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Concepts for an arcane half-caster/gish
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<blockquote data-quote="SkylarkR6" data-source="post: 7328426" data-attributes="member: 6923205"><p>I was doing this the other day actually. I gave up before trying to balance the spell list but here's where I went if it helps inspire.</p><p></p><p>*The Bladeweaver*</p><p></p><p>Hit dice: 1d10</p><p>Proficiencies: All Armor and Shields, Simple and Martial Weapons.</p><p>Saves Constitution and Intelligence</p><p>Skills: Pick 2 from Athletics, Arcana, Insight, Investigation, Intimidation, and Medicine.</p><p></p><p>Level 1:</p><p>You know the Prestidigitation cantrip and your choice between Green Flame Blade and Booming Blade.</p><p></p><p>Retwist the weave: You get a pool of D6s equal to 1 plus your Bladeweaver level. As a reaction when you or an ally within 30 feet take magic damage, you can up to your INT mod worth of them to reduce the damage by the total rolled, and deal half of the amount back to the caster.</p><p></p><p>Level 2:</p><p>Fighting style: Dueling, GWF, Defense, Protection</p><p></p><p>Spellcasting using INT mod. 1/2 caster spell slot progression. Chose the spontaneous caster route of spells known. 3 at level 2, +1/level until 9, then 1 per 2 levels. Total 15 spells known, chosen from the Bladeweaver Spell list.</p><p></p><p>Elemental Infusion: Smite using a choice of Fire, Cold, Thunder, or Lightning damage. +2d6 damage for first level, +1d6 per slot level above first.</p><p></p><p>Level 3:</p><p>Choose your Mastery</p><p></p><p>Snap Judgement: You can use your INT mod instead of DEX for the purpose of rolling initiative.</p><p></p><p>Arcane Surge: You gain the ability to pull on the Weave to fuel magic effects. You get 2 options, one from class and one from your Mastery choice. When you use your Arcane Surge you decide which option to use. You must finish a short or long rest before you can use this again.</p><p></p><p>Denounce Outsider: As an action you may Arcane Surge and pick a target that you can see within 60' of you that is a Construct, Elemental, or Aberration. All attacks against that target have advantage until the end of your next turn.</p><p></p><p>Level 4:</p><p>ASI</p><p></p><p>Level 5:</p><p>Extra Attack</p><p></p><p>Level 6:</p><p>Sphere of Shifting Threads: You and allies within 10 feet of you have advantage on saving throws vs spells and spell like effects. This increases to 30 feet at Bladeweaver level 18</p><p></p><p>Level 7:</p><p>Mastery Feature</p><p></p><p>Level 8:</p><p>ASI</p><p></p><p>Level 9:</p><p>Disciplined mind: Gain proficiency in Wisdom Saving Throws</p><p></p><p>Level 10:</p><p>Untrammeled: You and allies within 10 feet of you are immune to magical effects that cause the Paralyzed, Stunned, or Restrained conditions. Increases to 30 feet at Bladeweaver level 18</p><p></p><p>Level 11:</p><p>Imbue weapon: Once per day you can cast a spell into your weapon. The spell can only be able to affect one creature. When you hit a creature as part of an attack, you can release the spell into the struck creature. If the spell would normally require an attack roll, it instead automatically hits.</p><p></p><p>Level 12:</p><p>ASI</p><p></p><p>Level 14: </p><p>Disjunction: You can use your action to end one spell or curse effect on yourself or one willing creature you touch. You can use this INT number of times(minimum 1) recharge on long rest</p><p></p><p>Level 15:</p><p>Mastery Feature</p><p></p><p>Level 16:</p><p>ASI</p><p></p><p>Level 18:</p><p>Improvements</p><p></p><p>Level 19:</p><p>ASI</p><p></p><p>Level 20:</p><p>Mastery feature.</p><p></p><p>*Mastery of Shears*</p><p></p><p>Bonus spells by level:</p><p>3rd: Charm Person, Dissonant Whispers</p><p>5th: Blur, Detect Thoughts</p><p>9th: Fear, Hypnotic Pattern</p><p>13th: Hallucinatory Terrain, Confusion</p><p>17th: Modify Memory, Seeming</p><p></p><p>Level 3:</p><p>Arcane Resurgence: As a bonus action(action?) You can use your Arcane Surge and target yourself or one willing creature you can touch. Roll 1d4. The target regains spell slot levels equal to the roll.</p><p></p><p>Level 7:</p><p>Counterslash: When a hostile creature within 10 feet of you casts a spell, you can use your reaction to move into melee range with them and make a disrupting attack. The target must make a concentration save vs your spell DC or the spell fails with no effect. This attack does no damage. You can use this ability twice and it recharges at the end of a long rest. Range increases to 30 feet at Bladeweaver level 18</p><p></p><p>Level 15:</p><p>Muddled thoughts: When you hit a with a melee weapon attack, the target must make an INT saving throw vs your spell DC or have disadvantage on all of their attack rolls until the end of their next turn.</p><p></p><p>Level 20:</p><p>Spellshatter: As an action you can <insert fluff here> emit a 20 foot cone from your eyes that negate all magic except for yours for one minute. At the end of each of your turns you decide which direction the cone is facing in.</p><p></p><p>*Mastery of the Loom*</p><p></p><p>Bonus spells by level</p><p>3rd: Hunter's mark, Absorb elements</p><p>5th: Enlarge/Reduce, Alter Self</p><p>9th: Haste, Slow</p><p>13th: Freedom of movement, Stoneskin</p><p>17th: Hold Monster, Awaken</p><p></p><p>Level 3:</p><p>Limit removal: As a bonus action, you can Arcane Surge and touch yourself or one willing creature. That creature gains +10 to speed and +2 to damage for 1 minute.</p><p></p><p>Level 7:</p><p>Hardened Aura: You cannot be effected by spells of second level or lower unless you wish to be. Increases to third or lower at Bladeweaver level 18</p><p></p><p>Level 15:</p><p>Absorb Arcane: When you are affected by a leveled spell or spell like ability, you gain Arcane Points equal to 1/3 of the level of the spell, rounded down, minimum of 1. Your maximum AP pool is equal to your INT mod. Arcane Points can only be used to fuel Elemental Infusion. 1 AP=1 spell level. Unused AP disappears at the end of a long rest.</p><p></p><p>Level 20:</p><p>Arcane Torrent: As an action, you fill yourself with magic. You emit bright light to a range of 30 feet, gain +20 to speed and an additional extra attack for 1 minute. Once you use this feature, you must finish a long rest before using again.</p></blockquote><p></p>
[QUOTE="SkylarkR6, post: 7328426, member: 6923205"] I was doing this the other day actually. I gave up before trying to balance the spell list but here's where I went if it helps inspire. *The Bladeweaver* Hit dice: 1d10 Proficiencies: All Armor and Shields, Simple and Martial Weapons. Saves Constitution and Intelligence Skills: Pick 2 from Athletics, Arcana, Insight, Investigation, Intimidation, and Medicine. Level 1: You know the Prestidigitation cantrip and your choice between Green Flame Blade and Booming Blade. Retwist the weave: You get a pool of D6s equal to 1 plus your Bladeweaver level. As a reaction when you or an ally within 30 feet take magic damage, you can up to your INT mod worth of them to reduce the damage by the total rolled, and deal half of the amount back to the caster. Level 2: Fighting style: Dueling, GWF, Defense, Protection Spellcasting using INT mod. 1/2 caster spell slot progression. Chose the spontaneous caster route of spells known. 3 at level 2, +1/level until 9, then 1 per 2 levels. Total 15 spells known, chosen from the Bladeweaver Spell list. Elemental Infusion: Smite using a choice of Fire, Cold, Thunder, or Lightning damage. +2d6 damage for first level, +1d6 per slot level above first. Level 3: Choose your Mastery Snap Judgement: You can use your INT mod instead of DEX for the purpose of rolling initiative. Arcane Surge: You gain the ability to pull on the Weave to fuel magic effects. You get 2 options, one from class and one from your Mastery choice. When you use your Arcane Surge you decide which option to use. You must finish a short or long rest before you can use this again. Denounce Outsider: As an action you may Arcane Surge and pick a target that you can see within 60' of you that is a Construct, Elemental, or Aberration. All attacks against that target have advantage until the end of your next turn. Level 4: ASI Level 5: Extra Attack Level 6: Sphere of Shifting Threads: You and allies within 10 feet of you have advantage on saving throws vs spells and spell like effects. This increases to 30 feet at Bladeweaver level 18 Level 7: Mastery Feature Level 8: ASI Level 9: Disciplined mind: Gain proficiency in Wisdom Saving Throws Level 10: Untrammeled: You and allies within 10 feet of you are immune to magical effects that cause the Paralyzed, Stunned, or Restrained conditions. Increases to 30 feet at Bladeweaver level 18 Level 11: Imbue weapon: Once per day you can cast a spell into your weapon. The spell can only be able to affect one creature. When you hit a creature as part of an attack, you can release the spell into the struck creature. If the spell would normally require an attack roll, it instead automatically hits. Level 12: ASI Level 14: Disjunction: You can use your action to end one spell or curse effect on yourself or one willing creature you touch. You can use this INT number of times(minimum 1) recharge on long rest Level 15: Mastery Feature Level 16: ASI Level 18: Improvements Level 19: ASI Level 20: Mastery feature. *Mastery of Shears* Bonus spells by level: 3rd: Charm Person, Dissonant Whispers 5th: Blur, Detect Thoughts 9th: Fear, Hypnotic Pattern 13th: Hallucinatory Terrain, Confusion 17th: Modify Memory, Seeming Level 3: Arcane Resurgence: As a bonus action(action?) You can use your Arcane Surge and target yourself or one willing creature you can touch. Roll 1d4. The target regains spell slot levels equal to the roll. Level 7: Counterslash: When a hostile creature within 10 feet of you casts a spell, you can use your reaction to move into melee range with them and make a disrupting attack. The target must make a concentration save vs your spell DC or the spell fails with no effect. This attack does no damage. You can use this ability twice and it recharges at the end of a long rest. Range increases to 30 feet at Bladeweaver level 18 Level 15: Muddled thoughts: When you hit a with a melee weapon attack, the target must make an INT saving throw vs your spell DC or have disadvantage on all of their attack rolls until the end of their next turn. Level 20: Spellshatter: As an action you can <insert fluff here> emit a 20 foot cone from your eyes that negate all magic except for yours for one minute. At the end of each of your turns you decide which direction the cone is facing in. *Mastery of the Loom* Bonus spells by level 3rd: Hunter's mark, Absorb elements 5th: Enlarge/Reduce, Alter Self 9th: Haste, Slow 13th: Freedom of movement, Stoneskin 17th: Hold Monster, Awaken Level 3: Limit removal: As a bonus action, you can Arcane Surge and touch yourself or one willing creature. That creature gains +10 to speed and +2 to damage for 1 minute. Level 7: Hardened Aura: You cannot be effected by spells of second level or lower unless you wish to be. Increases to third or lower at Bladeweaver level 18 Level 15: Absorb Arcane: When you are affected by a leveled spell or spell like ability, you gain Arcane Points equal to 1/3 of the level of the spell, rounded down, minimum of 1. Your maximum AP pool is equal to your INT mod. Arcane Points can only be used to fuel Elemental Infusion. 1 AP=1 spell level. Unused AP disappears at the end of a long rest. Level 20: Arcane Torrent: As an action, you fill yourself with magic. You emit bright light to a range of 30 feet, gain +20 to speed and an additional extra attack for 1 minute. Once you use this feature, you must finish a long rest before using again. [/QUOTE]
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