Arcane Warrior, 2nd Variant (5e Class)

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Arcane Warrior[edit]

<!-Introduction Leader->[edit]

Creating an Arcane Warrior[edit]

Quick Build

You can make an Arcane Warrior quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution and Dexterity. Second, choose the [Background]. Third, choose <!-elaborate on equipment choices->

Class Features

As a Arcane Warrior you gain the following class features.

Hit Points

Hit Dice: 1d10 per Arcane Warrior level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Arcane Warrior level after 1st


Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Athletics, History, Insight, Investigation and Medicine


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

  • a martial weapon
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) scale mail or (b) leather armor
  • a spellbook and an arcane focus

Table: The Arcane Warrior

Level Proficiency
Arcane Infusion Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 1d4 Arcane Weapon, Magic Veil, Spell Book -
2nd +2 1d4 Fighting Style, Spellcasting 2 2
3rd +2 1d4 [Archetype], Arcane Attachment 2 3
4th +2 1d4 Ability Score Improvement, Ability Score Improvement 2 3
5th +3 1d6 Extra Attack 2 4 2
6th +3 1d6 War Magic 2 4 2
7th +3 1d6 [Archetype] feature, Improved Magic Veil 2 4 3
8th +3 1d6 Ability Score Improvement, Ability Score Improvement 2 4 3
9th +4 1d6 2 4 3 2
10th +4 1d6 [Archetype] feature 3 4 3 2
11th +4 1d8 3 4 3 3
12th +4 1d8 Ability Score Improvement, Ability Score Improvement 3 4 3 3
13th +5 1d8 3 4 3 3 1
14th +5 1d8 Spell Resistance 4 4 3 3 1
15th +5 1d8 [Archetype] feature 4 4 3 3 2
16th +5 1d8 Ability Score Improvement, Ability Score Improvement 4 4 3 3 2
17th +6 1d10 4 4 3 3 3 1
18th +6 1d10 4 4 3 3 3 1
19th +6 1d10 Ability Score Improvement, Ability Score Improvement 4 4 3 3 3 2
20th +6 1d10 [Archetype] feature 4 4 3 3 3 2

Arcane Weapon[edit]

Your research on how weapons react to magic allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.

Arcane Infusion

While wielding your arcane weapon, you can use your bonus action to choose a damage type: Cold, Fire, Lightning, Necrotic or Radiant. Until the start of your next turn, your attacks made with that weapon deal an additional 1d4 damage of the chosen damage type. This counts as a cantrip for the sake of Magic Veil. The bonus damage increases as you gain levels as an arcane warrior, as shown in the Arcane Infusion column of the Arcane Warrior table.

Magic Veil[edit]

Beginning at 1st level, when you use a spell on your turn, your AC increases by 2 + the spell's level while not wielding a shield until the start of your next turn. If you cast a spell in your turn that's of a higher level than a spell you casted in the same turn, use the spell level of the higher level spell to calculate the AC bonus.

Spell Book[edit]

At 1st level, you have a spellbook containing four 1st-level arcane warrior spells of your choice. Your spellbook is the repository of the arcane warrior spells you know, except your cantrips, which are fixed in your mind.


By 2nd level, you have learned to [...]. See chapter 10 for the general rules of spellcasting.


At 2nd level, you know two cantrips of your choice from the arcane warrior spell list. You learn additional arcane warrior cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcane Warrior table.

Preparing and Casting Spells

The Arcane Warrior 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 warrior spells that are available for you to cast. To do so, choose a number of arcane warrior spells from your spellbook equal to your Intelligence modifier + half your arcane warrior level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 5th-level arcane warrior, you have [...]. With an Intelligence of 16, your list of prepared spells can include [...] spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell [...], you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of arcane warrior spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your arcane warrior spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a arcane warrior spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus (see chapter 5, “Equipment”) or your arcane weapon as a spellcasting focus for your arcane warrior spells.

Learning Spells of 1st Level and Higher

Each time you gain an arcane warrior level, you can add one arcane warrior spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Arcane Warrior table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” Sidebar).

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book. When you find an arcane warrior spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the mage who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. 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 the Book. You can copy a spell from your own spellbook into another book –for example, if you want to make a backup copy of your spellbook. 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 opied 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. For this reason, many arcane warriors keep backup spellbooks in a safe place.

The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Fighting Style[edit]

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Versatile Fighting. While you are wielding a versatile weapon in two hands, you gain a +1 bonus to AC and gain a +1 bonus to damage rolls with that weapon.

Arcane Attachment[edit]

Starting at 3rd level, your arcane weapon can’t be removed against your will.

Ability Score Improvement[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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

[War Magic][edit]

Starting at 6th level, whenever you take the Attack action on your turn, you can cast one of your cantrips in place of one of your attacks.

Improved Magic Veil[edit]

Beginning at 7th level, when you use a spell on your turn, you gain a bonus to all saving throws you make until the start of your next turn equal to 2 + the spell’s level. If you cast a spell in your turn that’s of a higher level than a spell you casted in the same turn, use the spell level of the higher spell to calculate the bonus.

Spell Resistance[edit]

Starting at 14th level, you have resistance against the damage of spells.

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th and 20th level.->

[Battle Master][edit]

<!-For subclasses introduce this class option here->

Combat Superiority

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier, or Intelligence modifier if you are wielding your arcane weapon (your choice)

7th level
Improved Combat Superiority

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.


Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.

Extra Attack (x2)

Beginning at 20th level, you can attack thrice, instead of twice, whenever you take the Attack action on your turn.


<!-Introduce this subclass here->

Bonus Cantrip

When you choose this [...] at 3rd level, you learn one additional arcane warrior cantrip of your choice. This cantrip doesn’t count against the number of arcane warrior cantrips you know.


At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 7th and 15th level. You can use only one Metamatic option on a spell when you cast it, unless otherwise noted.

Sorcery Points. You have a number of sorcery points equal to your Arcane Warrior level. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

Arcane Strike

At 10th level, you learn how to make your weapon strikes undercut a creature’s resistance to your spells. When you hit a creature with a weapon attack made with your arcane weapon, that creature has disadvantage on the next saving throw it makes against one of your spells until the end of your next turn.

Arcane Master

At 20th level, you master the art of magic. You gain a 6th-level spell slot and add two 6th level spells from the wizard spell list to your spellbook.

[Arcane Weapon][edit]

Spell Storage

Starting at 3rd level, when you cast a spell of 1st level or higher that would require concentration and activates its effect on the next time you hit a creature with a melee weapon attack (e.g. Searing Smite, Wrathful Smite), you can store it in your arcane weapon. The spell doesn’t require you to concentrate on it and its effect is activated on the next melee weapon attack you make with your arcane weapon during the spell’s duration. If you use this feature while your arcane weapon stores a spell, the spell replaces the currently stored spell.

7th level
10th level
15th level
Spellblade Mastery

At 20th level, you have achieved such mastery over certain spells that you can cast them at will. If you don't already have, add Searing Smite, Thunderous Smite and Wrathful Smite to your spellbook. You can cast these spells at 1st level without expending a spell slot when you have them prepared. If you want to cast them at a higher level, you must expend a spell slot as normal.

Arcane Warrior Spell List[edit]


Blade Ward, Booming Blade, Chill Touch, Eldritch Blast, Fire Bolt, Green-Flame Blade, Light, Mage Hand, Produce Flame, Shocking Grasp, Sword Burst

1st Level

Charm Person, Compelled Duel, Disguise Self, Detect Magic, Heroism, Searing Smite, Shield, Thunderous Smite, Wrathful Smite

2nd Level

Aganazzar’s Scorcher, Blindness/Deafness, Blur, Branding Smite, Hold Person, Magic Weapon

3rd Level

Blinding Smite, Counterspell, Elemental Weapon, Haste, Thunder Step

4th Level

Staggering smite

5th Level

Banishing Smite, Hold Monster


If you want to multiclass into the fire bender class, the prerequisites and proficiencies are as follows:

Prerequisites. To qualify for multiclassing into the arcane warrior class, you must meet these prerequisites: 13 Intelligence

Proficiencies. When you multiclass into the arcane warrior class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons

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