Arcane Elite (5e Class)
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- 1 Arcane Elite
- 1.1 Quick Build
- 1.2 Class Features
- 1.2.1 Table: The Arcane Elite
- 1.2.2 Spellcasting
- 1.2.3 Ancient Talisman
- 1.2.4 Summon Familiar
- 1.2.5 Ability Score Increase
- 1.2.6 Mind Palace
- 1.2.7 Arcane Secrets
- 1.2.8 Bending
- 1.2.9 Mana Manipulation
- 1.2.10 Primal Alignment
- 1.2.11 True Potential
- 1.3 Subclasses
- 1.4 Talisman of the Reaper
- 1.5 Talisman of the Celestial
- 1.6 Talisman of the Warrior
- 1.7 Multiclassing
You were once a normal spell caster yourself, specifically a wizard, until you came into contact with an ancient talisman. You heard a voice. They offered you arcane powers in exchange for something. You struck a deal with the talisman and now you are now the most elite of the arcanists. Now you are known as an Arcane Elite.
You can make an arcane elite quickly by following these suggestions. First, make Intellect your highest ability score, followed by Dexterity and Wisdom. Second, choose the Arcane Dominion background.
As a Arcane Elite you gain the following class features.
- Hit Points
Weapons: Battleaxes, Double-Bladed Scimitars, Glaives, Greataxes, Greatswords, Halberds, Handaxes, Longswords, Scimitars, Sickles, and Whips.
Saving Throws: Intelligence & Constitution
Skills: Choose four from Acrobatics, Arcana, Athletics, Insight, Intimidation, Medicine, Perception, History, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Any martial slashing weapon (Battleaxe, Double-Bladed Scimitar, Glaive, Greataxe, Greatsword, Halberd, Longsword, Scimitar, or Whip) or (b) Wand or staff
- Spell book
- (a) Scholars pack or (b) Explorer's pack
- If you are using starting wealth, you have 5d4x10 gp in funds.
|Features||Cantrips Known||Arcane Points||—Spell Slots per Spell Level—|
|4th||+2||Ability Score Improvement||4||4||4||3||—||—||—||—||—||—||—|
|5th||+3||Mind Palace, Subclass ability||4||5||4||3||2||—||—||—||—||—||—|
|6th||+3||Arcane Secrets, Bending||4||6||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||5||8||4||3||3||2||—||—||—||—||—|
|10th||+4||Arcane Secrets, Subclass ability, Primal Alignment||5||10||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement||5||12||4||3||3||3||2||1||—||—||—|
|14th||+5||Arcane Secrets, Subclass ability||6||14||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement||6||16||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement||7||19||4||3||3||3||3||2||1||1||1|
You gain access to the Wizard spell list.
The Arcane Elite 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.
Starting at 2nd level you strike a deal with an ancient talisman. You either strike a deal with the Talisman of the Warrior, the Talisman of the Celestial (Your magical alignment must be good or neutral), or the Talisman of the Reaper (Your magical alignment must be evil or neutral). You can make your talisman disappear or reappear as a bonus action. The talisman also acts as and can transform into your spellbook. Additionally, you copy spells from other people and add them to yours, costing 50 gp per spell or an hour of practicing. This only applies to spells from the Wizard spell list.
At 3rd level you are able to cast the spell Find Familiar every long rest without expending a spell slot. This familiar cannot have a CR higher than your level. The creature you summon as your familiar is your choice.
Ability Score Increase
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.
At 5th level you develop what is called a mind palace which is a place in your mind that you go to to clear your thoughts. This place can appear however you desire. You also gain proficiency with wisdom saving throws and you cannot be charmed nor put to sleep by magic. Whenever you enter your mind palace, you immediately gain the effects of a short rest. Time within your mind palace passes at the same rate as the realm you came from. It takes a bonus action to enter or leave your mind palace, and you cannot enter while in combat. You can only go into your Mind Palace once per long rest.
At 6th level you are one with the raw essence of magic and attuned with the arcane, and as such you get 2 spells of your choice from the sorcerer, warlock, or wizard class. You must pick both spells from the same list. You gain access to two more spells at 10th level, and again at 14th Level.
At 6th level you are able to manipulate an element, air, water, earth, or fire . You gain 2 feats from the element you chose.
You are able to manipulate air. You gain two of the following feats from the air category.
- Aerial Senses:
When an enemy makes a ranged attack towards you, you can use your reaction to put it at disadvantage. This accounts for both magical and non-magical ranged attacks.
- Air Scooter:
You can create a ball of air that you sit on (or circle of air that you stand inside of) and fly forward as a bonus action. This feature acts as a concentration spell. This gives you an additional 30 feet of movement. While on the scooter, you can skim across water, up vertical surfaces, and even glide. When gliding, you cannot gain height. You can only maintain height or slowly lose height. After 1 minute passes or at the moment you get off of the scooter, it will disperse. You can only use spell attacks while on the scooter. You regain the ability to use this after a short or long rest.
- Keen Ears:
After taking a short or long rest, you are hypersensitive to any sounds around you for 1 hour. During this hour, your passive perception increases by 10, and you have advantage on audio-based perception checks. You cannot be surprised while this feature is in effect, unless the creature or object that surprises you is making no sound whatsoever.
You are able to manipulate water. You gain two of the following feats from the water category:
- Icy Ramp:
Whenever you are falling, you can use your reaction to bend water to create an ice ramp to break your fall and slide down. The DM will determine if you have enough water on/around you to create a long enough ramp. Anyone else that happens to go down the ramp must make a Dex saving throw equal to your spell save DC to not be knocked prone while sliding down. Your movement isn’t used as you go down the ramp. You can also use this on a creature or object that is falling within 30 feet of you. (This Costs 4 Arcane Points)
- Instant Water Healing:
Whenever you use an ability that puts you in physical contact with water or you are just touching water at least up to your knees, you can use your reaction to restore a number of hit points equal to 3 times your Level plus your Intelligence modifier. You must complete a short or long rest before using this ability again. (This Costs 5 Arcane Points)
- Watery Limbs:
You can wrap water around your arms as a bonus action and giving your melee attacks more range and power. Your range increases to 15 feet and the damage dealt increases by 1d6. This increases to at level 14 (1d8), level 17 (2d6) and level 20 (2d8). This buff lasts for 5 minutes.
You are able to manipulate earth. You gain two of the following feats from the earth category:
- Solid Footing:
When walking on earth, (rocks, solid/normal ground, etc.) terrain cannot be difficult for you. Additionally, you can use your reaction to allow an ally within 15 feet to also gain this benefit while walking through the terrain. you have studied long and hard on detecting others through the earth as well as avoiding detection yourself. You gain proficiency in Perception and Stealth. If you were already proficient with one or both of these skills, you now have expertise.
- Seismic Senses:
You have attuned your senses to feel vibrations in the earth caused by others. You gain 30 feet of tremorsense as long as you are touching the ground and the ground is made of earth. You can pinpoint anything that is touching the ground within that range. You can also now tell if someone is lying or not by feeling their internal bodily movements through the earth. You gain advantage on Insight checks.
- True Earthen Armor:
As an action you can create a full set of armor around your entire body using earth. Your AC increases by 5. Your movement speed while on rock or solid ground increases by 10 ft, but decreases by 10 ft anywhere else. This set or armor lasts for 10 minutes, after which it crumbles away harmlessly. You regain the ability to use this after a short or long rest.
You are able to manipulate fire. You gain two of the following feats from the fire category:
- Electric Redirection
You have mastered the energy inside of yourself enough so that you can redirect lightning-based attacks. If an attack dealing lightning damage is directed at you, as a reaction, you can choose to make a dexterity saving throw equal to or higher than whatever roll the creature made to hit you. A failure results in you getting hit as normal. Of you succeed, you have complete control over the attack and where it goes. The same rules for the initial lightning-based attack apply to you in relation to range, damage, and number of targets.
- Hot Bond
After honing your Fire Bending skills, you have now gained a natural resistance to all fire and cold damage. Additionally, you cannot be frozen or burned by any means.
- Flaming Fist
You can make a simple, offensive Fire Bending attack for close-combat. You ignite your fist and make a melee attack against a creature, dealing 1d6 + your spellcasting modifier fire damage. This acts as a normal attack. Additionally, you can chose to light flammable objects that are not being worn or carried on fire by simply touching them.
At 7th level you are able to manipulate raw energy (mana). You are able to create discs, a dome, shields, weapons, etc. Any weapon created using this effect deals an an extra amount of force damage equal to 5 + your intelligence modifier, and any form of armor or protective item increases your AC by half your intelligence modifier (rounded down). Summoning or destroying an item using this feature takes an action, and the maximum amount of items you can have summoned at once is equal to your intelligence modifier.
At 10th level you are able to align your raw magic to actually do certain spells. You can align with one of the following aspects:
Your shadow is no longer connected to you, thus causing it to turning into a shadow doppelgänger under your control. This shadow doppelgänger has the stats of a Shadow. You are able to see through this shadow's eyes and hear what it hears.
You are able to draw power from the sun, allowing you to swap fire and radiant damage to the other.
As an action, can create little storm clouds that can rain on people. This cloud can also do a lightning attack that does 1d8 lightning damage + your intelligence modifier. You regain the ability to use this after a short or long rest.
When in or on water, instead of gaining disadvantage on everything, you gain advantage.
Your AC increases by 3 while you are wearing no armor or wearing light armor. You can use a shield and still gain this benefit.
You are able to create somewhat small illusions such as animals or a weapon or armor. Additionally, you are proficient in intimidation.
At level 20 you are able to discover your true potential, unlocking a powerful ability based off of the Primal Alignment you chose at level 13.
You can turn yourself into a shadow being for one minute. For the duration, you can walk through any object and creature, you are proficient in dexterity saving throws for the next minute, and you get a shadow short sword that does 2d10 necrotic damage. You regain the ability to use this after a short or long rest.
Since you have unlocked your true potential in the power of the sun you are able to use its power. As an action you can choose to deal 2d10 radiant to any number of targets within a 60ft radius. You regain the ability to use this after a short or long rest.
You have full control of the weather. As an action you summon a storm in a 1 mile radius around you, making it difficult terrain for anyone who is flying. Additionally, whenever a creature starts their turn in the storm, they must succeed on a Dexterity saving throw equal to your spell save DC or be struck by lightning and take 3d12 lightning damage.
You must be on or near a large body of water to use this feat. you can manipulate the waves and you can create minor tsunamis which can bring ships down. you also have the ability to create typhoons and whirlpools. Whenever a creature enters any of these bodies of water or start their turn there, they take 3d12 force damage. You regain the ability to use this after a short or long rest.
You can cast Move Earth at will without requiring any spell slots. Additionally, while fighting you can make the ground difficult terrain for everyone except. This does not apply for people who are flying. You regain the ability to use this after a short or long rest.
You have mastered the power of the stars you gain advantage on any spell that is an illusion spell. Additionally, as an action you can make miniature stars and have them rain down around you in a 240 ft radius. Everyone within the area take 15d10 psychic plus 15d10 radiant damage. You regain the ability to use this after a long rest.
Starting at 2nd level you gain powers from the talisman you struck a deal with, gaining abilities at 2nd level, 5th level, 10th level, 14th level and 18th level.
Talisman of the Reaper
At 2nd level you are now proficient in scythes. Your attacks with this weapon always deal necrotic damage and instead of using your strength modifier you will be using your Intelligence modifier.
You gain spells but these spells do not count towards spells known.
1st:Inflict Wounds, False Life, Animate Shadow, Bind Skeletal Familiar
3rd:Conjure Wraith, Vampiric Blade, Animate Dead
4th:Agonizing Smite, Life Drain
5th:Necromancy Flames, Drain
Talisman of the Celestial
At 2nd level, as an action you can make a healing aura that heals any ally within a 40ft radius. This aura heals for 1d4+your intelligence modifier each round that they are in the aura. This requires a minute of concentration and you cannot use this again until after a short rest. At 10th level you can use this a number of times equal to your spellcasting modifier and the healing increases to 1d8+your intelligence modifier. You regain all uses after a short rest.
At 5th level you now know the language Celestial and you gain proficiency in the perception skill. Additionally, you can add your spellcasting modifier to the roll.
At 10th level you gain additional spells. These spells do not count towards spells known.
1st:Healing Word, Guiding Bolt
2nd:Prayer of Healing
3rd:Life Transference, Mass Healing Word, Spirit Guardians, Chain Heal
5th:Mass Cure Wounds, Insect Plague
6th:Blade Barrier, Heal, Heroes Feast
7th:Conjure Celestial, Regenerate
9th:Mass Heal, Power Word Heal, True Resurrection
At 14th level your talisman has granted you a pair of feathery white wings, granting you a flying speed equal to double your movement speed. You can dispel or summon the wings as a bonus action.
At 18th level you can turn any of your magic attacks into healing. Whenever you cast a spell that deals damage, you can choose to instead make it heal the targets for the amount of damage they would otherwise take. Nothing happens if the target is immune to the damage dealt by the spell used.
Talisman of the Warrior
At 2nd level you gain proficiency in all simple and martial weapons and all armor. All of your weapons will be using your intelligence modifier instead of your strength modifier.
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 10th level, when you hit a creature with a weapon attack, you can expend one spell slot to deal Lightning, Fire, Cold, or Force damage to the target, in addition to the damage you dealt. The extra damage is 2d8 for a 1st level spell slot, plus 1d8 for each spell level higher than 1st.
At 14th level, whenever you hit a creature with an attack, you can use your bonus action to make them make a strength saving throw with a DC equal to your spell save DC. On a failed save the creature gets pushed back 10 feet and becomes prone until they use their movement to get back up.
A Warrior's Glory
At 18th level your movement speed doubles. You may also use your reaction to, instead of getting hit with any attack, choose to parry it before the DM tells you how much damage you take. This completely negates all damage you took and you gain resistance to slashing, piercing and bludgeoning damage for one minute after using this ability. You regain your use of this ability after 1 long rest.
Prerequisites. To qualify for multiclassing into the arcane elite class, you must meet this prerequisite: Intelligence 13.
Proficiencies. When you multiclass into the arcane elite class, you gain the following proficiency: light armor.