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 Mana Manipulation
- 1.2.9 Bending
- 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 spell caster yourself a wizard in fact then you came into contact with an ancient talisman you struck a deal with it you gained Arcane powers you are now the most elite of the arcanists. Hence why 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: Martial Slashing Weapons
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 or (b) Wand or staff
- Spell book
- (a) Scholars pack or (b) Explorer's pack
- If you are using starting wealth, you have 200g in funds.
|Features||Cantips 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||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement, Arcane Secrets,Subclass ability||5||8||4||3||3||2||—||—||—||—||—|
|12th||+4||Ability Score Improvement, Arcane Secrets,Subclass ability||5||12||4||3||3||3||2||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,Warlock and Paladin 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 Talisman of the Warrior,Talisman of the Celestial(Your magical alignment must be Light) or Talisman of the Reaper(Your magical alignment must be dark).If you have a neutral alignment you can choose any of the talisman listed here. You can make your talisman disappear or reappear as a bonus action. The talisman also acts as and can transform into your spellbook. You may aswell copy spells from other people and add them to yours it costs 50 gp per spell or an hour of practicing must be to be learnt by Wizards, Warlocks or Paladins
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. Also the familiar you summon 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 4, or you can increase two ability scores of your choice by 2. 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 and it can be anywhere familiar to your character. Masters of the mind palace can have their room appear however they want. You also are proficient on wisdom and intelligence saving throws and you cannot be charmed nor put to sleep by magic.
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 any class. you gain more access to more secrets once at 8th level and again at 12th Level
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 your intelligence modifier. 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 9th level you are able to manipulate air, water at 10th level, earth at 11th level, and fire at 12th level. You gain 2 feats form each element at their respective levels.
You are able to manipulate air. You also gain 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. If the attack lands, you can expend another chi point to make a Dex saving throw in the same reaction. If your roll is higher than your opponent's accuracy, the damage is halved. Otherwise, you take full damage. This does not apply to any attacks that already require a saving throw. 10th level
- 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 attack spell attacks while on the scooter. 13th level
- Keen Ears:
after taking a 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. 15th level
At 10th level you are able to manipulate water. You also gain the following feats from the water category:
- Icy Ramp:
when falling, you can 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 of DC 10 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 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.(This costs 3 Arcane Points)
At 11th level, you are able to manipulate earth. You also gain the following feats from the earth category:
- Solid Footing:
when walking on earth, (rocks, solid/normal ground, etc.) terrain cannot be difficult for you. You can use your reaction to allow an ally within 15 feet to also have this benefit while walking through the difficult 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 double proficiency.
- 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 or your subelement. 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.
At 12th level you are able to manipulate fire. You also gain 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 a lightning-based Attack is directed at you, as a reaction, you must first make a Dex saving throw higher than the attack’s accuracy or save DC. A failure results in you getting hit as normal. If you succeed, you must then make a Charisma saving throw to calm yourself and let the energy flow in, through, and out. If you roll a 10 or lower, you take half of the original damage and are stunned until the beginning of your next turn. If it is 11 to 15, you successfully redirect the attack, but it is redirected in a harmless direction. If it is 16 or higher, 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 Bod
After honing your Fire Bending skills, you have now gained a natural resistance to all fire and cold damage. You also cannot be frozen 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 + Dexterity Modifier points of 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 13th level you are able to align your raw magic to actually do certian spells. You can align with one of the following aspects:
Your shadow is no longer connected to you thus turning into a shadow doppelganger and becomes a servant that you control and because this shadow is disconnected from you, you now have not a shadow. This shadow can fly and can possess objects but never a living creature. You are able to see through this shadow's eyes and hear what it hears as it is your shadow and you have a psychic link to it.
You are able to draw power from the sun you can change any fire damage to radiant and radiant damage to fire.
you can create little storm clouds that can rain on people and as a bonus you can also have the cloud do a lightning attack that does 1d8 lightning damage + your intelligence modifier.
when in difficult terrain that has to do with water, instead of taking disadvantage on everything you take advantage.
your AC increases by 3.
you are able to create somewhat small illusions such as animals or a weapon or armor. you are proficient in intimidation.
At level 20 you are able to discover your true potential and you will do something different for each and it also depends on how your DM explains it. you Basically have mastered your primal aspect and are now very powerful and here is what each can do:
you can turn yourself into a shadow being and this means that you can walk through things and you are proficient in dexterity saving throws for the next minute and you get a shadow short sword that does 2d10 necrotic damage.
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 target within a 60ft radius.
you have full control of the weather. As an action you can make it difficult terrain for anyone who is flying thus anyone who is flying takes disadvantage on attack rolls and you can also summon lightning as a bonus that does 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.
you can create hills and monuments and while fighting you can make the ground difficult terrain where everyone except you take disadvantage on attack rolls, this however does not apply for people who are flying.
You have mastered the power of the stars you gain advantage on any spell that is an illusion spell. Also as an action you can make create miniature stars and have them rain down on a 240 ft radius. Everyone within the area take 15d10 psychic plus 15d10 radiant damage and are stunned for 10 minutes. This recharges on a long rest
Starting at 2nd level you gain powers from the talisman you struck a deal with you gain abilities at 2nd level,5th level,8th level,12th level and once more at 18th level.
Talisman of the Reaper
At 2nd level you are now proficient in scythes it your attacks with this weapon always deal necrotic damage and instead of using your strength modifier you will be using your spell casting 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 any ally within a 40ft radius heals 1d4+your intelligence modifier each round they are in the aura.This requires a minute of concentration and you cannot use this after a short rest. At 10th level you can use this as much as much 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 and you will be adding your spellcasting modifier and proficiency bonus to the roll.
At 8th 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 12th level your talisman has granted you flight you gain a flying speed equal to double your movement speed.
At 18th level you can turn any of your magic attacks into healing if you cast a spell that deals damage you can choose to make it heal for the amount of damage they would otherwise take.
Talisman of the Warrior
At 2nd level you gain proficiency in all martial weapons and all armor. For all of your weapons you will be using your spellcasting 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 8th level, when you hit a creature with a weapon attack,you can expend one spell slot to deal either 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 12th level, when you hit a creature with an attack as a bonus action you can make them make a strength saving throw of a DC equal to your spell casting DC on a failed save the creature gets pushed back 10 feet.
A Warrior's Glory
At 18th level your movement speed doubles.Also as a reaction of getting hit with any attack you may 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 you restore use of this ability after 1 long rest
you can not multiclass with this class