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*Dungeons & Dragons
Giving the arcane gish an identity.
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<blockquote data-quote="Levistus's_Leviathan" data-source="post: 8321245" data-attributes="member: 7023887"><p>I actually created a (work in progress) class to fill the "Arcane Gish" class void in 5e. I called it the "<a href="https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/81077-arcknight-class-feedback-would-be-nice" target="_blank">Arcknight</a>" 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). </p><p></p><p>If you want a summary of the class, see the spoiler below:</p><p>[SPOILER="Arcknight Mechanical Summary"]</p><p>Intelligence-based martial halfcaster (so, Paladin or Ranger based, instead of Artificer-based).</p><p>d10 hit die</p><p>Proficiency in all armor, shields, martial/simple weapons. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>Fighting Styles (including Defense, Great Weapon Fighting, Blind Fighting, Dueling, Thrown-Weapon Fighting, and a Wizard version of Druidic Warrior). </p><p></p><p>Extra Attack</p><p></p><p>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. </p><p></p><p>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). </p><p></p><p>Be able to suck the spell slots out of an enemy magic-user that you hit with a weapon. </p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Levistus's_Leviathan, post: 8321245, member: 7023887"] I actually created a (work in progress) class to fill the "Arcane Gish" class void in 5e. I called it the "[URL='https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/81077-arcknight-class-feedback-would-be-nice']Arcknight[/URL]" 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: [SPOILER="Arcknight Mechanical Summary"] 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. [/SPOILER] [/QUOTE]
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