ZenBear
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!
Warmage
Hit Die: 1d10
Proficiencies:
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
Spellcasting
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.
Aegis
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.
Archetypes
Arcane Archer
Ranged Specialist
Duskblade
Stealth/Debuff Specialist
Mageknight
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.
Warmage
Hit Die: 1d10
Proficiencies:
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
Spellcasting
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.
Aegis
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.
Archetypes
Arcane Archer
Ranged Specialist
Duskblade
Stealth/Debuff Specialist
Mageknight
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.