[Feat] Arcane Fighting Styles

by PosTavern

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Arcane Fighting Styles

A Homebrew Feat for Sorcerers, Warlocks, and Wizards

You adopt a particular style of arcane fighting as your specialty. Choose one of the following options, each of which are based on an arcane focus. You can't take an Arcane Fighting Style option more than once, even if you later get to choose again.

Divinative Technique

When you roll for initative while you are carrying an orb, you gain one special luck point, as described in chapter 6 of the Player's Handbook. If the luck point is not expended during the initiative order, it disappears.

Mace Magic

When you are wielding a rod, your spell attacks against creatures within 10 feet of you score a critical hit on a roll of 19-20.

Rolling Weave

When you cast a spell that affects an area while you are wielding a staff, such as Fireball or Tidal Wave, you can increase that area by two 5-foot cubes in any direction.

Weave Fencing

When you are wielding a wand, you can use a bonus action to enter an En Garde stance. In this stance, you gain a +1 bonus to spellcasting attack rolls, saving throws, and AC bonuses granted by spells. You can hold this stance until you lose concentration (as if you were concentrating on a spell).

u/PosTavern | Art: Dragon's Breath by Mauricio Herrera





























Wild Magic Martyr

When you are reduced to 0 hit points but not killed outright while wielding a crystal, you can choose to immediately fail a death saving throw and roll on the Wild Magic Martyr table. Once you use this feature, you can’t use it again until you finish a long rest.

Wild Magic Martyr Table
d6 Effect
1 You are transported to the Astral Plane while you make your death saving throws. If you become stable, you return to the space you previously occupied or the nearest unoccupied space if that space is occupied. If you die, your body remains in the Astral Plane.
2 You cast Polymorph on the creature that reduced you to 0 hit points. If it fails its saving throw, it turns into a sheep for 1 hour (no concentration required).
3 You cast Fireball as a 3rd-level spell centred on yourself. You do not suffer an additional death saving throw failure from the damage received.
4 Illusory butterflies and flower petals flutter in the air within 20 feet of you for the next minute, making the area heavily obscured.
5 1d6+1 flumphs appear in unoccupied spaces surrounding the creature that reduced you to 0 hit points. They attack it and vanish after 1 minute or when they die.
6 Your body expels arcane energy that extends 20 feet from you in every direction. This area temporarily becomes a region of unraveling magic. Roll for an effect on the Unraveling Magic Effects table, as seen in chapter 4 of Tasha’s Cauldron of Everything.