Arcane Swordmaster (D20 Modern Class)

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Arcane Swordmaster[edit]

A arcane swordsmaster train for long periods of time to be able to combine the sword tecniques with brutal arcane magic. The fist school of arcane swords masters was creat by a powerfull human army of mages and palladins, many centuris ago, as a resource of elite soldiers . Today, the schools are autonnomus intitutions, acting as mercenary arms or particular monster hunters, but also a School could be aliated to a certain kingdon. The majority of the members are humans, but, in most cases, any race could become a member in Young or late age.

Creating a Arcane swordmaster

What leaded you to become a arcane swordsmaster? It was our Family will or yourself? Wha tis the aliance of your School, if it has one? You still follow the Scholl leadershipp or not?


Arcane swordmaster scholl and it´s aliances; any aliance

Quick build

You can make a arcane swordmaster quiclky by following these suggestions. First Strenght should be your highest abilit score, followed by inteligence. Constitution is a good for maintaining resistance in melee combat as well. Second, chose the Soldier´s background.

Class features
Hit points
  • Hit Dice: 1d10
  • Hit points at 1st level: 10+ your constitution modifier
  • hit ponts at higer leves: 1d10+ your constitution modifier
  • Armor: Light armor and medium armor
  • Wearpons: simple wearpons, martian wearpons
  • Tools: Writing tools, painting tools
  • Saving Throus: Inteligence, strenght
  • Skills: chose 2 Fromm arcana, animal handling, atlhetics, investigation, medicine, nature, perception and survival.

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

  • (a) leather armor and short sword or (b) hide armor and short sword
  • (a) long sword and Scimitar or (b) long sword and wipe
  • (a) Scholla`s pack or (b) adventure´s pack

If you are using starting wealth, you have 4d4x10 gp in founds

Table: The Arcane Swordmaster
Level Proficiency Bonus Features Cantrips Known Spells Known Spells per Day
1st 2nd 3rd 4th 5th
1st +2 Arcane Simbols, Speall Casting 2 - - - - - -
2nd +2 Arcane Protection 2 2 2 - - - -
3rd +2 Fihting Specilatit, Trainament focus feature 2 3 3 - - - -
4th +2 Ability Score improvement 2 4 3 - - - -
5th +3 - 2 5 4 2 - - -
6th +3 To hands Tatical Assault 3 6 4 2 - - -
7th +3 Trainament focus feature 3 6 4 3 - - -
8th +3 Ability Score Improvement 3 7 4 3 - - -
9th +4 - 3 7 4 3 2 - -
10th +4 Radiant Schock 3 8 4 3 2 - -
11th +4 Treinamente focus feature 4 8 4 3 3 - -
12th +4 Ability Score Improvement 4 9 4 3 3 - -
13th +5 Fihting specialit(2) 4 10 4 3 3 1 -
14th +5 Magic Impulse 4 11 4 3 3 1 -
15th +5 Treinamenet focus feture 4 12 4 3 3 2 -
16th +5 Ability Score Improvement 5 12 4 3 3 2 -
17th +6 - 5 13 4 3 3 3 1
18th +6 Swords enchantment-link 5 13 4 3 3 3 1
19th +6 Ability Score Improvement 5 14 4 3 3 3 2
20th +6 Treianmente focus feature 5 15 4 3 3 3 2

Class Skills (Con modifier per level; ×4 at 1st level)

Class Features[edit]

All of the following are class features of the arcane swordmaster:

Arcane simbols

As a arcane swordmaster you must tatoo arcane simbols in your body to be able to cast spells, serving as a arcane focus. One simbol representes one cantrip or spell. At 1st level you know 2 cantrips of the arcane swordmaster speall list with are aredy wiritten tatoos at the begining of the adventure. The sword master table show the amount of spells and cantrips from the classe spell list you can turn in to a tatoo.

Writing arcane simbols

This is a delicate processes and requaires a warm nedlee and an ink resource( you can by the required materials at the beging of you adventure as the will of the DM). It takes an intere Hour to finish, and one adicional hour per spell levels beond level 1.In other words a level 2 spell will need two hours for be wrinting, a level 3 three hours, and so on.

Erasing arcane simbols

For erase this tatoos in necessary the usage of the restaurar speall or the wish speall, with ando one simbol, in your body. After the process, you will need; to spend the required time to make another simbols. This is the main process, but the DM can chose to elaborete another metod.

spell casting

The arcane swordmaster table shows you how many spell slots you have to cast your spells of first level or higher. To cast one of these spells, you must expend a spell slot of the level of the spells or higher. You regain all expended spell slots when you finish a long rest. For exemplo, if you know the Magic missel speall and have 1st and 2nd speall slot avaible, you can cast Magic missel using either slot

Spells know at 1st level and Higher

At the first level you know two cantrips with are alredy wrinten arcane simbols at the beging of your adventure. In the 2nd level you can chose three level one spells of the arcane swordmaster spell list to transforme in to tatoos. The arcane swordmaster table showns When you can learn new spells and cantrips.

Speallcasting habilite

Inteligence is the speallcasitng habilite for your arcane swordmaster spells Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Arcane protection

Once you hit 2nd level you will be able to coverge youself with arcane magic, as a reaction, performing a intelligênce thron vesrus the atack DC of the oposing creature for taking Half of the damage caused by a melee atack, if the resulte was sucesefull. You need to finish a long rest before you can use this feature again.

Fighting specialty

At the 3th level you adopt a tecnic of combat to specialise in. Choose one of the following options. You can´t get the same option again more than once, even if you later get to choose again. At the 13th level you may choose again.

  • Melee specialist

You gain +2 bonus to damage rolls that you do with melle wearpons

  • Casting specialist

You gain +2 bonus to damage rolls that you do with cantrips or spells.

  • Armor specialist

While you are wearing armor, you gain a +1 bonus to AC.

  • Assaut specialist

You gain +2 in bônus to atack rolls with melee wearpons

Trainament focus

Once They hit a determineted skill capacite, the arcane soword masters chose a form of trainament to focus in changing their combat and magic skills. At the 3th level you make the desicion, anmd in the 7th,11th,15yh and 20th levels tou will develop particular skills.

Ability Score Improvement

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.

To hands tatical assault

Startin at 6th level you can cast a cantrip or a spell, spending the requered spell slot and requered material componentes,if necessary, as a bônus action afeter a Melle atack, and vice versa, as long the conjuration time needed is one action or one bônus action. Once you unluck the level 3 spealls you can use then in this action assaul as well. But you won´t be able to do this with the 4 and 5 speall levels. You also gain the Ambidestre tallent, if you didn´t had alredy.

Radiant schock
  • - requires 2nd level spell slot or higher

Startin at 10th level, as a reaction, you could stike a creature, that has hit you with a melee atack,using a magical ligthing that cause radiand demage. This creature need to make a Constitution saving throw versus your speel save DC to take Half of the 1d10 radiant damage and not lose their reaction. As you use this reaction with a 3th level spell slot or higher, you cause 1d10 extra damage for each slot level above the 2nd.

Magic impulse

Strating at the 14th level you can use a bônus action in your turn to gain a extra d6 damage for cantrips or spells you may performe in the same turn. You can use this feature two times . You need to finish a long rest before you can use this feature again.

Swords echantemen-link.

Once you hit leve 18. You man choose one sword( long sword, short sword, have sword, Scimitarr or any type of sword you may find in your andenture) to make a permanente link with. The weapon wallwas will retorn to your hand at your will and can´t be destroyed, only broken . It also recive a adicional efect. Choose one off the following options:

  • the wearpon cause adicional 1d6 elemental extra damege( fire, could, ligthining, ácid or radiant).
  • the weapron can cause 1d6 necrotic damage and restore your hp equal to the necrotic damage caused to a creature of your choise.
  • the weapron had a critical acert ratio of 19 and 20.

The processe take 5 hours to be complete and cost 5 spell slots. The use of dispel magic don´t efect the echantement. Once the wearpon is bronken, It can be fixed by the Meding cantrip or for one blackismitn mantaing the enhcantment.

Acrane swordmaster trainings

This training process focus in sorrunding yourself with radiant magic, somulanting the angels arcane powers.

  • Resilient body

In the 3th level Your body became imune to illnesses.

  • Restaurantion

At level 7 you develop a way to use magic to restore living bodys. You can toche a creature of your choise to heal it with magic restoring 5d6 hit points. You need to finish a long rest before you can use this feature again.

  • Ligth of revelation

Sarting at level 11, you can illuminate a 3 feet ray circular área centered in you. Once you use this feature, anything invisible in this área will lose this propety becaming visible to Every creature; any invibily efect, being macgical or a player class/moster feature will be canceled, and any inivisibility speall or feauture won´t be usable in this área. The duration of the ligth is 1 minute or until you decide to turn it off. You need to finish a long rest before you can use this feature again.

  • Radiant aurea

At level 15 your body is perfect capable to conduct radiante magic. You can emit a circular aurea of ligth arrond you, with 3 feet ray. Any creature that aproch you have to make a constituition save throw versus your speall save DC for taking Half of 4d8 radiant damage. The duration of this aurea is 18 seconds. You need to finish a long rest before you can use this feature again.

  • Radiant being

Once you hit 20yh level you body will be emiting ligth naturly, giving you imunit at radiant damage.

Scarlate blade

The ones how follow this traing process will focus in preparing for combat and for making ther swords taste the blood of inumerus creatures

  • Fearless

Once you hit leve 3, you will lose the fear of death, mecaming imune to the friten condition.

  • Batle cry

At level 7th, your combat experienc will allow you to motivade your companions. You will be able to give inspiration to a creature of your choise. You need to finish a long rest before you can use this feature again.

  • Scarlate blade

Once you hit level 11, you can use use or a bônus action to sofrer 1d6 damege for emboilding your blade with your on blood, making it cause 1d6 extra magical damage for the next 12 seconds. You can use this feauture two times. You need to finish a long rest before you can use this feature again.

  • Batle flames

Stariting at level 15th, you will be able to incinerate with magical flames a 3feet ray circular area centered in you. Any creature incide this area need to make a constitotion throw versus your Speall save DC for reciving Half of the 4d8 fire damage. The duration of this area is 18 seconds. You need to finish a long rest before you can use this feature again.

  • Batle arcane armor

Once you hit level 20 you will be able to use the arcane protection feature 4 times before needing to make a long rest to be able to use that feauture agian. You also gain adtional +1 CA. As normal your CA can´t be higer than 24.

Nitgh blade

The arcane swormasters who make this trainig focus in usising the death itself for gain power.

  • Necrotic drain

At 3th level you can drain the live force of a crature. As a bônus action you can restoure or Hp equal to the Half of a melee damage you caused to a creature. You need to finish a long rest before you can use this feature again.

  • Amplified Necro strike

Srating at level 7th your training will give you the skill to use necrotic magic with greater force. You can cast necrostike with a bônus 1d6 dice damage. You need to finish a long rest before you can use this feature again .Also you can learn necrostike as a bônus magic, not counting as the maximun number of spealls a arcane swordmaster can learn.

  • Repel undead

Once you hit level 11, your knowledge of necrotic magic will grant you the capacibilit to repel undead. Any creature wich have the undead tipe will need to make a wilsdon throw versus your speall save DC top be able to aprouch 2 feet of you.

  • False live

Once you hit the 15th level you will be albe to learn the false live speall. This speall will not cont in the maximun number of spealls a arcane swordmaster can learn.

  • Another chanse

As you hit the 20th, the knowledge of death wll grant you a new chance to live once you be defeated. At the moment you hit 0 hp, you will can restore your hp to 1 hit in your next turn.

Arcane Swor Master Speall List-

Ray of frost, Fire bolt,poison spary, True stike,Meding, Shocking gasp,Ice blade, Conjure Blade, Arcane defelction.

Level 1 Spealls

Magic missel, Thunderwave, Mage armor,Chromatic orb,Magic Scimitar,Death stike,Ligth drive,Phoenix wave,Arcane runes,Icy wearpon, Hunter´s mark.

Level 2 Spealls

Hold person, Schorting Ray, Gust of wind,Summon mont,Elemental Blade,Sun strike, Death´s march, Skysmite, Necrostike, See Invisibility.

Level 3 Spealls

Energizing Smite, Greater Necrostrike, Lightning Stake, Dispel Magic, Lightning Bolt, Dome of Light.

Level 4 Spealls

Celestial Storm, Lightning Strike, Fantasy Seal,Touched by the sun,Choke,Dominate beast, Banishment, Lances of Condemnation.

Level 5 Spealls-

Lightning Rain, Hell Smite, Hallowed Ground, Force Wave, Hold Monster, Ice Beam, Drain.

  • Prerequisites: To qualify for multiclassing in to the aracane swordsmaster you must meet these prerequisites: Inteligence 13 and Stenght 13
  • Proficiency. When multiclassing into the arcane swordsmaster you gain the following proficiences: Martial wearpons and arcane .

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