Arcane Battle Master (5e Subclass)

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Arcane Battle Master[edit]

Fighter Subclass. Simple Variant combining BattleMaster and Eldritch Knight subclasses

To a Arcane BattleMaster, combat is an academic field including a low study of magic.

The Arcane BattleMaster combines superior martial techniques, with the knowledge of cantrips practiced by wizards, to grant additional protection or extended damage in battle.

Not every fighter absorbs so many lessons, of history and magic theory, but those who do are well-rounded fighters of great skill and good magical knowledge.

Combat & Magic Superiority[edit]

Wizard Cantrips

At 3rd level you learn to cast 3 cantrips from the wizard spell list. Intelligence is your spellcasting ability for your wizard cantrips.

You learn 1 more cantrip at level 7th, 10th, 15th, 18th. At listed level you can also replace 1 cantrip you know with a different one.

In addition, you can use a weapon or a shield you are holding, as a spellcasting focus for your wizard cantrips.

Maneuvers

At 3rd level, you learn combat maneuvers (see Player's Handbook and Tasha's Cauldron of Everything for full descriptions) that are fueled by special dice called superiority dice.

You learn 3 maneuvers of your choice, but you can use only 1 maneuver per turn.

You learn 1 more maneuver at level 7th, 10th, 15th, 18th. At listed level you can also replace 1 maneuver you know with a different one.

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects.

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Superiority Dice

You have 3 superiority dice, which are D6s. A superiority die is expended when you use it to perform a maneuver.

You regain all of your superiority dice having a short rest or a long rest.

You gain 1 more superiority dice at level 7th, 10th, 15th, 18th.

War Magic[edit]

At 7rd level you can add your proficiency bonus in Arcana skill, if you are not proficient.

At 7th level, when you take attack action, you can drop one of your attacks to cast a cantrip (with casting time of 1 action).

As a bonus action you can imbue one simple or martial weapon you are holding with arcane energy: the weapon becomes magical if it's not magical yet.

This effect has duration of one round, it ends at the beginning of your next turn.

Improved Combat & Magic Superiority[edit]

At 10th level, all your superiority dice turn into D8s.

At 10th level, you can add your Intelligence modifier (+1 at least) to the damage you deal with any wizard cantrip.

Improved War Magic[edit]

At 15th level, when you take attack action, you can cast a cantrip (with casting time of 1 action) using a bonus action.

Relentless[edit]

At 18th level, when you end all of your superiority dice, you can roll D4s to use your maneuver.

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