D&D (2024) What would you actually want from an arcane half-caster in 1D&D PHB?

What would you actually want from an arcane half-caster in 1D&D?


The swordmage is an esoteric/mystical swordmaster. Like…I truly cannot fathom how anyone could see that as insufficient by itself.
But why is that an arcane half-caster specifically, not it's own unique chassis (like 4E) or a Warlock chassis? I'm adding it in as "I would like a true Gish - a Fighter/Mage as a single class", if that's okay - will edit if not.

To be clear I also want a Swordmage, I'd just never build it off a half-caster and maybe not as a caster at all.
 

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Being awkward can you change the poll type so multiple selections are possible?

And the other option I'd like to see added is the bard.
I'm intentionally not doing multiple selection because it's for the PHB in this question, and I don't believe WotC is going to give us multiple arcane half-casters in the 1D&D PHB. Is that okay?
 

But why is that an arcane half-caster specifically, not it's own unique chassis (like 4E) or a Warlock chassis? I'm adding it in as "I would like a true Gish - a Fighter/Mage as a single class", if that's okay - will edit if not.

To be clear I also want a Swordmage, I'd just never build it off a half-caster and maybe not as a caster at all.
I've seen people want the concept as a half caster. I've seen people want it as a full caster. I've seen people want it as a 1/3 or even 2/3 caster. And I've seen people want it as a non-caster.

I think most people want it as half caster as the concept is meant to blend magic and martial ability equally, 'halfway' even. So a 'half' caster just makes sense from that perspective. I always used to want that concept as a half caster, but over time I've moved towards wanting it as a non-caster.
 

Lidgar

Gongfarmer
I'd like the Bard to be a half-caster - like a ranger or paladin. Buff his HD to d10, as well as his thieving and martial skills. Should have a lore ID option too.
 

mellored

Legend
Which is an esoteric/mystical (ie, in D&D terms, magical) weapon master. Someone who uses knowledge and magic (which in D&D generally means arcane magic) as part of their martial tradition, not as two totally separate things they’re kinda good at.
This.

There are some features that combine attack + spell. Like booming blade, ensnaring stike, smites, etc...

Just build a class where you can get all of them. I would also be fine with ki--points-like instead of slots.

Also Nightcrawler. I want to play nightcrawler

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Nightcrawler-Marvel-Comics-X-Men-triple-sabres-teleport.jpg


4310521-nightcrawler.jpg
 


rules.mechanic

Craft homebrewer
I've recently been inspired by this r/UnearthedArcana post to start testing two sets of simple cantrips that aim to be an easy bolt-on that allow a caster to be a melee fighter (using their spell modifier), or a melee fighter to have arcane attacks. It's very much a first take and would be interested in what people think. Doesn't address the additional utility needed for an arcane weapon master and I agree with the comments above that ensnaring strike, web, misty step, blur, haste, etc would help - would be good to have a curated list of melee spells.

Arcane strike for melee spell attacks (11 versions: each of the 10 damage types and 1 prismatic)
Evocation cantrip

Casting Time: 1 action
Range: Self (5-foot radius)
Components: S
Duration: Instantaneous

You create an arcane force, with appearance suitable to its damage type, that you may wield in a spell melee attack against one creature within 5 feet of you.
poison/fire/cold/lightening/acid: A successful hit deals 1d10 + proficiency bonus damage of that damage type. The damage dice increase to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level.
necrotic/thunder/psychic/radiant/force: A successful hit deals 1d8 + proficiency bonus damage of that damage type. The damage dice increase to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.
prismatic: a successful hit deals 1d6 + proficiency bonus damage of any damage type you wish. The damage dice increase to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.

Arcane weapon for melee weapon attacks (11 versions: each of the 10 damage types and 1 prismatic)
Evocation cantrip

Casting Time: 1 bonus action
Range: Self (5-foot radius)
Components: S, M (a melee weapon)
Duration: Instantaneous

You infuse arcane force into a weapon that you are wielding, changing its appearance in a manner suitable to its damage type.
poison/fire/cold/lightening/acid: You may add d4 to one attack roll that you make during your current turn. A successful hit deals an additional d6 damage of that damage type. The damage dice increase to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
necrotic/thunder/psychic/radiant/force: You may add d4 to one attack roll that you make during your current turn. A successful hit deals an additional d4 damage of that damage type. The damage dice increase to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
prismatic: The first time you make a successful hit this turn, you deal an additional d4 damage of any damage type you wish. The damage dice increase to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.
 

Fair enough - but that doesn't mean people don't have more than one opinion.
Yeah I get it. I just felt like if we went multiple choice half of you would be trying to pick all the options lol. I mean, I get it, personally I'm a maximalist class-wise. Rifts had many flaws but too many classes wasn't one lol.
 

mellored

Legend
Battle Mage
Hit dice: 1d8+con
Prof: martial weapons, light and medium armor.

Level 1: Cantrips, magic defense, spell points

Cantrips: you gain booming blade, green flame blade, and one other arcane cantrip of your choice.

Magic defense. While you are not wearing any armor or shield, your armor class equals 10 + your Dexterity modifier + your Intelligence modifier.

Spell points: you gain a pool of spell points equal to your level in this class. You regain all spell points after a short or long rest. The DC is Int based.

Elemental smite: When you hit a creature with a weapon attack, you can expend a spell points to deal +1d4 extra damage for each point spent. Chose lightning, thunder, cold, or fire.

Level 2
You can expend 2 spell points to cast absorb elements, shield, searing smite, misty step, or thunderous smite. (Possibly just learn 3 of them).

Level 3: sub-class
Arcane archer
Defender
Ninja
Artificer dabbler

Level 4: feat

Level 5: you regain 1 spell point at the start of your turn, up to the max.

You can spend 5 spell points to cast enlarge/reduce on yourself, mirror image, blurr, or ensnaring stike.

6: sub class

7: cast haste or fly on yourself for 7 spell points.

8: feat

9: Select 2 level 3 or lower arcane spell. You can cast it with 7 spell points. 5 if you select a level 2 spell, and 3 if you select a level 1 spell.

10: sub class

11: gain 2 spell points at the start of your turn

12: feat

...
 

CreamCloud0

One day, I hope to actually play DnD.
voted for the artificer: i think if given the sort of proper attention the other classes get artificer could make a great gish class, enchanting their weapons and armour with infusions and spells for all sorts of magical melee fighting tricks, and a dedicated subclass to really lean into the role (there's a dragonmark bloodline that gets a 1/LR casting of magic/elemental? weapon that they don't need to concentrate on, that sort of thing is a perfect feature IMO).

other thoughts though:
-bard, as the jack of all trades i really think you ought to be a halfcaster, fullcaster is just too much
-a dedicated martial-magic class would be allowed to have it's own unique combination of mechanical tricks to play around with, martial maneuvres and casting hand in hand
 

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