Base Class: Wizard
There are a variety of Arcane Traditions that specialize in training wizards for war. As an Arcane Knight, you were taught how to combine your mastery of magic with martial prowess. While other traditions focus the combative uses of magic, Arcane Knights learn to also utilize different armors and weapons to diversify their combative abilities. Allowing them to be a well rounded combatant that can hold there own in martial combat while also being a power caster in their own right.
Arcane Arsenal
When you adopt this tradition at 2nd level, you have been trained to incorporate martial weaponry with magic, in doing to you gain the following benefits:
- You gain proficiency in light armor, medium armor, shields and two simple or martial weapons of your choice.
- When you are using a weapon that you are proficient with, you can use it as a spellcasting focus for your wizard spells and can perform somatic components of spells even when you have weapons or a shield in one or both hands.
Arcane Knight's Armor
Starting at 2nd level, your training has taught you the best offense requires a good defense. Add the Mage Armor spell to your spellbook if it is not already there. If you cast Mage Armor on a creature (including yourself) that is wearing armor, the creature gains a +2 bonus to their AC.
Combat Magic
Starting at 6th level, you've learned how to weave magic in with your attacks. You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Magical Reinforcement
Beginning at 10th level, you gain a bonus to your Strength, Dexterity, and Constitution saving throws equal to your intelligence modifier (minimum of 1).
Arcane Momentum
Starting at 14th level, when you use your action to cast a wizard spell of 1st level or higher, you can make one weapon attack as a bonus action.
Previous Versions
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12/12/2020 2:12:20 AM
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138
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26
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1.0
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Coming Soon
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I like the concept and the presentation. This class seems a bit underpowered to me though, even when just comparing it to some of the official subclasses. You added the ability to gain proficiency in some armor and weapons but maybe consider giving players s couple options of proficiency (think of it like a subarchtype or specialization) for example your current selection is good for spellcasters who want to still mainly use spellcasting but have more versatility with armor and a specific type of weapon so you could call this option "Battlemage", the. You could then add an option with someting like proficiency with medium and heavy armor, shields, and shortsword, shortbow, longsword, and longbow called "Warmage", and maybe some options that make weapon attacks/ versatility a bigger focus with the spells being more of a support /utility.
For the Arcane Knight's Armor feature maybe add the ability to use the Sheild spell a number of times for free through the feature between long rests,
Maybe the Combat Magic could adapt to allow players to caster more powerful spells at higher levels (ex: Cantrip at 6, lvl 1 at 10, lvl 2 at 14, lvl3 at 18). I cant imagine a level 15 or level 20 character getting any real benifit out of a cantrip even as a free second attack (though i could be mistaken)
Magical Reinforcement is good,
Lastly Arcane Momentum is the feature that seems most underpowered, (my idea for possibly buffing it would make my idea for "Combat Magic" obsolete, so if you like this idea then ignore my idea for Combat Magic ) So it seems with a name like Arcane Momentum it should be reversed from how it currently is and buffed a bit, like "whenever you sucessfully hit a target with a weapon attack you may also make a spell attack as part of the attack (you could make it so when you hit with a weapon or spell attack you may make an attack of the other kind as part of the attack), also whenever you roll a critical hit with a weapon attack you regain one expended spellslot, and whenever you roll a critical hit with a spell attack your gain advantage to hit for your next weapon attack and that attack deals an extra 1d10 magical damage