View Full Version : D&D 5e/Next Warmage, Arcane Paladin Homebrew Class WIP (PEACH)

2015-08-02, 11:24 PM
Inspired by Gr7mm Bobb's Duskblade, I decided to throw together the beginnings of my own homebrew class. It's still WIP, any suggestions and critiques are always welcome!


Hit Die: 1d10

Armor: All armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Acrobatics, Athletics, History, Investigation, Nature, Religion

Weapon Bond
As Weapon Bond from EK

Arcane Warding
Starting at 1st level, while wielding your bonded weapon in one hand and an arcane focus in the other, your gain a +2 bonus to AC. While wielding your bonded weapon in two hands, you gain +1 to AC.

Fighting Style
At 2nd level, as Paladin.
Archery, Defense, Dueling, Great Weapon Fighting

Same slot progression as Paladin. Spells Known... I'm not sure yet. Will have it's own spell list with custom spells.

Arcane Strike
Starting at 2nd level, when you hit a creature with a weapon attack, you can expend one Warmage spell slot to deal acid, cold, fire, force, lightning, poison or thunder damage to the target, in addition to the weapon's damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.

Warmage Archetypes
At 3rd level you select a Warmage Archetype; Arcane Archer, Duskblade, or Mageknight, all detailed at the end of the class description.
Your choice grants you features at 3rd level and again at 7th, 15th and 20th level. Those features include Bonus Spells and the Aegis feature.

Bonus Spells
As Oath Spells from Paladin.

Your archetype allows you to channel your arcane might to fuel magical effects. Each Aegis option provided by your archetype explains how to use it.
When you use your Aegis, you must finish a short or long rest to use it again.

Ability Score Improvement
4th, 8th, 12th, 16th and 19th level.

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Elemental Aegis
Starting at 9th level, when you finish a short or long rest you can choose one of these damage types; acid, cold, fire, force, lightning, poison or thunder. You and allies within 10 feet of y ou gain resistance to the chosen damage type. You must be conscious to grant this benefit.
At 18th level, the range of this aegis increases to 30 feet.

Improved Arcane Strike
By 11th level, you are so suffused with arcane power that all your bonded weapon strikes carry elemental power with them. Whenever you hit a creature with a bonded weapon, the creature takes an extra 1d6 damage. If you also use your Arcane Strike with an attack, you add this damage to the extra damage of your Arcane Strike.

Dispelling Touch
Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain expended uses when you finish a long rest.


Arcane Archer
Ranged Specialist

Stealth/Debuff Specialist

Heavy Armor Specialist

This is kind of a conversion of the 4E Swordmage. The custom spell list will include spells and cantrips inspired by 4E Swordmage powers. I decided against calling it a Swordmage because I want more diversity in weapon choice, as evident by the Arcane Archer archetype. Warmage is as generic a "combat wizard" name as I could think of, but it could do with a bit more character. Suggestions would be appreciated!

I've taken liberty with the Duskblade calling them the "stealth specialist" because "Dusk" makes me think of a stealthy type. I understand they're supposed to be a sort of melee Sorcerer in 3.X? Not sure, but w/e.

I considered making the bonded weapon count as the arcane spell focus, but I decided against it. Not a set in stone idea. Two-handers and dual wielders will still need to find some way to deal with material components this way.

Gr7mm Bobb
2015-08-03, 12:14 PM
Looks like you got a decent enough foundation laid out. And your take on this looks like it'll be more defensive and less aggressive then my own.

In 3.5 Duskblades were the guys that started off in maybe light armor and ended the game feeling like a close range M1-A1 Abrams rolling through people with a Greataxe whose blows resounded with the force of a fireball or two.

I do have to ask mainly because I've absently acquired a small portion of 4e books (Literally have no idea where they came from, and they're brand new, as in the spine still crackles from unopened glue. . .), which one has the Swordmage in it?

I am actually curious to see how your take on this goes as there are already major differences.
The arcane focus as a shield was neat, I would make it a +1, but that's just me. I understand the reason for separating the shield value and the 2H one, but I am a bit iffy on giving the GWF any form of 'shielded swings'. I like the hand and a 1/2 style that's floating around the forums where you get a +1 to hit and Damage when 2H a versatile weapon, but they are not maximizing on damage.

Anyway,. rambling. . . Good luck, will be strolling the forums for updates.

2015-08-03, 02:38 PM
The 4E Swordmage is a Defender role, so yes my version will be more defensive. I intend to make the archetypes define your role more than the class, but we'll see how it goes. The Swordmage is in the Forgotten Realms Handbook.

2015-08-03, 08:06 PM
It'd be nice to see more of this develop in a way that really distinguishes these guys from the EK fighter kit. Good start, so far.

And I can definitely see Mageknight and Duskblade being for these guys what Devotion and Ancients oaths are for Paladins.

I'd think the Sorcerer spell list would be a good place to start, possibly mixed with some of the ideas currently exclusive to Rangers and Paladins. I wouldn't give them any healing, though.