Arcane Warrior 0.8 A man kneeling on the ground, longsword in hand, is approached by a group of bandits. As they move to attack him, he swings upward, his sword crackling with electricity, lighting surging out from the bandit he strikes. As he swings back down, flames lick the edges of his sword, charring the bandit's armor. He flows effortlessly between elements, his sword cutting a berth through his enemies. An elf duels with an orc, her rapier glowing red-hot from the fire that surrounds it. As she narrowly dodges the orc's attack, she brings her sword up and stabs the orc in the arm. As the makes contact, a burst of energy pulses from her rapier's blade, cutting deep into the orc's flesh. On a devastated battlefield, a tiefling in full plate deftly interposes his greataxe between an ogre's club and an ally spellcaster. With a burst of arcane energy, the tiefling siphons off damage from his partner, firing it back out at the ogre, knocking it unconscious. The Arcane Warrior, whatever their focus, has dedicated themself to the study of magical melee combat, seamlessly belnding magic and swordplay to defeat their enemies. The arcane warrior has dedicated themselves to the study of magical melee combat, seamlessly blending magic and swordplay to defeat their enemies. The release arcane energy through their swords and daggers, instead of channeling that energy through spells. Their arcane knowledge makes them flexible, sturdy, and dangerous to any enemy who dares approach them.

The Arcane Warrior Level Proficiency

Bonus Arcane

Damage Amplify Features 1st +2 1d4 ─ Arcane Swordsman, Arcane Attunement 2nd +2 1d4 2 Amplify, Fighting Style 3rd +2 1d4 3 Arcane Warrior Path 4th +2 1d4 4 Ability Score Improvement 5th +3 1d4 5 Extra Arcane Attunement 6th +3 1d4 6 Extra Attack 7th +3 1d4 7 Path Feature 8th +3 1d4 8 Ability Score Improvement 9th +4 1d6 9 Extra Arcane Attunement 10th +4 1d6 10 Ability Score Improvement 11th +4 1d6 11 Path Feature 12th +4 1d6 12 Ability Score Improvement 13th +5 1d6 13 Arcane Adaptation 14th +5 1d6 14 Arcane Specialty 15th +5 1d6 15 Path Feature 16th +5 1d8 16 Ability Score Improvement 17th +6 1d8 17 Arcane Explosion 18th +6 1d8 18 Extra Arcane Specialty 19th +6 1d8 19 Ability Score Improvement 20th +6 1d8 20 Arcane Mastery Creating an Arcane Warrior As you build your Arcane Warrior, think about how you first came to pick up a sword, and how you learned to meld your magic with it. Did you pick up the sword to protect a friend? Were you curious about magic, and decided weaving spells wasn't for you? Maybe you played with your father's scimitar as a child, and found the blade icy cold to the touch. What drove you to learn more? Was it curiosity? A thirst for revenge? Perhaps you trained at an academy with other gifted students, learning the ins and outs of both arcana and battle. Or maybe you studied on your own, through family texts + scouring libraries. Did you learn your swordsmanship to escape the mundane family business? Or did you find yourself fantasizing about tales of adventure, knowing they were just within your grasp? Where did you get your weapons? Were they passed down through your family, or did you simply buy them in a shop? Did you get them in the military? Maybe they were part of a circus act you did in your youth, when you most needed money. Maybe you even made them yourself, an expert in smithing. Your blade and your intellect are all that now stand between you and the tide of challenges you have come to stand against Quick Build You can make an arcane warrior quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution or Dexterity. Second, choose the Sage background. Class Features As an arcane warrior, you gain the following class features. Hit Points Hit Dice: 1d10 per arcane warrior level

1d10 per arcane warrior level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per arcane warrior level after 1st Proficiencies Armor: Light armor, medium armor, shields

Light armor, medium armor, shields Weapons: All melee weapons

All melee weapons Tools: None Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose 2 skills from Acrobatics, Arcana, Athletics, History, Insight, Investigation, and Religion

Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) leather armor (b) hide armor

(a) a melee weapon and a shield (b) two melee weapons

(a) a scholar's pack (b) an explorer's pack Arcane Swordsman Beginning at 1st level, when you attack with a weapon you are proficient with, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. Arcane Attunement At 1st level, your time spent studying magic and swordsmanship have granted you the ability to meld the two together. Pick an Arcane Attunement from the list at the end of this feature. This becomes your "active" Arcane Attunement. When you hit with a melee weapon attack on your turn, deal 1d4 extra magical damage of your "active" type. Your damage increases as you level up according to the Arcane Damage column on the Arcane Warrior chart. You may only have one "active" type at a time. You gain an extra Arcane Attunement at 5th level and again at 9th level, as well as an Arcane Specialty at 14th level and 18th level. If you are attuned to more than one damage type, you may switch active types at the end of a short or long rest, or by concentrating on your blade for 10 minutes. At later levels, if an ability relating to your Arcane Attunement states that a creature must make a saving throw, the saving throw's DC is calculated as follows: Arcane Save DC = 8 + your proficiency bonus + your Intelligence modifier Arcane Attunements Flame: Your Arcane Damage type is Fire

Frost: Your Arcane Damage type is Cold

Storm: Your Arcane Damage type is Lightning

Toxin: Your Arcane Damage type is Poison

Arcane Specialties Darkness: Your Arcane Damage type is Necrotic

Light: Your Arcane Damage type is Radiant

Rot: Your Arcane Damage type is Acid

Sound: Your Arcane Damage type is Thunder

Fighting Style At level 2, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style more than once, even if you get to later get to choose again. 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. Arcane Fighting When you roll a 1 or a 2 on an Arcane Damage Die for an attack you make with a melee weapon, you can reroll the die and must use the new roll. Great Weapon Fighting When you roll a 1 or a 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Amplify At 2nd level, you gain the ability to Amplify your elemental damage. Your access to this amplification is represented by a number of charges. Your Arcane Warrior level determines the number of charges you have, as shown in the Amplify column of the Arcane Warrior table. When you hit with a melee weapon attack on your turn, you can expend one charge of Amplify to roll 1 extra Arcane Damage Die with your attack. You may get more ways to use Amplify depending on which Arcane path you choose. All charges of Amplify restore on a long rest.

Arcane Path At 3rd level, you choose a path that your studies and training have guided you down. Choose Adept, Martyr, or Berserker, all detailed at the end of the class description. The path you choose grants you features at 3rd level and again at 7th, 11th, and 15th level.

Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choise 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 Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Arcane Adaptation Beginning at 13th level, your body has adapted to fighting with your Arcane Attunement. At the end of a short or long rest, you can select a damage type from your list of Arcane Attunements or Arcane Specialties. You have resistance (referred to as Arcane Resistance) to damage of this type until the end of your next short or long rest. You may switch types by concentrating for 10 minutes - this may be done at the same time as switching your "active" attunement.

Arcane Explosion At 17th level, you gain increased control over your Arcane Damage. When you expend a charge of Amplify to increase the damage of an attack, you can instead choose to expend up to 2 extra charges of Amplify to increase the Arcane Damage done. You may roll 1 additional Arcane Damage die per charge spent and add it to your total damage. Arcane Mastery At 20th level, if you roll for initiative and you have no Charges remaining, you regain 5 charges. Arcane Paths As Arcane Warriors study the marriage between magic and melee combat, they find that their studies lead them down a particular path. The Arcane Path you choose emulates that journey. Path of the Adept The Path of the Adept is one of flexibility. An Adept has focused their studies on understanding the nature of Arcane Attunements, and the processes needed to switch between them. They wield their arcane power in ever-changing ways. Extra Attunement When you choose this path at level 3, you may pick one more Arcane Attunement from the list under the Arcane Attunement section. Additionally, when you reach level 14, you may select a second Arcane Specialty. Adept When you choose this path at level 3, you become more familiar with the energies necessary to change your Arcane Damage type. As a bonus action, you can switch your "active" Arcane Damage type to a different Arcane Attunement or Arcane Specialty that you know. Flexible Adept Starting at 7th level, when you expend at least one charge of Amplify to increase your Arcane Damage, you may choose the damage type of the extra damage from any Arcane Attunement or Arcane Specialty you have. Amplified Adept Starting at level 11, once per round when you use Amplify to deal extra damage to a creature, you can choose to cause an extra effect from your attack based on the type of that damage.

Darkness: Darkness spreads from your weapon to your enemy as you make contact with them. The creature must succeed on a Constitution saving throw, or be Blinded until the end of your next turn.

Flame: Flames leap from your weapon as you make contact with the creature. The creature must succeed on a Dexterity saving throw or be on fire. When on fire in this way, the creature takes fire damage equal to your Arcane Damage Die at the start of its next turn, and the fire goes out.

Frost: Frost seeps from your blade. The creature's speed is reduced by 10ft until your next turn. Light: The creature you hit shines with light. The next attack against the creature is made at advantage.

Rot: Your acid damages the creature's armor. It must succeed on a Constitution saving throw or have its AC reduced by 1 until the end of your next turn.

Sound: A thunderous boom emanates from your weapon's point of contact. You can push the creature up to 10 feet directly away from you. Additionally, it must succeed on a Constitution saving throw or be Deafened until the end of your next turn.

Storm: Lightning erupts from the creature you hit. Every creature (excluding you) within 5ft of the hit creature must succeed on a Dexterity saving throw or take damage equal to the Arcane Damage you dealt.

Toxin: Poisonous gas pours from your blade. The creature you hit must make a Consitution saving throw. On a failure, the creature takes 1 Arcane Damage die of Poison damage, and is Poisoned until the end of your next turn

Stout Adept At level 15, when you select a resistance for your Arcane Adaptiation, you may select 2 more resistances, for a total of 3. Path of the Berserker The warrior that follows the Path of the Berserker is a warrior that focuses soley on damaging their opponent as much as possible. They care little for damage to their own bodies, as long as their enemy is worse off. Hustle Once you choose this path at level 3, you can use the Dash actions as a bonus action on your turn. Additionally, your walking speed increases by 10ft. Arcane Spite When you choose this path at level 3, your Arcane Attunement becomes linked to your life force. When you hit with an attack on your turn, you can choose to expend some of your own energy to Amplify your strike instead of expending a charge of Amplify. When you use Amplify in this way, you roll two additional Arcane Damage Dice. Both you and the target take the damage rolled on these extra dice, and you have resistance to the damage. You may use this ability even if you have no charges of Amplify remaining. Arcane Renewal Starting at 7th level, your body learns to convert the arcane energy within it to revitalize itself. As a bonus action, you can expend up to 3 charges of Amplify to restore HP to yourself. The HP restored equals one Arcane Damage Die per charge of Amplify spent + your Constitution modifier Arcane Feint Starting at 11th level, when you use your Arcane Spite to deal damage that an enemy is resistant to, your Arcane Damage ignores that resistance. It does not ignore immunity.

Forced Adaptation Starting at 15th level, when an enemy hits you with an attack, you may use your reaction to expend 2 charges of Amplify to give yourself resistance to all damage from that attack. This is done after the attack hits, but before you know the damage of the attack. If the attack does damage of the same type as your current Arcane Resistance, you have immunity to that portion of the damage. Path of the Martyr The Path of the Martyr is one of defense. An arcane warrior that focuses on this path uses their Arcane Attunement and Amplify abilities to defend allies, at the cost of their own life force. Bonus Proficiency When you choose this path at level 3, you gain proficiency with heavy armor. Arcane Shield When you choose this path at level 3, you gain the ability to project your Arcane Attunement as an Arcane Shield. If a creature damages an ally that is within 5 feet of you with an attack, you can use your reaction to cast your Arcane Shield with your own life force. The damage of the attack is divided equally between you and your ally. If the damage done is an odd number, you may choose who takes the extra point of damage.

You can also choose to expend a charge of Amplify to roll an Arcane Damage die and either deal that damage to the attacking creature, or reduce the total damage of the initial attack by the number rolled. Stout Defender Starting at 7th level, your understanding of your Arcane Shield grows. When you use your Arcane shield, both you and the ally you defend have resistance to the damage type of the attack until the end of your next turn. Additionally, if any of the damage done is the same damage type as your current Arcane Resistance, you have immunity to the damage of that type from the attack. Retaliation Starting at 11th level, when you use your Arcane Shield and choose to expend a charge of Amplify, you can expend a second charge of Amplify. When you expend a second charge of Amplify, the number rolled on your Arcane Damage Die is both deducted from the damage of the attack and dealt to the attacking creature. Savior Starting at 15th level, the connection between your life force and your Arcane Shield grows. When you use your Arcane Shield to divide damage between you and an ally, you can choose to instead take the full damage onto yourself. When you use your Arcane Shield in this way, damage that would reduce you to 0 HP instead reduces you to 1 HP, and you cannot use your Arcane Shield until the end of your next short rest