Martial Archetype - Arcane Warrior

by Xyrlian

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Martial Archetype: Arcane Warrior

Arcane Strike

At 3rd level, you learn to infuse some of your stikes with magical energy. When you gain this feature, you learn two Arcane Strike options of your choice (see “Arcane Strike Options” below).

As a bonus action, you can prime your weapon with magic until the end of your turn. While your weapon is primed, you can replace one of your attacks when you take the Attack action with an Arcane Strike, targeting a creature within your weapon's range.

You learn an additional Arcane Strike option of your choice at 7th, 10th, and 15th level. Each time you learn new option, you can also replace one option you know with a different one.

You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a short or long rest.

Potent Strike

At 7th level, if a target succeeds on their saving throw against your Arcane Strike, they take half damage and suffer no additional effects.

Arcane Mark

At 10th level, if a target succeeds on their saving throw against your Arcane Strike, you gain advantage on your next weapon attack against the target.

Relentless

Starting at 15th level, when you roll initiative and have no uses of Arcane Strike remaining, you regain one use of it.

Arcane Flurry

At 18th level, if you use your Action Surge to take the Attack action, you can replace each attack granted by that action with an Arcane Strike without expending any uses.

Arcane Strike Options

The Arcane Strike feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects.

If an option requires a saving throw, your Arcane Strike save DC equals 8 + your proficiency bonus + your Constitution modifier.

Binding Strike

The target must make a Charisma saving throw. On a failed save, the target takes 2d8 radiant damage and is incapacitated and has a speed of 0 until the end of its next turn.

Concussive Strike

The target must make a Constitution saving throw. On a failed save, the target target takes 3d8 force damage and is deafened until the end of your next turn.

Dreadful Strike

The target must make a Wisdom saving throw. On a failed save, the target takes 2d8 necrotic damage and is frightened by you until the end of your next turn.

Elemental Strike

The target must make a Dexterity saving throw. On a failed save, the target takes 3d8 damage of one of the following types: acid, cold, fire, lightning, thunder.

Forceful Strike

The target must make a Strength saving throw. On a failed save, the target takes 2d8 damage of the weapon's type and is either pushed up to 15 feet away from you or knocked prone (your choice).

Shadow Strike

The target must make a Intelligence saving throw. On a failed save, the target takes 2d8 psychic damage and cannot see any creatures other than you until the start of your next turn.