Arcane Blade (5e Class)

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Arcane Blade[edit]

An invisible man walks into a noble's home, as the noble falls asleep, his invisibility dissipates, and he slides his dagger over the sleeping noble's throat.

Arcane Blades are people who were born with some innate magical talent, but, not as much as say, a sorcerer. These people used their magic to assist them in life, with more practical uses, say, in a fight, using it with a weapon, for assassination, maybe stealing, etc.

Creating an Arcane Blade[edit]

Where were you born? Were you from the streets, using your innate magic to help you survive? Were you a noble who got bored and decided to adventure with just a few weapons and their magical talent? Why did you go adventuring?

Quick Build

You can make an Arcane Blade quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Urchin background. Third, choose a Shortsword, and an Explorer's pack.

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: Thieves Tools
Saving Throws: Constitution, Charisma
Skills: Choose 4 from Acrobatics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth, Arcana, and History.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • One melee weapon than utilizes dexterity and four daggers.
  • leather armour.
  • Spellbook
  • Arcane Focus
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • If you are using starting wealth, you have 4d6 x 10 gp in funds.

Table: The Arcane Blade

Level Proficiency
Bonus
Features Cantrips Arcane Attack —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Expertise, Blade Arcana 0 1d4
2nd +2 Spellcasting 2 1d4 2
3rd +2 Cunning Action 2 1d6 3
4th +2 Ability Score Improvement 2 1d6 3
5th +3 Blade Arcana feature, Spell Transfer 3 1d8 4 2
6th +3 3 1d8 4 2
7th +3 Evasion 3 1d10 4 3
8th +3 Ability Score Improvement 3 1d10 4 3
9th +4 Jack of All Trades 3 1d12 4 3 2
10th +4 Extra Attack, Blade Arcana feature 4 1d12 4 3 2
11th +4 Magic Speed 4 1d20 4 3 3
12th +4 Ability Score Improvement 4 1d20 4 3 3
13th +5 Blindsense 4 1d20+1d4 4 3 3 1
14th +5 4 1d20+1d4 4 3 3 1
15th +5 Blade Arcana feature 5 1d20+1d6 4 3 3 2
16th +5 Ability Score Improvement 5 1d20+1d6 4 3 3 2
17th +6 Elusive 5 1d20+1d8 4 3 3 3 1
18th +6 Lucky Magic 5 1d20+1d10 4 3 3 3 1
19th +6 Ability Score Improvement 5 1d20+1d12 4 3 3 3 2
20th +6 Arcane Teleport 5 2d20 4 3 3 3 2

Spellcasting[edit]

You are a user of magic that helps you with everyday life. The magic comes from deep inside you, but, sometimes study can be a large help to you.

Cantrips

At 2nd level, you know 2 cantrips of your choice from the Arcane Blade Spell List, detailed at the bottom of the class. You learn additional Arcane Blade cantrips of your choice at higher levels, as shown as the Cantrips column of the Arcane Blade table.

Spell Slots

The Arcane Blade table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Your Spellbook

At 1st level, you have a spellbook containing four 1st-level Arcane Blade spells of your choice. Your spellbook is the repository of the spells you know. Every level, except 2nd, you add two more spells of a level you can cast to your spellbook, with no cost. Your spellcasting comes from magic within you, but, you prefer to write them down, as it's helpful for remembering.

Adding New Spells

When you find an Arcane Blade spell of 1st level or higher, you can add it to your spellbook if it is of a level which you can prepare and if you can spare the time to decipher and copy it.

For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing Your Spellbook

You can copy a spell from your own spellbook into another book. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal.

Preparing and Casting Spells

The Arcane Blade table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells. you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Arcane Blade spells that are available for you to cast. To do so, choose a number of Arcane Blade spells from your spellbook equal to your Charisma modifier + your half of your Arcane Blade level (minimum of one spell, round down). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability

Charisma is your spellcasting ability for your Arcane Blade spells. You use your Charisma whenever a spell refers to your spellcasting ability.

In addition, you use your Charisma modifier and proficiency bonus for the spell save DC of a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier.

Spell Attack modifier = your proficiency bonus + your Charisma modifier.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Arcane Blade spells.

Spell Transfer[edit]

Starting at 5th level, you have learned a way to transfer spells. If you have a spell of a higher level, you can transfer it down, say you have a level 5 spell slot, you can use it, to give yourself 2 1st level spells and one 3rd level spell. As long as the sum of the spell slots are the same, you can transfer them.

Blade Arcana[edit]

At 1st level, you chose a Blade Arcana. Choose between Flame, Ice, Lightning, Earth, and Necrotic all detailed at the end of the class description. Your choice grants you features at level 1, level 5, level 10, level 15, and level 20.

Ability Score Increase[edit]

When you reach 4th level, and again at 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.

Cunning Action[edit]

Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns to Dash, Disengage, or Hide.

Evasion[edit]

Beginning 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.

Jack of All Trades[edit]

Starting at 9th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Magic Speed[edit]

Starting at 11th level, you have learned to use magic passively to increase your speed. Your speed is now 20 more than it was beforehand. If your speed was 30, it is now 50.

Blindsense[edit]

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Elusive[edit]

Beginning at 17th 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.

Lucky Magic[edit]

At 18th level, if you deal damage using your Arcane Attack, and you didn't activate it using a Spell Slot, you recover a first level spell slot.

Arcane Teleport[edit]

At 20th level as a reaction, upon taking damage, you can teleport up to 50 feet away from your current location. Once you use this ability, you cannot use it again until you complete a short or long rest.

Flame Arcana[edit]

You embrace the flames, and use them to help you defeat your foes, and stop them from defeating you.

Arcane Attack

You have the ability to use your magic to create flames around your blade. Once per turn, you can deal extra 1d4 fire damage to one creature you hit with an attack if you have advantage on the attack roll.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Arcane Attack column of the Arcane Blade table.

You can also expend a spell slot to imbue your weapon with the flames as a bonus action. It lasts a number of rounds equal to the spell slot's level.

Child of Flame

At level 5, you gain resistance to all fire damage.

At level 20, this becomes immunity.

Breathe of Fire

At 10th level, you can shoot breath of fire in a 15 ft cone in front of you. Anyone in this cone must roll Dexterity saving throws against your Spell DC or take damage equal to your Arcane Attack di(c)e.

Live for Fire

At 15th level, when you are attacked with fire, you have advantage on all attacks for 1 minute. During this time, your fire damage is doubled.

Ice Arcana[edit]

You've become one with the frost, that comes from the loneliness of being the kind of person you are.

Arcane Attack

You have the ability to use your magic to create frost around your blade. Once per turn, you can deal extra 1d4 cold damage to one creature you hit with an attack if you have advantage on the attack roll.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Arcane Attack column of the Arcane Blade table.

You can also expend a spell slot to imbue your weapon with the frost as a bonus action. It lasts a number of rounds equal to the spell slot's level.

Child of Ice

At level 5, you gain resistance to all cold damage.

At level 20, this becomes immunity.

Touch of Ice

At level 10 you can touch a creature, and they must roll a Constitution Saving Throw against your Spell DC, or take damage equal to your Arcane Attack di(c)e and are frozen, considered paralyzed.

Healing Freeze

At 15th level, as an action, you can expend a spell slot to heal you, or another creature of your choosing, by your Arcane Attack di(c)e by touching them with a soothing, cold touch. For every spell slot used above 1st, you can choose another creature to heal as well.

Lightning Arcana[edit]

You use the power and speed of lightning and plasma to attack, and get away from your foes.

Arcane Attack

You have the ability to use your magic to create plasma around your blade. Once per turn, you can deal extra 1d4 lightning damage to one creature you hit with an attack if you have advantage on the attack roll.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Arcane Attack column of the Arcane Blade table.

You can also expend a spell slot to imbue your weapon with the plasma as a bonus action. It lasts a number of rounds equal to the spell slot's level.

Child of Lightning

At level 5, you gain resistance to all lightning damage.

At level 20, this becomes immunity.

Bringer of the Storm

At 10th level, when you attack someone with your Arcane Attack, you can choose to bring a storm to your location, in a 5 foot radius around you. When in this storm, you have the ability to Levitate up to 5 feet. If any creature attacks you with a melee attack while you are in this storm, you can use your reaction to deal lightning damage to them equal to your Charisma modifier. This lasts up to 1 minute.

Son of the Lightning

At 15th level, you gain a permanent flying speed of your speed, and have the ability to strike enemies with thunder, using your action to make a spell attack against a creature, dealing damage equal to your Arcane Attack di(c)e. On a critical, you can summon a storm using Bringer of the Storm, which then doubles your flying speed.


Earth Arcana[edit]

You have studied the power of earth and the corrosives acid, and learned to bend them to your will.

Arcane Attack

You have the ability to cover your blade with a sheath of acid. Once per turn, you can deal extra 1d4 acid damage to one creature you hit with an attack if you have advantage on the attack roll.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Arcane Attack column of the Arcane Blade table.

You can also expend a spell slot to imbue your weapon with the magic as a bonus action. It lasts a number of rounds equal to the spell slot's level.

Child of the Earth

At level 5, you gain resistance to all acid damage.

At level 20, this becomes immunity.

Acid Blast

At 10th level, you can attack a enemy with a spear of highly corrosive acid. The enemy must make a Dexterity saving throw or receive your damage equal to your arcane attack damage. Also, if the enemy fails the saving throw, it takes a permanent -2 to its AC while wearing that armor.

Sink into Stone

At 15th level, You gain a burrowing speed equal to your walking speed and you do not disturb the rock, and stone around you, similar to the xorn.

Necrotic Arcana[edit]

You use the power of death, and darkness, to destroy your foes, or, to torture.

Arcane Attack

You have the ability to imbue your blade with an aura of pure death. Once per turn, you can deal extra 1d4 necrotic damage to one creature you hit with an attack if you have advantage on the attack roll.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Arcane Attack column of the Arcane Blade table.

You can also expend a spell slot to imbue your weapon with the aura as a bonus action. It lasts a number of rounds equal to the spell slot's level.

Child of Death

At level 5, you gain resistance to all necrotic damage.

At level 20, this becomes immunity.

Death's Touch

At level 10, whenever you deal damage with your Arcane Attack, heal the total damage that the enemy took.

The Reaper

At 15th level, if you used Arcane Attack, and your attack brought the creature down to 1/4 (round down) of it's full health, then you can choose to instantly kill it. Reminder: You *must* have used Arcane Attack for this.

Arcane Blade Spell List[edit]

0 Level (Cantrips)

Chill Touch

Dancing Lights

Fire bolt

Green Flame Blade

Light

Mage Hand

Mending

Message

Minor Illusion

Prestidigitation

Produce Flame

Thaumaturgy

True Strike

Vicious Mockery

1st Level

Charm Person

Disguise Self

Faerie Fire

Feather Fall

Grease

Hideous Laughter

Illusory Script

Jump

Silent Image

Unseen Servant

Chaos Bolt

Dissonant Whispers

Fog Cloud

Magic Missile


2nd Level

Acid Arrow

Alter Self

Arcane Lock

Blur

Calm Emotions

Cloud of Dagger

Darkness

Darkvision

Detect Thoughts

Flame Blade

Heat Metal

Hold Person

Invisibility

Levitate

Magic Weapon

Mirror Image

Misty Step

Silence


3rd Level

Blink

Catnap

Counterspell

Dispel Magic

Elemental Weapon

Fly

Gaseous Form

Hypnotic Pattern

Lightning Bolt

Slow

Thunder Step

Vampiric Touch


4th Level

Arcane Eye

Charm Monster

Compulsion

Confusion

Dimension Door

Freedom of Movement

Greater Invisibility

Hallucinatory Terrain

Locate Creature

Phantasmal Killer

Polymorph


5th Level

Animate Objects

Arcane Hand

Cloudkill

Creation

Dominate Person

Dream

Far Step

Hold Monster

Mislead

Modify Memory

Scrying

Telekinesis

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Arcane Blade class, you must meet these prerequisites: Dexterity 13, and Charisma 13.

Proficiencies. When you multiclass into the Arcane Blade class, you gain the following proficiencies: Stealth, Arcana.



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