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General Tabletop Discussion
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What would you actually want from an arcane half-caster in 1D&D PHB?
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<blockquote data-quote="mellored" data-source="post: 8925626" data-attributes="member: 6801209"><p>Battle Mage</p><p>Hit dice: 1d8+con</p><p>Prof: martial weapons, light and medium armor.</p><p></p><p>Level 1: Cantrips, magic defense, spell points</p><p></p><p>Cantrips: you gain booming blade, green flame blade, and one other arcane cantrip of your choice.</p><p></p><p>Magic defense. While you are not wearing any armor or shield, your armor class equals 10 + your Dexterity modifier + your Intelligence modifier.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Level 2</p><p>You can expend 2 spell points to cast absorb elements, shield, searing smite, misty step, or thunderous smite. (Possibly just learn 3 of them).</p><p></p><p>Level 3: sub-class</p><p>Arcane archer</p><p>Defender</p><p>Ninja</p><p>Artificer dabbler</p><p></p><p>Level 4: feat</p><p></p><p>Level 5: you regain 1 spell point at the start of your turn, up to the max.</p><p></p><p>You can spend 5 spell points to cast enlarge/reduce on yourself, mirror image, blurr, or ensnaring stike.</p><p></p><p>6: sub class</p><p></p><p>7: cast haste or fly on yourself for 7 spell points.</p><p></p><p>8: feat</p><p></p><p>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.</p><p></p><p>10: sub class</p><p></p><p>11: gain 2 spell points at the start of your turn</p><p></p><p>12: feat</p><p></p><p>...</p></blockquote><p></p>
[QUOTE="mellored, post: 8925626, member: 6801209"] 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 ... [/QUOTE]
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What would you actually want from an arcane half-caster in 1D&D PHB?
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