Wizard
Base Class: Wizard

An Arcaner is a Wizard that uses martial combat to augment their magical fighting. They have studied the ways of both physical and arcane combat and use their abilities to master both themselves and the world around them. Some Arcaners will don themselves in armor like a knight, with sword and shield leading the charge into battle. While others will rely only on their martial abilities and the ability to avoid being hit. Arcaners will sometimes be used as soldiers or guards for Arcane Orders or mercenaries called in to examine an ancient ruins, or explore the world to find ancient knowledge or arcane artifacts to advance their power, status, or abilities as a wizard. 

 

Mage Combat

2nd level Arcane Tradition Feature

Your focus on combat has caused your toughness to increase giving you a +1 to HP at each level.

You get a +2 to your unarmored AC at 2nd level and +1 at levels 6, 10, 14.

  • Arcane Strike: You can spend 1 spell point to make 1 unarmed attack and inflict inflicting force damage.
  • Patient Defense: You can spend 1 spell point to take the Dodge action as a bonus action on your turn.
  • Slow Fall: You can spend 2 spell points and use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your wizard level.

Channel Spell: At the cost of 1 spell point, the Arcaner can cast a spell through his weapon (melee or ranged) as he attacks with it. This is a supernatural ability. The channeled spell counts against the Arcaner's normal daily limit and must specify a target. Thus, sleep is not eligible since it does not affect a ”target creature”. The maximum allowable spell level increases as noted below. A channeled spell targets the creature hit by the Arcaner's weapon, which still gets a saving throw if the spell allows one. Even if a spell can target more than one creature, channeling it through the weapon limits its effect to the single opponent attacked. If the weapon attack misses, the channeled spell is wasted.

  • Channel spell I at level 2
  • Channel spell II at level 10
  • Channel spell III at level 14

Channel Spell           Maximum Spell Level

  • I                               1st
  • II                              2nd
  • III                             3rd 

You can also choose 2 proficiencies: 1 armor and 1 martial weapon

Mage Combat Intermediate

6th level Arcane Tradition Feature

  • Extra Attack: You take 2 attacks with the attack action
  • War Mage: when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
  • Arcane Leap: You can expend 3 spell points to triple your jump distance for one round and make your vertical jump equal your long jump.
  • Step of the Wind: You can spend 1 spell  point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Spellsword Cache: At 6th level, the Arcaner learns how to store spells of up to 3rd level in his weapon.  Once cached, the spell remains intangible, resonating within the Arcaner's weapon until it is needed. To call on the desired spell, he holds his weapon forth as a standard action that draws an attack of opportunity. The Arcaner absorbs the cached spell’s effect through the weapon’s pommel. By touching his weapon to another willing individual, he can confer a cached spell on that target. The Arcaner can store a number of spells in his weapon equal to his level in this class plus his Intelligence score. Cached spells are never accidentally lost during combat. If the weapon is ever broken, all the spells cached therein are immediately ruined.

You can also choose 2 proficiencies: 1 armor and 1 martial weapon

Mage Combat Advanced

10th level Arcane Tradition Feature

  • Action Surge: You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
    Once you use this feature, you must finish a short or long rest before you can use it again.
  • Arcaner Defense: While you maintain concentration on a spell, you can spend 1 spell point to have a +2 bonus to AC and all saving throws.

You can also choose 2 proficiencies: 1 armor and 1 martial weapon

Mage Combat Master

14th level Arcane Tradition Feature

  • Master War Mage: You can spend 1 spell point to replace 1 of your attacks in the attack action with a 3rd level spell or lower. This spell must be of the Evocation or Adjuration schools of magic.

You can also choose 2 proficiencies: 1 armor and 1 martial weapon

Martial Arts

At 2nd level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and short swords and any simple melee weapons that don’t have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding simple weapons or a short sword and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and simple weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or  short swords and any simple melee weapons that don’t have the two-handed or heavy property.. This die changes as you gain Arcaner  levels, d6 at 5, d8 at 11, and a d10 at 17
  • When you use the Attack action with an unarmed strike or a  short swords and any simple melee weapons that don’t have the two-handed or heavy property on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn. 

Proficiency 

  • Simple Weapons
  • Shortsword

Enhanced Speed

Your speed increases by +5 at levels 2, 6, 10, 14.

 

Spell Points

Each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don’t require slots and therefore don’t require spell points.

You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can’t reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest.

Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create 1 slot of each level of 6th or higher with 2 more slots of each level at twice the cost in spell points. You can’t create another slot of the same level until you finish a long rest.

The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can’t do so.

Spell Point Cost
SPELL LEVEL POINT COST
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13
Spell Points by Level
CLASS LEVEL SPELL POINTS MAX SPELL LEVEL
1st 4 1st
2nd 6 1st
3rd 14 2nd
4th 17 2nd
5th 27 3rd
6th 32 3rd
7th 38 4th
8th 44 4th
9th 57 5th
10th 64 5th
11th 73 6th
12th 73 6th
13th 83 7th
14th 83 7th
15th 94 8th
16th 94 8th
17th 107 9th
18th 114 9th
19th 123 9th
20th 133 9th

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