ward or the Druidcraft cantrip.
Arcane Strike
At 3rd level, you learn to imbue your melee weapon with arcane energy to battle your enemies.
When you gain this feature, you can learn two Arcane Strikes of your choice from the list below.
Once per turn when make an attack action, you can apply one of your Arcane Strike options to your weapon.
You have two uses of this ability and you regain all expended uses of it when you finish a short or long rest.
You gain three uses of this ability at 7th level and four uses at 15th level.
You gain an additional Arcane Strike option of your choice when you reach certain levels in this class: 7th, 10th, 15th and 18th level.
Each option also improves when you reach 10th and 18th level.
Magical Weapon
At 7th level, you gain the ability to infuse your melee weapon with magic.
Whenever you attack an opponent with your weapon, you can make it magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.
The magic fades from the weapon immediately after it hits or misses the target.
Arcane Blast and Choose Another Arcane Strike (Increases to 3 options)
At 7th level, you can use a bonus action to cast Arcane Blast.
You emit a blast of arcane energy that spreads in a 10 foot sphere from the caster.
Those affected must make a dexterity saving throw determined by your spell casting DC.
On a fail you deal 3d6 force damage and those affected are thrown 10 feet away from the caster and knocked prone.
A successful save reduces the damage by half and they are only forced back 5 feet and still standing.
At 18th level the sphere is increased to 15 feet, the damage is increased to 5d6 and the affected are thrown 20 feet.
Unlock Advanced Arcane Strikes and Choose a new Arcane Strike option (increases to 4 options)
Choose a new Arcane Strike option, increasing your total number of options to 4. You have now unlocked access to the Advanced Arcane Strike version of your chosen Arcane Strike options.
Ready Warrior and Choose another Arcane Strike (increases to 5 options)
Starting at 15th level, your magical warrior skills are available whenever battle starts.
If you roll initiative and have no uses for Arcane Strike remaining, you regain one use of it.
Choose a new Arcane Strike option, increasing your total number of options to 5.
Unlock Master Arcane Strikes and Choose Another Arcane Strike Option (Total of 6 options)
Choose a new Arcane Strike option, increasing your total number of options to 6. You have now unlocked access to the Master Arcane Strike version of your chosen Arcane Strike options.
Arcane Strike Options
The Arcane Strike feature lets you choose options for it at certain levels.
The options are presented here. They are all magical effects, and each one is associated with a different damage type.
If an option requires a saving throw, your save DC equals 8+ your proficiency bonus+ your Charisma modifier.
Lightning Burst. Select a target that is within 15 feet.
When you attack you charge towards your target with magical speed and deal an extra 2d6 lightning damage and they must make a constitution saving throw.
On a failed save, the target is considered paralyzed until the end of their next turn.
On a success they are only dealt half damage and do not become paralyzed.
If you pass any other opponents that are within 5 feet of you, they do not get an attack of opportunity.
They must also make a dexterity saving throw or they are dealt 1d6 lightning damage.
On a success they are only dealt half damage.
At 10th level, you unlock the advanced version and the lightning damage increases to 4d6 and the passing damage increases to 2d6.
At 18th level, you unlock the master version and the lightning damage increases to 6d6and the passing damage increases to 3d6.
Acid Strike. Your weapon magically coats itself in acid.
As you strike your opponent, you deal an extra 2d6 acid damage and 1d6 acid damage at the end of its next turn.
At 10th level, you unlock the advanced version and the initial acid damage increases to 4d6 and the latent acid damage to 2d6.
At 18th level, you unlock the master version and the initial damage increases to 6d6 and the latent damage to 3d6.
Vampiric Strike. Your weapon grows red with hunger.
As you strike your opponent, they must make a constitution saving throw or be dealt an extra 2d6 necrotic damage.
On a success they are only dealt half damage.
This is then added to your HP, without exceeding your max HP.
On a successful save the damage is halved.
At 10th level, you unlock the advanced version and the necrotic damage increases to 4d6.
At 18th level, you unlock the master version and the necrotic damage increases to 6d6
Freezing Strike. Your weapon becomes frosty.
As you strike your opponent, you deal an extra 2d6 cold damage and is slowed by 10 feet for 1d4 turns.
The opponent can make a strength check against your strike DC. On a failure, they are dealt 1d6 cold damage.
On a success, they are freed from the effects.
At 10th level, you unlock the advanced version and the cold damage increases to 4d6 and the save failure damage increases to 2d6.
At 18th level, you unlock the master version and the cold damage increases to 6d6 and the save failure damage increases to 3d6.
Radiant Strike. Your blade shines with brilliant light.
As you strike your opponent, you deal an extra 2d6 radiant damage and the opponent is blinded until the end of their next turn.
At 10th level, you unlock the advanced version and the radiant damage increases to 4d6.
At 18th level, you unlock the master version and the radiant damage increases to 6d6.
Burning Strike. You weave blazing energy into your weapon to the breaking point.
As you strike your opponent, the weapon explodes and you deal an extra 2d6 fire damage to your opponent and anyone within a 10 foot radius.
At 10th level, you unlock the advanced version and the fire damage increases to 4d6.
At 18th level, you unlock the master version and the fire damage increases to 6d6.
Thundering Strike. You weave storm energy into your weapon.
As you strike your opponent, you deal an extra 2d6 thunder damage and knock your opponent back 10 feet.
The strike causes a loud noise to be heard from 300 feet away. The weapon can also be considered a siege weapon when this is active.
At 10th level, you unlock the advanced version and the thunder damage increases to 4d6.
At 18th level, you unlock the master version and the thunder damage increases to 6d6.
Mind Strike. You weave psychic energy into your weapon.
As you point your weapon at an opponent, they must make a wisdom saving throw or they suffer 2d6 psychic damage and are confused for 1d4 turns.
The affected suffers 1d6 psychic damage each turn until the effect is ended or they break free with a wisdom check.
On a success they are only dealt half damage and do not become confused.
At 10th level, you unlock the advanced version and the psychic damage increases to 4d6 and the turn damage increases to 2d6.
At 18th level,you unlock the master version and the psychic damage increases to 6d6 and the turn damage increases to 3d6.
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