D&D 5E Giving the arcane gish an identity.

The issue with not allowing them armour, is it goes against the fantasy many people have of playing a half caster battlemage. If you try to bring up images of swordmages, battlemages, or similar terms, many are wearing armour.

You essentially end up with a wizard with a sword, which isn't what's wanted.
 

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The issue with not allowing them armour, is it goes against the fantasy many people have of playing a half caster battlemage. If you try to bring up images of swordmages, battlemages, or similar terms, many are wearing armour.

You essentially end up with a wizard with a sword, which isn't what's wanted.

I think the natural 5e solutions to that would be either to make some subclasses armor proficient and others not (ie: the Cleric approach to heavy armor) or to give them some sort of innate buff for not wearing armor but also just let them wear armor if they prefer (ie: the Barbarian approach, to light and medium armor).
 

I think the natural 5e solutions to that would be either to make some subclasses armor proficient and others not (ie: the Cleric approach to heavy armor) or to give them some sort of innate buff for not wearing armor but also just let them wear armor if they prefer (ie: the Barbarian approach, to light and medium armor).
The barbarian approach could work well. Allowing light armour if desired (or medium if obtained through a feat/multiclassing), or an unarmoured defence as steampunkette suggested if they choose to go that route.
 

I always thought that a guy who binds elemental spirit to their equipment would make a cool concept for a gish, especially if they bind them to armour and has their armour transform in cool ways during battle.
Honestly this is sounding like an Artificer. And the armourer does something like what you're talking about. It's also worth looking at the battlesmith (a martial/magic subclass that builds a great big steel pet to protect them) and possibly Keith Baker's Forge Adept from Exploring Eberron.

So that's what now?
  • Eldritch Knight
  • Bladesinger Wizard
  • College of Valour/Swords Bard
  • Hexblade Warlock
  • Battlesmith or Armourer (or Forge Adept) Artificer
  • Reskinned Paladin using smites to spellblade
Hmm... this is looking as if we need a sorcerer subclass to complete the set.
 

Would this work, in a pinch?

1. Start with the Wizard

2. Remove:
  • d6 Hit Dice
  • Wisdom save proficiency
  • Medicine and Religion from the list of skills
  • Wizard's weapon proficiencies
  • Arcane Recovery

3. Add:
  • d8 Hit Dice
  • Strength save proficiency
  • Athletics, Animal Handling, and Intimidate to the list of skills
  • Proficiency with all armor, shields, and weapons
  • Second Wind
  • Extra Attack
 

Honestly this is sounding like an Artificer. And the armourer does something like what you're talking about. It's also worth looking at the battlesmith (a martial/magic subclass that builds a great big steel pet to protect them) and possibly Keith Baker's Forge Adept from Exploring Eberron.

So that's what now?
  • Eldritch Knight
  • Bladesinger Wizard
  • College of Valour/Swords Bard
  • Hexblade Warlock
  • Battlesmith or Armourer (or Forge Adept) Artificer
  • Reskinned Paladin using smites to spellblade
Hmm... this is looking as if we need a sorcerer subclass to complete the set.
Two good sorcerer melee subclasses went through UA. Stone sorcerer and giant soul sorcerer. Both were popular, and stone especially was well received.

But you know what they say... It's not called sorcerer's of the coast.

So they both got canned.
 

Eldritch Knight, IME, is really underwhelming. I'm sort of bemused that it made the 5E PHB. It doesn't offer the fantasy of a spell-slinging sword-wielder, so much as a sword-wielder who does some buffs and the like beforehand. There's little practical difference, IMO, between being an Eldritch Knight or a fighter with the Ritual Caster feat.

Bladesinger, on the other hand, is a lot closer to the fantasy, but it only kicks in at level 2. That's a fast bit of leveling, but unless you play an elf, it does mean you're not stabbing or slashing anyone when you first start.
Oh don't get me started on needing elfish ancestry to be able to take subclasses. I had quite enjoyed D&D uncoupling classes from races. Luckily I mostly game in the homebrew realm, so that is more a formality really, and usually can do whatever if discussed with the DM.
 

Oh don't get me started on needing elfish ancestry to be able to take subclasses. I had quite enjoyed D&D uncoupling classes from races. Luckily I mostly game in the homebrew realm, so that is more a formality really, and usually can do whatever if discussed with the DM.
The Tasha's write-up decouples race from the subclass. IIRC, they say that's where the subclass originated, but don't require it. I was just referencing elves having sword proficiency, so before they can go bladesinger, at least they can poke at kobolds with their sword, if they want to.
 

I actually created a (work in progress) class to fill the "Arcane Gish" class void in 5e. I called it the "Arcknight" as in "Arcane-Knight", as that gets the theme across while not being bound to the historical versions of the different arcane gishes in previous D&D editions (I also don't like "Hexblade", "Swordmage", and "Bladesinger", as I wanted the name of the class to not restrict weapons that aren't weapons/swords). I made Duskblades and Swordmages be subclasses (called Arcane Studies) of the class, with a few other subclass ideas (an Elementalist that binds elements to their weapons, necrotic anti-mage strikers, and a Battlemage that's a 3/4ths caster).

If you want a summary of the class, see the spoiler below:
Intelligence-based martial halfcaster (so, Paladin or Ranger based, instead of Artificer-based).
d10 hit die
Proficiency in all armor, shields, martial/simple weapons.

Spell list with mostly evocation, conjuration, and abjuration spells from the Wizard spell list, but including some illusion and enchantment spells like Blur and Mirror Image, Hold Person, and similar spells that fit the general theme.

Spell Strike as its main combat feature, like how Paladins focus on Divine Smite and Rangers focus on Favored Foe/Hunter's Mark. Spell strike basically lets you cast an action spell as you normally would, but trap its effect inside the weapon you're holding, and wait for its effect to be released until you hit with the weapon. There are limits to keep it from being OP, like making it only work on melee weapons (including thrown weapons), making its effect be able to expire, and taking away some action economy in order to use spell strike. Basically, if you want to trap a fireball inside of a spear that is then released when you hit or a Hold Person inside a maul, causing the target to automatically fail the saving throw against the spell on a hit, this feature lets you do this.

Fighting Styles (including Defense, Great Weapon Fighting, Blind Fighting, Dueling, Thrown-Weapon Fighting, and a Wizard version of Druidic Warrior).

Extra Attack

A feature similar to Lay on Hands (called Eldritch Ward) that provides Temporary Hit Points that allow you to ignore Concentration saving throws caused by damage while you have these THP.

An improved Fighting Style that allows you to merge your arcane power with your chosen fighting style (like summoning a thrown weapon back to your hand, getting a Bladesinger's Extra Attack, use Spell-Strike as the same bonus action used for Dual Wielding, etc).

Be able to suck the spell slots out of an enemy magic-user that you hit with a weapon.
 

I'd go with something like this:

1: Spellcasting
Like the Artificer, cantrips + 2 slots, half-caster for the rest.

Arcane armament
At 1st level, you wield a deadly arm using a combination of arcane magic and your knowledge of war. This firearm is called an Arcanist Brand. It is a ferocious weapon that can punch through armor with ease.

You are proficient with the Arcanist Brand and it use your Intelligence for the attack and damage roll. The weapon take the shape you want but is a-handed weapon that deals 1d8 damage (your choice of S/P/Band has the versatile (1d10) and thrown properties with a normal range of 15 and long range of 30. You choose a new damage type for the weapon when and it stays the same until you power it with another damage type. The damage type must be the same has the damage dealt by a spell you currently know.

As a bonus action on your turn, you can use one of the following option with the Arcanist Brand:
- Elemental Brand; You choose a new damage type for the weapon when and it stays the same until the end of your next turn. The damage type must be the same has the damage dealt by a spell you currently know. At anytime, you can change the damage dealt by your spellstrike features for the one from your elemental brand.
- Aegis of Warding; Your AC increases by 2 and you have resistance to damage dealt by spells and other magic effects until the end of start of your next turn.
- Arcane Bond; You weapon fly to your hand if it is within 60 ft of you.

If you lose your Arcanist Brand, you can create a new one over the course of three days of work (eight hours each day) by expending 100 gp worth of metal and other raw materials.

2: Thundering Spellstrike
You learn to channel thunder energy into your Arcanist Brand. As an action, you can make a special attack with your Brand that deals an extra 1d6 thunder damage on a hit.

This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).

3: Archetypes
Choose: Spellwarden, Ghostblade or Arcane Charger

4: ASI

5: Extra attack

you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

6: Planar Emissary
You have advantage to resist being charmed. You gain Expertise with Persuasion and Insight checks when dealing with creature of the Elemental, Fiend, Fey or Celestial type.

7: Archetype feature

8: ASI

9: Sage of War and Spells

You have advantage on all intelligence checks made to identify a spell. Moreover, once per round, you can identify a spell without using your reaction.

9: Spellstrike blast
You can channel force energy into your Arcanist Brand. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the weapon. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you.

This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).

10: Archetype features

11: Improved Brand

When you use your Elemental Brand, the weapon ignore resistance to the damage type chosen for the brand. Furthermore, when you use Aegis of Protection, the AC bonus increases to 4.

12: ASI

13: --

14: Chained Spellstrike

You can shoot lightning energy through your Arcanist Brand. As an action, you can make a special attack with it. Rather than making an attack roll, you throw the Brand causing it to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class. The weapon then returns to your hand.

15: Archetypes feature

16: ASI

17: ----

18: Bursting Spellstrike

You can channel fiery energy into your Arcanist brand. As an action, you can make a special attack with it. Rather than making an attack roll, you throw your Brand on the battlefield. The weapon detonates in a 30-foot radius sphere at a point within 90 ft. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage. The weapon then returns to you hand.

19: ASI

20: Share the Brand

When you use Elemental brand or Aegis of Protection, you can share the benefit with every creature of your choice within 10 ft of you.
 
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