The Arcane Warrior The Arcane Warrior Level Proficiency Bonus Features Arcanum 1st +2 Arcane Power, Arcane Strike 2 2nd +2 Fighting Style, Stride of the Arcane 2 3rd +2 Warrior's Doctrine 2 4th +2 Ability Score Improvement 3 5th +3 Extra Attack, Sight Beyond Sight 3 6th +3 Arcane Vitality 3 7th +3 Doctrine Feature 2 4 8th +3 Ability Score Improvement 4 9th +4 Innate Abjuration 4 10th +4 Uncanny Knack 5 11th +4 Doctrine Feature 3 5 12th +4 Ability Score Improvement 5 13th +5 Improved Arcane Strike 6 14th +5 Rote Casting 6 15th +5 Doctrine Feature 4 6 16th +5 Ability Score Improvement 7 17th +6 Improved Stride of the Arcane 7 18th +6 Awakening of Steel 7 19th +6 Ability Score Improvement 8 20th +6 Arcane Wellspring 8 Class Features As an arcane warrior, you gain the following class features Hit Points Hit Dice: 1d8 per arcane warrior level

1d8 per arcane warrior level Hit Points at 1st Level: 8 + your Constituion modifier

8 + your Constituion modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per arcane warrior level after 1st Proficiencies Armor: Light Armour, Medium Armour, Shields

Light Armour, Medium Armour, Shields Weapons: Simple weapons, Martial Weapons

Simple weapons, Martial Weapons Tools: None Saving Throws: Dexerity, Intelligence

Dexerity, Intelligence Skills: Choose two from Arcana, Athletics, History, Perception Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) chain mail and a shield or (b) leather armour, a shortbow and twenty arrows.

(a) a martial weapon and two daggers or (b) two martial weapons

an explorer's pack Arcane Power Be it through training or the circumstances of your birth you have an intuitive grasp of magic, which allows you to loosely shape it to your purposes. Though your spell crafting lacks the precision and breadth of a dedicated mage it is more than sufficient to aid you in more rugged pursuits. You gain Arcanum as indicated in Arcanum column of the Arcane Warrior class table. You may expend points of Arcanum to use or enhance various class features. You regain all of your Arcanum as part of a short rest. Some of your arcane abilities require your target to make a saving throw to resist the abilities effects. The saving throw DC and spell attacks for your abilities are calculated as follows: Arcane Power Save DC = 8 + your proficiency bonus + your Intelligence modifier

Arcane Power Spell Attack = your proficiency bonus + your Intelligence modifier Arcane Strike Starting at first level you may expend a bonus action to focus some of your arcane energies into one weapon or piece of ammunition you are touching. The next attack you make with this weapon or piece of ammunition deals an additional d6 of damage. You may spend Arcanum as part of this bonus action, the damage your Arcane Strike deals increases by 1d6 per point of Arcanum expended. You determine the damage type of your Arcane Strike whenever you take your bonus action and may select any one of the following types; Fire, Cold, Radiant or Force. Maintaining the arcane energies within a weapon or piece of ammunition requires focus, you can maintain a number of imbued items equal to your Intelligence modifier any further imbuements will cause the oldest Arcane Strike effect on your items to be lost

Fighting Style At second level you adopt a particular 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. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defence While you are wearing armour, you gain a +1 bonus to AC. Duelling 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. Stride of the Arcane Starting at second level as a bonus action you gain a climb speed equal to your move speed or treat water as solid ground until the end of your next turn. To use this feature again you must expend one point of Arcanum or complete a short or long rest. Warrior’s Doctrine At third level you further refine your unique blend of magic and martial force, forming a doctrine to govern your style of combat. 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Sight Beyond Sight Starting at 5th level you can cast one of the following spells. To use this feature again you must expend two points of Arcanum or complete a long rest. Darkvision

See Invisibility

Detect Thoughts Arcane Vitality Starting at 6th level you can use a bonus action to gain temporary hit points equal to 1d8 + your Intelligence modifier. To use this feature again you must expend one point of Arcanum or complete a long rest. Innate Abjuration Starting at 9th level, your understanding of magic allows you to better defend yourself against it. You can add your Intelligence modifier to saving throws against spell effects. If a spell would deal half damage on a successful save it instead deals no damage. Uncanny Knack Beginning at 10th level, you have learned to use your magic to enhance your natural skills. You may expend one point of Arcanum to give yourself advantage on a single skill or ability check. Improved Arcane Strike Starting at 13th level, when you strike a creature no more than one size category larger than yourself, with a weapon or piece of ammunition imbued with your Arcane Strike feature that creature must make a saving throw against your Arcane Power save DC or suffer your choice of the following effects. Fall Prone

Be pushed back 10 feet Rote Casting Beginning at 14h level you learn five spells of between first and third level and may cast them by expending Arcanum equal to their spell level. Improved Arcane Stride Beginning at seventeenth level, you can expend a point of Arcanum to teleport up to thirty feet. The climb speed and water walking granted by your Stride of the Arcane feature increase in duration, each may be maintained for up to one minute per use of Arcane Stride, extending the duration of your Arcane Stride in this way requires Concentration. Awakening of Steel Starting at eighteenth level you can for a brief period infuse your entire being with magical might. For one minute you gain the following features. Each turn you may use your reaction to ward yourself against one attack, increasing your AC against that attack by an amount equal to your spell attack bonus.

Your Arcane Strike deals an additional d6 of damage.

Creatures making a saving throw against your Arcane Power save DC do so with disadvantage. This ability cannot be used again until you complete a long rest. Arcane Wellspring Beginning at 20th level whenever you roll initiative and you have no Arcanum remaining, you regain three points of Arcanum.