Arcane Blade, variant (5e Class)
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Arcane Blade, variant
Creating an Arcane Blade
Where are you from? what makes you special Is it the desire for freedom, knowledge or one's own realization? The magic is diverse and you have the choice how to use it.
- Quick Build
You can make an Arcane Blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose two Shortswords, and an Explorer's pack. Third, choose the two-weapon-fighting fightingstyle.
Class Features
As a Arcane Blade you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Arcane Blade level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Arcane Blade level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, martial weapons
Tools: Choose any one
Saving Throws: Dexterity, Intelligence
Skills: Choose any three
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier and a shield or (b) a pair of shortswords
- a magic 'goodiebag' from your master that cannot be opened
- leather armour
- Arcane Focus and a Spellbook
- (a) an explorer's pack or (b) a dungeoneer's pack
| Level | Proficiency Bonus | Arcane Attack | Features | Spell Known | Mana | Power Limit |
|---|---|---|---|---|---|---|
| 1st | +2 | - | Spellcasting, Imbued Weapon | 3 | 6 | 2 |
| 2nd | +2 | 1d4 | Blade Arcana, Fighting Style | 4 | 6 | 2 |
| 3rd | +2 | 2d4 | Magical Burst | 5 | 10 | 2 |
| 4th | +2 | 2d4 | Ability Score Improvement | 6 | 10 | 2 |
| 5th | +3 | 3d4 | Blade Arcana feature, Mystical Assault | 7 | 14 | 3 |
| 6th | +3 | 3d4 | Ability Score Improvement,Blade Arcana Feature | 8 | 14 | 3 |
| 7th | +3 | 4d4 | Evasion | 9 | 19 | 5 |
| 8th | +3 | 4d4 | Ability Score Improvement | 10 | 19 | 5 |
| 9th | +4 | 5d4 | — | 11 | 29 | 5 |
| 10th | +4 | 5d4 | Arcane Step, Blade Arcana feature | 12 | 29 | 5 |
| 11th | +4 | 6d4 | Blade Arcana FeatureMagic Speed | 12 | 34 | 5 |
| 12th | +4 | 6d4 | Ability Score Improvement | 13 | 34 | 5 |
| 13th | +5 | 7d4 | — | 13 | 38 | 6 |
| 14th | +5 | 7d4 | Magical Sense | 14 | 38 | 6 |
| 15th | +5 | 8d4 | Elusive | 14 | 44 | 6 |
| 16th | +5 | 8d4 | Ability Score Improvement | 15 | 48 | 6 |
| 17th | +6 | 9d4 | — | 15 | 59 | 7 |
| 18th | +6 | 9d4 | Arcane Recovery | 15 | 59 | 7 |
| 19th | +6 | 10d4 | Ability Score Improvement | 15 | 69 | 7 |
| 20th | +6 | 10d4 | Blade Arcana Feature Arcane Teleport | 16 | 69 | 7 |
Arcane Armor
While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit.
Imbued Weapon
At 1st level, you learn to imbue a weapon with magic. Whenever you finish a long rest, you can touch one weapon that you are proficient with. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.
Starting at 6th level, your imbued weapon is considered magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Spellcasting
At 1st level you learn how to cast spells, trough training and studying.
- Cantrips
At 1st level, you know one cantrip of your choice from the arcane blade spell list. You learn additional arcane blade cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcane Blade table.
- Mana Points
You have an internal reservoir of energy that can be devoted to the spells you know. This energy is represented by mana points. The number of mana points you have is based on your arcane blade level, as shown in the Mana column of the Arcane Blade table. The number shown for your level is your mana point maximum. Your mana point total returns to its maximum when you finish a long rest. The number of mana points you have can’t go below 0 or over your maximum.
Each spell cost an amount of mana points, depending on its level, as shown in the Mana Cost table bellow:
Though you have access to the power of the weave, it takes training and practice to channel that energy. There is a limit on the number of mana points you can spend to cast a spell. The limit is based on your arcane blade level, as shown in the Power Limit column of the Arcane Blade table. For example, as a 3rd-level arcane blade, you can cast spells higher than 1st-level spells, no matter how many spell points you have.
You know two 1st-level spells of your choice from the arcane blade spell list. The Spells Known column of the Arcane Blade table shows when you learn more arcane blade spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the arcane blade spells you know and replace it with another spell from the arcane blade spell list, which also must be of a level for which you have spell slots.
Intelligence is your spellscasting ability for your arcane blade spells. You use your Intelligence modifier when setting the saving throw DC for a spell or when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier
You can use your Imbued Weapon as a spellcasting focus for your arcane blade spells. Blade ArcanaAt 2nd level, you chose 2 Arcana Elements from Fire, Water, Air and Earth. You can take two times the same element. Your chosen elements combine and become a stronger version with different benefits, a unique style and weapon.
Fire+Fire=Flame | Greatsword Water+Water=liquids | Magic/healing Air+Air=Atmosphere | Quarterstaff Earth+Earth=Steel | Rapier + Shield
Fire + Water = Dust | Dagger Fire + Air = Lightning | Longbow Fire + Earth = Magma | Warhammer Water + Air = Ice | Longsword Water + Earth = Mud | Whip Air + Earth = Sand | Magic/Sand
Each blade arcana grants you the ability to use an Arcane Strike. Once in each turn, while not wearing medium or heavy armor, or wielding a shield, as a bonus action, you can add 1d4 damage on your next attack with a Imbued Weapon made in this turn. The damage type depends on the chosen blade arcana. In addition, the Arcane Strike additional damage ignore resistance to damage, and treat immunities as resistances. You can't cast spells (except cantrips) in the same turn you have used an Arcane Strike. The magic 'goodiebag' from your master that cannot be opened can now be opened and you find some materials in it. During a long rest you can perform a ritual to create the basic weapon/s you need for your subclass. These weapons are silvered but not magic (+0). You can infuse these weapons to become a magic weapon in the normal way you know.
Fighting StyleAt 2nd level you can also choose one fighting style from: Archery. You gain a +2 bonus to attack rolls you make with ranged weapons. Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Defense. While you are wearing armor, you gain a +1 bonus to AC. Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll. Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks. Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class. Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
Magical BurstStarting at 3rd level, whenever you cast a spell of 1st-level or higher, you can use your bonus action to take the Dash or Disengage actions. Ability Score IncreaseWhen you reach 4th level, and again at 6th, 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Mystical AssaultStarting at 5th level, whenever you take the Attack action and make an attack with your Imbued Weapon, you can make one additional attack with it, or cast an Arcane Blade cantrip as part of the same action. EvasionBeginning at 7th level, you can dodge out of the way of many area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Arcane Step
Magical SenseStarting at 14th level, you can add your see permanently magical auras, and gain the effects of detect magic and identify at will. In addition, you add your Intelligence modifier to your Perception checks, and can make Wisdom (Perception) checks as a bonus action on your turn. Also you can use 25 Mana to gain true sight for 10 minutes once before taking a long rest. ElusiveBeginning at 15th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated. In addition, as a reaction upon taking damage, you can teleport to a place you can see within 50 feet. You can't use this feature again until you finish a short or a long rest. Arcane RecoveryStarting at 18th level, whenever you use you roll a critical hit on an Arcane Strike, you regain 2 mana points. Blade ArcanaFire? Water? Air? Earth? Flame Arcana
You embrace the flames, and use them to help you defeat your foes, and stop them from defeating you. You get a Greatsword from your magic 'goodiebag'.
The Flame Arcana grants you additional spells. The following spells are added to the spells you know.
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