Arcane Weapon Master (5e Subclass)

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Arcane Weaponmaster[edit]

Fighter Subclass

The Arcane Weapon Master is a warrior and a spellcaster, enchanting himself and his weapon then facing his enemies directly in battle. Most of his spells directly affect only a touched item or its bearer, but he is able to cast them all even while wearing full armor and bearing a shield.

An Arcane Weapon Master's magic is at times completely indistinguishable from his skill with weapons. They enhance their bodies and weapons, which makes sometimes hard to perceive the more subtle manifestation of magic in the arcane weapon master style of combat.

Arcane Weaponmaster Spellcasting
Fighter
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips
You learn two cantrips of your choice from the Arcane Weaponmaster spell list. You learn an additional Arcane Weaponmaster cantrip of your choice at 10th level.
Spell Slots
The Arcane Weaponmaster spellcasting 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 Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level Arcane Weaponmaster spells of your choice, two of which you must choose from the abjuration and evocation spells on the Arcane Weaponmaster spell list.
The Spells Known column of the Arcane Weaponmaster :Spellcasting table shows when you learn more Arcane Weaponmaster spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the Arcane Weaponmaster spells you know with another spell of your choice from the Arcane Weaponmaster spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your Arcane Weaponmaster spells, since you learn your spells through 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 Weaponmaster 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
Weapon Bond

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Arcane Strike

Starting at 7th level, your attacks with bonded weapons are considered magical, for the purposes of overcoming resistances and immunity to non-magical damage.

In addition, when you hit a creature with an attack with a weapon, you can spend a spell slot and cause additional damage equal 1d8, plus 1d8 per spell slot spent (to a maximum of 5d8). The damage is force. In addition, the creature who take this damage is pushed 5 feet back per level of the spell slot.

Arcane Resilience

Beginning at 10th level, you can direct your magic to absorb damage. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.

In addition, you can use your action to restore a portion of your arcane potential. When you do so, you regain a spell slot with a level equal to half your proficiency bonus (rounded down). You can use this action a number of times equal to your proficiency bonus, and can't use it again until you finish a long rest, unless you spend an use of Second Wind to do so again.

Arcane Accuracy

At 15th level, you can use your magic to hone your weapons. As a bonus action, you can spend a spell slot to give a magical bonus to a non-magical weapon you wield. The bonus equals +1, plus an additional +1 for each spell slot after 1st-level (up to a maximum of +5). The bonus lasts for 1 minute, until you use this ability again or until you are no longer wielding the weapon.

Arcane Dreadnought

Starting at 18th level, you can spend up to four levels of spell slots as a bonus action, to infuse your body in arcane energy. This can be done in any combination, as long as result in the required to total (such as four 1st-level spell slots, a 3rd and a 1st-level spell slot or a single 4th-level spell slot). While in this form you gain the following benefits:

  • You gain resistance to all damage types, except for force and psychic.
  • You have a flying speed equal to your movement speed.

You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Arcane Weaponmaster Spell List[edit]

Cantrips

blade ward, booming blade, green-flame blade, magic stone, mending, resistance, shillelagh, true strike.

1st-level

absorb elements, expeditious retreat, false life, feather fall, heroism, jump, longstrider, mage armor, searing smite, shield, thunderous smite, wrathful smite, zephyr strike.

2nd-level

blur, branding smite, enhance ability, enlarge/reduce, kinetic jaunt, magic weapon, mirror image, misty step, see invisibility.

3rd-level

blinding smite, blink, conjure barrage, elemental weapon, flame arrows, fly, haste, protection from energy.

4th-level

dimension door, freedom of movement, greater invisibility, staggering smite, stoneskin.

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