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Archon - Half Arcane Caster
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<blockquote data-quote="Thurmas" data-source="post: 7421996" data-attributes="member: 6866167"><p>I've wanted an Arcane half caster for 5E for some time, with no indication one will come any time soon. With that in mind, I've spent a while developing this homebrew class, The Archon. The shell of the class is based roughly on the way the Paladin and Ranger work, but with several differences and with abilities that are geared to the arcane vs divine or nature magic. The rough draft of this class was presented on the forum some months ago with quite a bit of feedback. After a bit of play testing, this is the nearly final version I'm submitting for any last reviews and commentary the forum may have. I've enjoyed playing this so far and am looking forward to any critiques you may have. Thanks!</p><p></p><p> [ATTACH]97593[/ATTACH][ATTACH]97594[/ATTACH][ATTACH]97595[/ATTACH][ATTACH]97596[/ATTACH][ATTACH]97597[/ATTACH][ATTACH]97599[/ATTACH]</p><p></p><p><strong>Archon</strong></p><p>An armorclad warrior stands in the midst of a battle, hammer in one hand striking down orcs as they approach him. In his other hand, the staff he grips launches bursts of flame across the battlefield, engulfing orcs and goblins alike in a cacophony of fire. </p><p> </p><p>A woman clad in simple robes gestures toward her foe with an outstretched hand. The motion abruptly pulls him toward her, helplessly impaling him onto her outstretched sword, as the last gasp of air escapes his chest. </p><p> </p><p>An elf withdraws his dagger from the corpse of his enemy, the last tendrils of necrotic energy sliding up his hand. As he quietly exhales, the necrotic energy seeps into his body and slowly closes his wounds.</p><p> </p><p>Harnessing the unbridled power of arcane magic and weaving it together with their martial prowess, archons combine the might of steel with the power of magic, using the combination to defeat their enemies.</p><p> </p><p> </p><p><strong>Master of the Blade</strong></p><p>Wielding a long blade, slashing with a mighty battleaxe, or crushing your foes beneath a warhammer. No matter the weapon chosen, the archon is deadly in its use. Whether you are weaving a delicate dance of death or crushing your enemies beneath the raw power of your blows, you are a force to be reckoned with.</p><p> </p><p><strong>Practitioner of the Arcane</strong></p><p>While pursuit of your martial abilities consumes much of your energy, you can’t afford to direct all your efforts into honing your skill with a blade. Time not spent practicing with your weapon is spent studying the arcane. Your skill with the arcane arts separates you from being a simple swordsman. Manipulating and working the weave to your advantage gives you the edge to defeat your enemies and survive to fight another day.</p><p> </p><p><strong>Deadly Mixture of Sword and Sorcery</strong></p><p>Weaving together the swing of a blade and the power of the arcane, the archon using his magic to empower his attacks, defend his life and manipulate the world around him in a deadly dance of magic and steel.</p><p> </p><p><strong>Creating an Archon</strong></p><p>As you create your archon character, consider the nature of the training that gave you your particular capabilities. Did you train with a pair of mentors, honing your skills with a blade and learning the knowledge of the arcane from each? Were you raised by a sect of cultists, learning skill with a dagger and the blood magic that powered their rituals? Or perhaps you had formal training at an academy for archons. You might have grown up in the wilderness, learning the particulars of the four elements and how to interact and channel them to your advantage. </p><p> </p><p>Consider the various skills you have learned. The ability to weave your magic into the weapon in your hand, while casting spells with your free to keep enemies at bay. Manipulate the world around you to aid you and your allies and slay your foes. As your hone your skills with a sword, make sure to delve deeper into the depths of the arcane to continue growing in power. </p><p> </p><p><strong>Quick Build</strong></p><p>You can make a ranger quickly by following these suggestions. First, make Strength your highest ability score, followed by Intelligence. Second, choose the folk hero background.</p><p> </p><p>1: Archon Discipline, Magical Connection, Spellcasting Focus</p><p>2: Empower Weapon (1d4), Spell Casting, Bonus Spells</p><p>3: Arcane Shield</p><p>4: Ability Score Improvement</p><p>5: Extra Attack, Empower Weapon (1d6)</p><p>6: Archon Discipline Feature</p><p>7: Distant Step</p><p>8: Ability Score Improvement</p><p>9: --</p><p>10: Magical Awareness</p><p>11: Archon Discipline Feature, Empower Weapon (1d8)</p><p>12: Ability Score Improvement</p><p>13: --</p><p>14: Spell Shatter</p><p>15: Expediency</p><p>16: Ability Score Improvement, Archon Discipline Feature, </p><p>17: Empower Weapon (1d10)</p><p>18: Magical Resistance</p><p>19: Ability Score Improvement</p><p>20: Archon Discipline Feature</p><p> </p><p><strong>Class Features</strong></p><p>As a Archon, you gain the following class features.</p><p> </p><p>Hit Points</p><p>Hit Die: 1d10 per Archon level</p><p>Hit Points at 1st Level: 10 + your Constitution modifier</p><p>Hit Points at higher levels: 1d10 (or 6) + Your Constitution modifier per Archon level after 1st.</p><p> </p><p>Proficiencies</p><p>Armor: Light armor, medium armor, shields.</p><p>Weapons: All simple and martial weapons.</p><p>Tools: None</p><p> </p><p>Saving Throws: Constitution, Intelligence</p><p>Skills: Choose two from Animal Handling, Acrobatics, Athletics, History, Insight, Investigation, and Perception.</p><p> </p><p>Equipment</p><p>You start with the following equipment, in addition to the equipment granted by your background:</p><p></p><ul> <li data-xf-list-type="ul">(a) scale mail or (b) leather armor</li> <li data-xf-list-type="ul">(a) long sword or (b) a simple or martial melee weapon</li> <li data-xf-list-type="ul">Two daggers</li> <li data-xf-list-type="ul">(a) a dungeoneer’s pack or (b) an explorer’s pack</li> <li data-xf-list-type="ul">(a) longbow and a quiver of 20 arrows or (b) 4 javelins</li> </ul><p></p><p><strong>Arcane Arts</strong></p><p>Many of your Archon abilities require the ability to properly manipulate the arcane forces to properly focus and direct their power. These abilities are known as Arcane Arts and they require you to have a free hand or be wielding an arcane focus in order to use them. You may not use an Arcane Art in the same turn that you wield a two handed weapon, an off-hand weapon, or a shield.</p><p> </p><p><strong>Archon Discipline</strong></p><p>At 1st level, you choose a Archon Discipline. Your choice grants you features at 1st level, as well as discipline spells at 2nd level, and other features at 6th, 11th, 16th and 20 levels.</p><p> </p><p><strong>Magical Connection</strong></p><p>Also at 1st level, You have gained enough arcane knowledge to be minorly proficient. You learn the Prestidigitation cantrip if you do not already know it. You also gain proficiency in the Arcana Skill.</p><p> </p><p><strong>Empower Weapon</strong></p><p>At 2nd level, you learn how to weave arcane magic into your weapon. When you hit with a melee weapon attack, you add 1d4 damage to the damage roll. The damage type is determined by your Archon Discipline. This damage increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level. </p><p> </p><p><strong>Spell Casting</strong></p><p>By the time they reach 2nd level, Archons have learned to cast spells. See chapter 10 for the general rules of spellcasting and below for the Archon spell list. </p><p> </p><p><strong>Preparing and Casting Spells</strong></p><p>The Archon spell table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. </p><p> </p><p><strong>Spells Known of 1st-Level and Higher.</strong></p><p>You know a number of Archon spells of your choice from the Archon spell list equal to your Intelligence modifier plus half your Archon level, rounded down (minimum of one spell). Each of these spells must be of a level for which you have spell slots. For example, if you are a 5th-level Archon, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of spells can include four spells of 1st or 2nd level. If you know the 1st-level spell Shield, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of known spells. </p><p>Whenever you gain a level in this class, you can replace one of the Archon spells you know with another spell of your choice from the Archon spell list. The new spell must be of a level for which you have spell slots.</p><p> </p><p><strong>Spellcasting Ability</strong></p><p>Intelligence is your spellcasting ability for your Archon spells, since your magic draws on your attunement to the Arcane. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Archon spell you cast and when making an attack roll with one.</p><p> </p><p><strong>Spell save DC</strong> = 8 + your proficiency bonus + your Intelligence modifier</p><p> </p><p><strong>Spell attack modifier</strong> = your proficiency bonus + your Intelligence modifier</p><p> </p><p><strong>Spellcasting Focus</strong></p><p>You can use an arcane focus (found in chapter 5) as a spellcasting focus for your Archon spells. </p><p> </p><p><strong>Discipline Spells</strong></p><p>Each Discipline has a list of associated spells. You gain access to these spells at the levels specified in the Discipline description. Once you gain access to a Discipline spell, you always have it prepared. Discipline spells don’t count against the number of spells you can prepare each day. If you gain a Discipline spell that doesn’t appear on the Archon spell list, the spell is nonetheless an Archon spell for you. </p><p> </p><p><strong>Shield Ward</strong></p><p>At 3rd level, you gain a bonus to AC equal to your half your proficiency bonus (rounded down). You must have a free hand or be holding an arcane focus to gain this benefit. </p><p> </p><p>This ability is an Arcane Art.</p><p> </p><p><strong>Distant Step</strong></p><p>At 7th level, as a bonus action, you may teleport up to 60 feet to an unoccupied location you can see. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.</p><p> </p><p><strong>Magical Awareness</strong></p><p>Starting at 10th level, you may cast the Detect Magic spell as a ritual.</p><p> </p><p><strong>Spell Shatter</strong></p><p>At 14th level you gain the ability to negate magical effects. As a reaction, you can end one magical spell or effect on you as per the Dispel Magic spell. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.</p><p> </p><p><strong>Expediency</strong></p><p>At 15th level a Archon gains the ability to urgently manipulate the magical arts in a time of need. When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.</p><p> </p><p><strong>Magical Resistance</strong></p><p>At 18th level you gain proficiency in all saving throws versus spells and spell like effects.</p><p> </p><p><strong>Archon Disciplines</strong></p><p> </p><p><strong>Elemental Discipline</strong></p><p> </p><p><strong>Elemental Adept</strong></p><p>At 1st level, you are a student of the four elements. Choose one of the elements to become an adept in. You gain the benefits associated with that element. You choose an additional element at 6th, 11th and 16th level. </p><p> </p><p>Air - You gain a flying speed equal to your walking speed. This ability only works in short bursts: you fall if you end your turn in the air and nothing is holding you aloft. Your elemental damage type is Lightning. You gain resistance to lightning damage.</p><p>Earth - You cannot be forced to move or be knocked prone. Your elemental damage type is Acid. You gain resistance to acid damage.</p><p>Fire - Your walking speed increases by 10 feet. Your elemental damage type is fire. You gain resistance to fire damage.</p><p>Water - You can breathe underwater and gain a swimming speed equal to your walking speed. Your elemental damage type is cold. You gain resistance to cold damage.</p><p> </p><p><strong>Elemental Bolt </strong></p><p>Also at 1st level, you cause elemental damage to seek out a creature. As a bonus action, choose a target that you can see within 60 feet. The target must succeed on a Dexterity saving throw or take 1d10 elemental damage. The damage type is one of your chosen adept Elemental Discipline damage types. </p><p> </p><p>The damage increases as you gain more levels in archon; to 2d10 at level 8 and 3d10 at level 14. </p><p> </p><p>This ability is an Arcane Art.</p><p> </p><p><strong>Elements of Nature</strong></p><p>Also at 1st level, you gain proficiency in the Nature skill.</p><p> </p><p><strong>Discipline Spells</strong></p><p>You gain Discipline spells at the Archon levels listed.</p><p> Archon Level</p><p>2nd Absorb Elements, Chromatic Orb</p><p>5th Gust of Wind, Scorching Ray</p><p>9th Erupting Earth, Tidal Wave</p><p>13th Storm Sphere, Wall of Fire</p><p>17th Maelstrom, Wall of Stone</p><p> </p><p><strong>Empower Weapon</strong></p><p>When you do damage using your Empower Weapon ability, the damage type is your choice of one of your chosen Elemental Adept damage types. </p><p> </p><p><strong>Elemental Mastery </strong></p><p>At 20th level, you have mastered the four elements. You gain the ability to become the elements themselves. You gain the following benefits:</p><p></p><ul> <li data-xf-list-type="ul">The element of air grants you true flight. You no longer fall if you are not being supported by something at the end of your turn.</li> <li data-xf-list-type="ul">The element of earth fortifies your body - You gain resistance to bludgeoning, slashing and piercing damage.</li> <li data-xf-list-type="ul">The element of fire ignites the fury inside of you - You add your intelligence modifier to your damage rolls.</li> <li data-xf-list-type="ul">The element of water fortifies you against magic - You gain advantage on saving throws versus spells or spell like effects.</li> </ul><p>This ability lasts for 10 minutes. Once you use this feature, you can’t do so again until you finish a long rest.</p><p> </p><p><strong>Arcane Discipline</strong></p><p> </p><p><strong>Arcane Armor</strong></p><p>At 1st level, when you aren’t wearing armor, your AC equals 10 + your Dexterity Modifier + Your Intelligence Modifier.</p><p> </p><p><strong>Arcane Spear</strong></p><p>Also at 1st level, as a bonus action, you learn to create a magical dart. A creature of your choice within 60 feet is hit by the dart and takes 1d4+1 force damage. </p><p> </p><p>This increases as you gain more levels in Archon; to 2 missiles at 8th level and 3 missiles at 14th level. Each missile may target a different creature. </p><p> </p><p>This ability is an Arcane Art.</p><p> </p><p><strong>Discipline Spells</strong></p><p>You gain Discipline spells at the Archon levels listed.</p><p> Archon Level</p><p>2nd Magic Missile, Shield</p><p>5th Hold Person, Knock</p><p>9th Counterspell, Haste</p><p>13th Banishment, Greater Invisibility</p><p>17th Teleportation Circle, Wall of Force</p><p> </p><p><strong>Empower Weapon</strong></p><p>The additional damage dealt by your Empowered Weapon is Force damage.</p><p> </p><p><strong>Arcane Force</strong></p><p>At 6th level, as a bonus action, choose a large or smaller creature within 60 feet. That creature makes a Strength saving throw versus your Spell DC. On a failure, you may either push that creature 10’ directly away or pull it 10’ directly toward you. </p><p> </p><p>This ability is an Arcane Art.</p><p> </p><p><strong>Arcane Leap</strong></p><p>At 11th level, you gain a flying speed equal to your walking speed. This ability only works in short bursts: you fall if you end your turn in the air and nothing is holding you aloft.</p><p> </p><p><strong>Arcane Ward</strong></p><p>At 16th level, as a bonus action, you may create a 10’ x 10’ panel of force as per the Wall of Force spell within 60’ of you. You may only have one panel active at a time. This panel lasts for 10 minutes or until you dismiss it. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. </p><p> </p><p>This ability is an Arcane Art.</p><p> </p><p><strong>Paragon</strong></p><p>At 20th level, you become pure arcane energy. When you use this ability, you gain the following benefits:</p><p></p><ul> <li data-xf-list-type="ul">You gain resistance to all damage.</li> <li data-xf-list-type="ul">You gain advantage on all saving throws versus spells and spell like effects.</li> <li data-xf-list-type="ul">When you successfully make a saving throw against a spell or spell like effect, you regain 10 hit points as you absorb part of the arcane energy.</li> <li data-xf-list-type="ul">You gain the benefits of the telekinesis spell as if you had cast it. It lasts for the duration of your Paragon feature and does not require concentration. You can perform any ability of the telekinesis spell that requires an action as a bonus action.</li> <li data-xf-list-type="ul">This ability is an Arcane Art.</li> </ul><p>This ability lasts for 10 minutes. Once you use this feature, you can’t do so again until you finish a long rest.</p><p> </p><p><strong>Blood Discipline</strong></p><p> </p><p><strong>Bleed the Body, Feed the Soul</strong></p><p>At 1st level, as a bonus action, you lose a number of hit points equal to your level to gain new powers through your blood sacrifice. This damage can’t be prevented. Choose a benefit from the following options:</p><p></p><ul> <li data-xf-list-type="ul">Darkvision out to a range of 120 feet, as described in chapter 8.</li> <li data-xf-list-type="ul">Immunity to poison damage and the poisoned condition.</li> <li data-xf-list-type="ul">An increase to your walking speed of 10 feet.</li> <li data-xf-list-type="ul">Proficiency in Wisdom Saving throws.</li> </ul><p></p><p>You may only benefit from one of these options at a time. Each time your use this ability, you can change the option you benefit from. This benefit lasts until you complete a short or long rest.</p><p> </p><p><strong>Life Syphon </strong></p><p>Also at 1st level, you may attempt to drain the life force from a creature. As a bonus action, make a melee spell attack - On a hit, the target takes 1d6 necrotic damage. You regain hit points equal to half the damage dealt. </p><p> </p><p>This damage increase as you gain more levels in Archon; to 2d6 at level 8 and 3d6 at level 14. </p><p> </p><p>This ability is an Arcane Art.</p><p> </p><p><strong>Grisly Profession</strong></p><p>Additionally at 1st level, you gain proficiency in the Intimidate skill.</p><p> </p><p><strong>Discipline Spells</strong></p><p>You gain Discipline spells at the Archon levels listed.</p><p> Archon Level</p><p>2nd Cure Wounds, Inflict Wounds</p><p>5th Protection from Poison, Ray of Enfeeblement</p><p>9th Bestow Curse, Fear</p><p>13th Blight, Death Ward</p><p>17th Contagion, Raise Dead</p><p> </p><p><strong>Empower Weapon</strong></p><p>The additional damage dealt by your Empowered Weapon is Necrotic damage.</p><p> </p><p><strong>Bleed the Body, Feed the Mind</strong></p><p>At 6th level, as a bonus action, you may sacrifice a number of hit points equal to your level. If you do so, until the beginning of your next turn, when you cast a spell that forces a creature to make a saving throw to resist its effects, you can choose to give one target of the spell disadvantage on its saving throw made against the spell.</p><p> </p><p><strong>Blood Feast</strong></p><p>At 11th level, when you make a melee weapon attack and deal necrotic damage to a creature, you gain hit points equal to half the necrotic damage dealt. </p><p> </p><p>In addition, you gain resistance to necrotic damage.</p><p> </p><p><strong>Touch of Atrophy</strong></p><p>At 16th level, when you hit a creature with your Life Syphon ability, that creature must make a Constitution saving throw against your spell DC. On a failure, that creature becomes poisoned until the beginning of your next turn.</p><p> </p><p><strong>The Reaper</strong></p><p>At 20th level, you become death incarnate. You gain the following abilities:</p><p></p><ul> <li data-xf-list-type="ul">You become shrouded in shadow. A cloak of black shadow magic billows around you.</li> <li data-xf-list-type="ul">Attacks against you have disadvantage.</li> <li data-xf-list-type="ul">Whenever you deal necrotic damage to a creature, that creature’s hit point maximum is also reduced by that amount.</li> <li data-xf-list-type="ul">You add your intelligence modifier to your damage rolls.</li> <li data-xf-list-type="ul">You gain true sight.</li> <li data-xf-list-type="ul">This ability is an Arcane Art.</li> </ul><p></p><p>This ability lasts for 10 minutes. Once you use this feature, you can’t do so again until you finish a long rest.</p><p> </p><p><strong>Archon Spell List</strong></p><p><strong>Level 1</strong></p><p>Absorb Elements</p><p>Alarm </p><p>Charm Person </p><p>Color Spray </p><p>Comprehend Languages </p><p>Detect Magic </p><p>Expeditious Retreat </p><p>Feather Fall </p><p>Fog Cloud </p><p>Grease </p><p>Identify </p><p>Jump </p><p>Longstrider </p><p>Shield </p><p>Silent Image </p><p>Sleep </p><p>Thunderwave </p><p>Unseen Servant </p><p> </p><p><strong>2nd Level</strong></p><p>Blindness/Deafness </p><p>Blur </p><p>Cloud of Daggers </p><p>Continual Flame </p><p>Darkness </p><p>Darkvision </p><p>Enlarge/Reduce </p><p>Gust of Wind </p><p>Hold Person </p><p>Invisibility </p><p>Levitate </p><p>Locate Object </p><p>Mirror Image </p><p>Misty Step </p><p>See Invisibility </p><p>Shatter </p><p>Spider Climb </p><p>Suggestion </p><p>Web </p><p> </p><p><strong>3rd Level</strong></p><p>Blink </p><p>Clairvoyance </p><p>Counterspell</p><p>Dispel Magic </p><p>Fly </p><p>Gaseous Form </p><p>Haste </p><p>Leomund’s Tiny Hut </p><p>Major Image </p><p>Nondetection </p><p>Protection from Energy </p><p>Sending </p><p>Stinking Cloud </p><p>Water Breathing</p><p> </p><p><strong>4th Level</strong></p><p>Confusion</p><p>Control Water</p><p>Dimension Door</p><p>Fabricate</p><p>Fire Shield</p><p>Greater Invisibility</p><p>Locate Creature</p><p>Mordenkainen’s Faithful Hound</p><p>Mordenkainen’s Private Sanctum</p><p>Polymorph</p><p>Stone Shape</p><p>Stoneskin</p><p></p><p><strong>5th Level</strong></p><p>Animate Objects</p><p>Creation</p><p>Hold Monster</p><p>Legend Lore</p><p>Mislead</p><p>Passwall</p><p>Scrying</p><p>Teleportation Circle</p><p>Wall of Force</p><p>Wall of Stone</p></blockquote><p></p>
[QUOTE="Thurmas, post: 7421996, member: 6866167"] I've wanted an Arcane half caster for 5E for some time, with no indication one will come any time soon. With that in mind, I've spent a while developing this homebrew class, The Archon. The shell of the class is based roughly on the way the Paladin and Ranger work, but with several differences and with abilities that are geared to the arcane vs divine or nature magic. The rough draft of this class was presented on the forum some months ago with quite a bit of feedback. After a bit of play testing, this is the nearly final version I'm submitting for any last reviews and commentary the forum may have. I've enjoyed playing this so far and am looking forward to any critiques you may have. Thanks! [ATTACH=CONFIG]97593._xfImport[/ATTACH][ATTACH=CONFIG]97594._xfImport[/ATTACH][ATTACH=CONFIG]97595._xfImport[/ATTACH][ATTACH=CONFIG]97596._xfImport[/ATTACH][ATTACH=CONFIG]97597._xfImport[/ATTACH][ATTACH=CONFIG]97599._xfImport[/ATTACH] [B]Archon[/B] An armorclad warrior stands in the midst of a battle, hammer in one hand striking down orcs as they approach him. In his other hand, the staff he grips launches bursts of flame across the battlefield, engulfing orcs and goblins alike in a cacophony of fire. A woman clad in simple robes gestures toward her foe with an outstretched hand. The motion abruptly pulls him toward her, helplessly impaling him onto her outstretched sword, as the last gasp of air escapes his chest. An elf withdraws his dagger from the corpse of his enemy, the last tendrils of necrotic energy sliding up his hand. As he quietly exhales, the necrotic energy seeps into his body and slowly closes his wounds. Harnessing the unbridled power of arcane magic and weaving it together with their martial prowess, archons combine the might of steel with the power of magic, using the combination to defeat their enemies. [B]Master of the Blade[/B] Wielding a long blade, slashing with a mighty battleaxe, or crushing your foes beneath a warhammer. No matter the weapon chosen, the archon is deadly in its use. Whether you are weaving a delicate dance of death or crushing your enemies beneath the raw power of your blows, you are a force to be reckoned with. [B]Practitioner of the Arcane[/B] While pursuit of your martial abilities consumes much of your energy, you can’t afford to direct all your efforts into honing your skill with a blade. Time not spent practicing with your weapon is spent studying the arcane. Your skill with the arcane arts separates you from being a simple swordsman. Manipulating and working the weave to your advantage gives you the edge to defeat your enemies and survive to fight another day. [B]Deadly Mixture of Sword and Sorcery[/B] Weaving together the swing of a blade and the power of the arcane, the archon using his magic to empower his attacks, defend his life and manipulate the world around him in a deadly dance of magic and steel. [B]Creating an Archon[/B] As you create your archon character, consider the nature of the training that gave you your particular capabilities. Did you train with a pair of mentors, honing your skills with a blade and learning the knowledge of the arcane from each? Were you raised by a sect of cultists, learning skill with a dagger and the blood magic that powered their rituals? Or perhaps you had formal training at an academy for archons. You might have grown up in the wilderness, learning the particulars of the four elements and how to interact and channel them to your advantage. Consider the various skills you have learned. The ability to weave your magic into the weapon in your hand, while casting spells with your free to keep enemies at bay. Manipulate the world around you to aid you and your allies and slay your foes. As your hone your skills with a sword, make sure to delve deeper into the depths of the arcane to continue growing in power. [B]Quick Build[/B] You can make a ranger quickly by following these suggestions. First, make Strength your highest ability score, followed by Intelligence. Second, choose the folk hero background. 1: Archon Discipline, Magical Connection, Spellcasting Focus 2: Empower Weapon (1d4), Spell Casting, Bonus Spells 3: Arcane Shield 4: Ability Score Improvement 5: Extra Attack, Empower Weapon (1d6) 6: Archon Discipline Feature 7: Distant Step 8: Ability Score Improvement 9: -- 10: Magical Awareness 11: Archon Discipline Feature, Empower Weapon (1d8) 12: Ability Score Improvement 13: -- 14: Spell Shatter 15: Expediency 16: Ability Score Improvement, Archon Discipline Feature, 17: Empower Weapon (1d10) 18: Magical Resistance 19: Ability Score Improvement 20: Archon Discipline Feature [B]Class Features[/B] As a Archon, you gain the following class features. Hit Points Hit Die: 1d10 per Archon level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at higher levels: 1d10 (or 6) + Your Constitution modifier per Archon level after 1st. Proficiencies Armor: Light armor, medium armor, shields. Weapons: All simple and martial weapons. Tools: None Saving Throws: Constitution, Intelligence Skills: Choose two from Animal Handling, Acrobatics, Athletics, History, Insight, Investigation, and Perception. Equipment You start with the following equipment, in addition to the equipment granted by your background: [LIST] [*](a) scale mail or (b) leather armor [*](a) long sword or (b) a simple or martial melee weapon [*]Two daggers [*](a) a dungeoneer’s pack or (b) an explorer’s pack [*](a) longbow and a quiver of 20 arrows or (b) 4 javelins [/LIST] [B]Arcane Arts[/B] Many of your Archon abilities require the ability to properly manipulate the arcane forces to properly focus and direct their power. These abilities are known as Arcane Arts and they require you to have a free hand or be wielding an arcane focus in order to use them. You may not use an Arcane Art in the same turn that you wield a two handed weapon, an off-hand weapon, or a shield. [B]Archon Discipline[/B] At 1st level, you choose a Archon Discipline. Your choice grants you features at 1st level, as well as discipline spells at 2nd level, and other features at 6th, 11th, 16th and 20 levels. [B]Magical Connection[/B] Also at 1st level, You have gained enough arcane knowledge to be minorly proficient. You learn the Prestidigitation cantrip if you do not already know it. You also gain proficiency in the Arcana Skill. [B]Empower Weapon[/B] At 2nd level, you learn how to weave arcane magic into your weapon. When you hit with a melee weapon attack, you add 1d4 damage to the damage roll. The damage type is determined by your Archon Discipline. This damage increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level. [B]Spell Casting[/B] By the time they reach 2nd level, Archons have learned to cast spells. See chapter 10 for the general rules of spellcasting and below for the Archon spell list. [B]Preparing and Casting Spells[/B] The Archon spell table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. [B]Spells Known of 1st-Level and Higher.[/B] You know a number of Archon spells of your choice from the Archon spell list equal to your Intelligence modifier plus half your Archon level, rounded down (minimum of one spell). Each of these spells must be of a level for which you have spell slots. For example, if you are a 5th-level Archon, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of spells can include four spells of 1st or 2nd level. If you know the 1st-level spell Shield, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of known spells. Whenever you gain a level in this class, you can replace one of the Archon spells you know with another spell of your choice from the Archon spell list. The new spell must be of a level for which you have spell slots. [B]Spellcasting Ability[/B] Intelligence is your spellcasting ability for your Archon spells, since your magic draws on your attunement to the Arcane. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Archon spell you cast and when making an attack roll with one. [B]Spell save DC[/B] = 8 + your proficiency bonus + your Intelligence modifier [B]Spell attack modifier[/B] = your proficiency bonus + your Intelligence modifier [B]Spellcasting Focus[/B] You can use an arcane focus (found in chapter 5) as a spellcasting focus for your Archon spells. [B]Discipline Spells[/B] Each Discipline has a list of associated spells. You gain access to these spells at the levels specified in the Discipline description. Once you gain access to a Discipline spell, you always have it prepared. Discipline spells don’t count against the number of spells you can prepare each day. If you gain a Discipline spell that doesn’t appear on the Archon spell list, the spell is nonetheless an Archon spell for you. [B]Shield Ward[/B] At 3rd level, you gain a bonus to AC equal to your half your proficiency bonus (rounded down). You must have a free hand or be holding an arcane focus to gain this benefit. This ability is an Arcane Art. [B]Distant Step[/B] At 7th level, as a bonus action, you may teleport up to 60 feet to an unoccupied location you can see. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. [B]Magical Awareness[/B] Starting at 10th level, you may cast the Detect Magic spell as a ritual. [B]Spell Shatter[/B] At 14th level you gain the ability to negate magical effects. As a reaction, you can end one magical spell or effect on you as per the Dispel Magic spell. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. [B]Expediency[/B] At 15th level a Archon gains the ability to urgently manipulate the magical arts in a time of need. When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. [B]Magical Resistance[/B] At 18th level you gain proficiency in all saving throws versus spells and spell like effects. [B]Archon Disciplines[/B] [B]Elemental Discipline[/B] [B]Elemental Adept[/B] At 1st level, you are a student of the four elements. Choose one of the elements to become an adept in. You gain the benefits associated with that element. You choose an additional element at 6th, 11th and 16th level. Air - You gain a flying speed equal to your walking speed. This ability only works in short bursts: you fall if you end your turn in the air and nothing is holding you aloft. Your elemental damage type is Lightning. You gain resistance to lightning damage. Earth - You cannot be forced to move or be knocked prone. Your elemental damage type is Acid. You gain resistance to acid damage. Fire - Your walking speed increases by 10 feet. Your elemental damage type is fire. You gain resistance to fire damage. Water - You can breathe underwater and gain a swimming speed equal to your walking speed. Your elemental damage type is cold. You gain resistance to cold damage. [B]Elemental Bolt [/B] Also at 1st level, you cause elemental damage to seek out a creature. As a bonus action, choose a target that you can see within 60 feet. The target must succeed on a Dexterity saving throw or take 1d10 elemental damage. The damage type is one of your chosen adept Elemental Discipline damage types. The damage increases as you gain more levels in archon; to 2d10 at level 8 and 3d10 at level 14. This ability is an Arcane Art. [B]Elements of Nature[/B] Also at 1st level, you gain proficiency in the Nature skill. [B]Discipline Spells[/B] You gain Discipline spells at the Archon levels listed. Archon Level 2nd Absorb Elements, Chromatic Orb 5th Gust of Wind, Scorching Ray 9th Erupting Earth, Tidal Wave 13th Storm Sphere, Wall of Fire 17th Maelstrom, Wall of Stone [B]Empower Weapon[/B] When you do damage using your Empower Weapon ability, the damage type is your choice of one of your chosen Elemental Adept damage types. [B]Elemental Mastery [/B] At 20th level, you have mastered the four elements. You gain the ability to become the elements themselves. You gain the following benefits: [LIST] [*]The element of air grants you true flight. You no longer fall if you are not being supported by something at the end of your turn. [*]The element of earth fortifies your body - You gain resistance to bludgeoning, slashing and piercing damage. [*]The element of fire ignites the fury inside of you - You add your intelligence modifier to your damage rolls. [*]The element of water fortifies you against magic - You gain advantage on saving throws versus spells or spell like effects. [/LIST] This ability lasts for 10 minutes. Once you use this feature, you can’t do so again until you finish a long rest. [B]Arcane Discipline[/B] [B]Arcane Armor[/B] At 1st level, when you aren’t wearing armor, your AC equals 10 + your Dexterity Modifier + Your Intelligence Modifier. [B]Arcane Spear[/B] Also at 1st level, as a bonus action, you learn to create a magical dart. A creature of your choice within 60 feet is hit by the dart and takes 1d4+1 force damage. This increases as you gain more levels in Archon; to 2 missiles at 8th level and 3 missiles at 14th level. Each missile may target a different creature. This ability is an Arcane Art. [B]Discipline Spells[/B] You gain Discipline spells at the Archon levels listed. Archon Level 2nd Magic Missile, Shield 5th Hold Person, Knock 9th Counterspell, Haste 13th Banishment, Greater Invisibility 17th Teleportation Circle, Wall of Force [B]Empower Weapon[/B] The additional damage dealt by your Empowered Weapon is Force damage. [B]Arcane Force[/B] At 6th level, as a bonus action, choose a large or smaller creature within 60 feet. That creature makes a Strength saving throw versus your Spell DC. On a failure, you may either push that creature 10’ directly away or pull it 10’ directly toward you. This ability is an Arcane Art. [B]Arcane Leap[/B] At 11th level, you gain a flying speed equal to your walking speed. This ability only works in short bursts: you fall if you end your turn in the air and nothing is holding you aloft. [B]Arcane Ward[/B] At 16th level, as a bonus action, you may create a 10’ x 10’ panel of force as per the Wall of Force spell within 60’ of you. You may only have one panel active at a time. This panel lasts for 10 minutes or until you dismiss it. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. This ability is an Arcane Art. [B]Paragon[/B] At 20th level, you become pure arcane energy. When you use this ability, you gain the following benefits: [LIST] [*]You gain resistance to all damage. [*]You gain advantage on all saving throws versus spells and spell like effects. [*]When you successfully make a saving throw against a spell or spell like effect, you regain 10 hit points as you absorb part of the arcane energy. [*]You gain the benefits of the telekinesis spell as if you had cast it. It lasts for the duration of your Paragon feature and does not require concentration. You can perform any ability of the telekinesis spell that requires an action as a bonus action. [*]This ability is an Arcane Art. [/LIST] This ability lasts for 10 minutes. Once you use this feature, you can’t do so again until you finish a long rest. [B]Blood Discipline[/B] [B]Bleed the Body, Feed the Soul[/B] At 1st level, as a bonus action, you lose a number of hit points equal to your level to gain new powers through your blood sacrifice. This damage can’t be prevented. Choose a benefit from the following options: [LIST] [*]Darkvision out to a range of 120 feet, as described in chapter 8. [*]Immunity to poison damage and the poisoned condition. [*]An increase to your walking speed of 10 feet. [*]Proficiency in Wisdom Saving throws. [/LIST] You may only benefit from one of these options at a time. Each time your use this ability, you can change the option you benefit from. This benefit lasts until you complete a short or long rest. [B]Life Syphon [/B] Also at 1st level, you may attempt to drain the life force from a creature. As a bonus action, make a melee spell attack - On a hit, the target takes 1d6 necrotic damage. You regain hit points equal to half the damage dealt. This damage increase as you gain more levels in Archon; to 2d6 at level 8 and 3d6 at level 14. This ability is an Arcane Art. [B]Grisly Profession[/B] Additionally at 1st level, you gain proficiency in the Intimidate skill. [B]Discipline Spells[/B] You gain Discipline spells at the Archon levels listed. Archon Level 2nd Cure Wounds, Inflict Wounds 5th Protection from Poison, Ray of Enfeeblement 9th Bestow Curse, Fear 13th Blight, Death Ward 17th Contagion, Raise Dead [B]Empower Weapon[/B] The additional damage dealt by your Empowered Weapon is Necrotic damage. [B]Bleed the Body, Feed the Mind[/B] At 6th level, as a bonus action, you may sacrifice a number of hit points equal to your level. If you do so, until the beginning of your next turn, when you cast a spell that forces a creature to make a saving throw to resist its effects, you can choose to give one target of the spell disadvantage on its saving throw made against the spell. [B]Blood Feast[/B] At 11th level, when you make a melee weapon attack and deal necrotic damage to a creature, you gain hit points equal to half the necrotic damage dealt. In addition, you gain resistance to necrotic damage. [B]Touch of Atrophy[/B] At 16th level, when you hit a creature with your Life Syphon ability, that creature must make a Constitution saving throw against your spell DC. On a failure, that creature becomes poisoned until the beginning of your next turn. [B]The Reaper[/B] At 20th level, you become death incarnate. You gain the following abilities: [LIST] [*]You become shrouded in shadow. A cloak of black shadow magic billows around you. [*]Attacks against you have disadvantage. [*]Whenever you deal necrotic damage to a creature, that creature’s hit point maximum is also reduced by that amount. [*]You add your intelligence modifier to your damage rolls. [*]You gain true sight. [*]This ability is an Arcane Art. [/LIST] This ability lasts for 10 minutes. Once you use this feature, you can’t do so again until you finish a long rest. [B]Archon Spell List[/B] [B]Level 1[/B] Absorb Elements Alarm Charm Person Color Spray Comprehend Languages Detect Magic Expeditious Retreat Feather Fall Fog Cloud Grease Identify Jump Longstrider Shield Silent Image Sleep Thunderwave Unseen Servant [B]2nd Level[/B] Blindness/Deafness Blur Cloud of Daggers Continual Flame Darkness Darkvision Enlarge/Reduce Gust of Wind Hold Person Invisibility Levitate Locate Object Mirror Image Misty Step See Invisibility Shatter Spider Climb Suggestion Web [B]3rd Level[/B] Blink Clairvoyance Counterspell Dispel Magic Fly Gaseous Form Haste Leomund’s Tiny Hut Major Image Nondetection Protection from Energy Sending Stinking Cloud Water Breathing [B]4th Level[/B] Confusion Control Water Dimension Door Fabricate Fire Shield Greater Invisibility Locate Creature Mordenkainen’s Faithful Hound Mordenkainen’s Private Sanctum Polymorph Stone Shape Stoneskin [B]5th Level[/B] Animate Objects Creation Hold Monster Legend Lore Mislead Passwall Scrying Teleportation Circle Wall of Force Wall of Stone [/QUOTE]
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