Arcane Warrior
Description
Compare to the core book's Eldritch Knight
Most fighters train exhaustively with their preferred weapons to hone their power and reflexes. To some, this easily flows into the careful practice of magic as well. Unlike wizards, arcane warriors focus on a smaller number of spells that they commit to memory, particularly from the schools of magic that focus on protection and direct damage which are particularly useful in a combat setting. An arcane warrior can be a jack of all trades, solving problems with force or magic as the situation warrants. They can also aim to master a few strategies that use their martial and mental aptitude in equal measure.
Class Features
Bonded Weapon
Level 3
Starting at 3rd level, you can create a magical bond between you and a particular weapon of your choice. This weapon becomes almost like a part of you, and unless you are incapacitated, no one can disarm it from you. If you are not holding the weapon, you can use a bonus action to summon it instantly into your hand via teleportation unless it is on another plane of existence.
To create the magical bond with your weapon, you must perform a ritual that takes 1 hour. During the ritual, the weapon you are attempting to bond with must always be at your side, but you can otherwise complete the ritual over the course of a short rest. You can perform the ritual multiple times, but you can only remain bonded to two particular weapons at any given time. Bonding with a third weapon will break the bond with one of your other weapons that you choose. Furthermore, you can only use your bonus action to summon one bonded weapon per turn.
Spellcasting
Level 3
Beginning at 3rd level, you can cast spells from the wizard spell list.
Cantrips. Choose two cantrips from the wizard spell list to learn. At 10th level, you learn one additional cantrip from the same list.
Spell Slots. You use spell slots to cast 1st level and higher spells, expending a spell slot equal to or higher than the level of the spell you wish to cast. When you complete a long rest, you regain any spell slots you have used. The number of spell slots of different levels available are shown on the Arcane Warrior Spells table.
For example, if you are a 7th-level Arcane Warrior who knows the 1st-level spell magic missile, you could use any of your unused 1st or 2nd-level spell slots to cast the spell. However, if you wanted to cast 2nd-level spell shatter, you would need to expend a 2nd-level spell slot in order to cast it.
1st-Level and Higher Spells Known. Upon choosing this archetype at 3rd level, you learn three 1st-level spells from the wizard spell list. At least two of these spells must be from the abjuration or evocation schools.
You automatically learn additional spells from the wizard spell list as you gain levels, as shown on the Arcane Warrior Spells table. When you learn a new spell, it must be of a level that you can cast with your existing spell slots. Initially, you must choose your new spells from the evocation and abjuration schools, but starting at 8th level, you can choose from any type of spell on the wizard spell list.
For instance, upon reaching 7th level in this class, an Arcane Warrior could learn a new spell of either 1st or 2nd-level, but it must be from either the abjuration or evocation schools. At 8th level, the Arcane Warrior learns another spell of 1st or 2nd-level, which can be chosen from any spell school.
Every time you gain a new level of Arcane Warrior, you have the choice to replace one of your known wizard spells with a different spell from the same list of a level for which you have spell slots. However, if your Arcane Warrior level is 7th or lower, you can only know one spell of 1st level or higher from a school other than abjuration or evocation. At 8th level or higher in this class, you can learn additional spells from other schools, but at least 4 of your known spells of 1st level or higher must be from these two schools.
Spellcasting Ability. You use rote memorization and diligent study to master your wizard spells, so your spellcasting ability for these is Intelligence. You use your Intelligence modifier when making a spell attack roll with a wizard spell, as well as to calculate the DC of a saving throw against one of your wizard spells. If the text of a spell refers to your spellcasting ability, use your Intelligence.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Arcane Warrior Spells (table)
| Fighter Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 2 | 3 | 2 | - | - | - |
| 4th | 2 | 4 | 3 | - | - | - |
| 5th | 2 | 4 | 3 | - | - | - |
| 6th | 2 | 4 | 3 | - | - | - |
| 7th | 2 | 5 | 4 | 2 | - | - |
| 8th | 2 | 6 | 4 | 2 | - | - |
| 9th | 2 | 6 | 4 | 2 | - | - |
| 10th | 3 | 7 | 4 | 3 | - | - |
| 11th | 3 | 8 | 4 | 3 | - | - |
| 12th | 3 | 8 | 4 | 3 | - | - |
| 13th | 3 | 9 | 4 | 3 | 2 | - |
| 14th | 3 | 10 | 4 | 3 | 2 | - |
| 15th | 3 | 10 | 4 | 3 | 2 | - |
| 16th | 3 | 11 | 4 | 3 | 3 | - |
| 17th | 3 | 11 | 4 | 3 | 3 | - |
| 18th | 3 | 11 | 4 | 3 | 3 | - |
| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 3 | 13 | 4 | 3 | 3 | 1 |
Battle Magic
Level 7
At 7th level, you can use your bonus action to make a weapon attack on a turn that you use an action to cast a cantrip.
Arcane Strike
Level 10
Starting at 10th level, foes you strike in combat become more susceptible to your magical offensives as well. Creatures suffer disadvantage on a saving throw against your spells if you have hit them with a weapon attack. This effect only lasts until the end of your next turn after hitting the creature, and only applies to the first saving throw they make against one of your spells during this time.
Eldritch Charge
Level 15
Starting at 15th level, your ferocious charges let you briefly plunge through the ethereal plane. When you use an Action Surge, in addition to gaining an additional action, you can teleport to any unoccupied space that you can see within 30 feet. This teleportation and your extra action can be used in either order.
Improved Battle Magic
Level 18
At 18th level, your ability to use spells in combat further improves. You can use your bonus action to make an attack after using your action to cast a spell of any level, not just cantrips.
About Arcane Warrior
The Arcane Warrior is a None hit die class .
Subclasses & Specializations
Explore paths
Subclasses & Specializations
Arcane Warrior has 0 subclasses for customization.
{Build Tips & Playing Guide
{Role in Party
The Arcane Warrior excels at leveraging their unique strengths.
Quick Build Tips
- Focus on your primary ability score during character creation
- Choose feats that complement your class features
- Consider your subclass features when selecting multiclass options
- Review your class features at each level-up for optimal choices
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