Arcane Warrior

An elven swordsman looks up at the wounded drake, which seems to mock him as it hovers in the air beyond his reach. Scowling, the elf glares at the drake before launching a bolt of lightning from his off hand that shoots the drake right out of the sky.

A peasant captured by goblins finds himself untied by an invisible rescuer. No sooner do the goblins notice the fleeing hostage than one of the goblins is run through by the blade of an armored human. She smirks at the shock on the faces of the goblins surrounding her, before she disappears again.

A gnomish archer grins as she draws a bead on the charging ogre. Her arrow fnds its mark, then erupts into a torrent of flame. The ogre drops to its knees, its charge broken and its flesh smoldering.

A warforged soldier finishes setting up camp for the merchants he's escorting through the wilderness. As his wards go to sleep, he sets up a magical perimeter around the campsite, then sits excitedly by the fre as he prepares to identify the magical scimitar he found in that last cave.

Not every warrior is a dumb brute, and not every wizard is a frail old man. A talented few pursue a path which mixes martial prowess with arcane power, combining these typically disparate traditions into a potent and flexible adventurer called an arcane warrior. Blending strength of body and strength of mind, arcane warriors are never without a solution for the dangers they face on their adventures.

Versatility and Potency

While an arcane warrior may never reach the same pinnacle of skill at arms as a fghter or the same lofty power as a wizard, having access to both traditions at once is a form of power in itself. Additionally, the arcane warrior does not keep these two disciplines isolated from one another, but instead blends them in new and unique ways to perform feats that neither fighters nor wizards can achieve.

Creating an Arcane Warrior

Creating an arcane warrior character requires a motivation, a reason for your character to choose a hybrid path. What compelled your character to straddle two different disciplines, rather than taking the more traditional path of a fighter, wizard, or some other class?

Perhaps an event in their past hurt their ability to trust others, resulting in a need to take care of themselves by knowing a little bit of everything. Maybe they began studying to be a wizard, but longed for a more hands-on approach to life and tried to split the difference. Or perhaps they were just so broadly talented that they wanted to master everything.

Ultimately, your character has decided to pursue a life of adventure, and has decided that the way to do so is by learning the arts of both sword and spell. The question is, why?

Quick Build

You can make an arcane warrior quickly by following these suggestions. First, your highest ability score should be either Strength or Dexterity, followed by Intelligence. Second, choose the sage or soldier background. Third, choose the fire bolt and light cantrips.

Class Features

As an Arcane Warrior, you gain the following class features.

Hit Points

Hit Dice: 1d10 per arcane warrior level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per arcane warrior level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, Athletics, History, Insight, Intimidation, Investigation, and Survival

Equipment

You start with 200 gp, in addition to the equipment granted by your background. The following are good starting items for arcane warriors:

Table: The Arcane Warrior
LevelFeaturesRegimens KnownCantrips KnownManeuvers KnownFocus PoolManeuver DegreeSpells KnownMana PoolMax Spell Level
1stArcane Weapon, Cantrips, Mystic Regimens12
2ndFighting Style, Spellcasting, Combat Maneuvers12221st221st
3rdArcane Warrior Discipline, Mystic Arcanum22231st351st
4thAbility Score Improvement, Student of War and Magic23231st381st
5thExtra Attack33341st4102nd
6thSpell Sunder, Arcane Strike33341st4132nd
7thArcane Warrior Discipline feature43351st5152nd
8thAbility Score Improvement43351st5172nd
9thBattlemage53462nd6193rd
10thDrain Magic, Pen and Sword54462nd6223rd
11thArcane Warrior Discipline feature64462nd7243rd
12thAbility Score Improvement64462nd7273rd
13thSpellsteal74572nd8294th
14thBattlemage Defense74572nd8334th
15thArcane Warrior Discipline feature84572nd9364th
16thAbility Score Improvement84572nd9404th
17thForceful Weapon94683rd10435th
18thImproved Spell Sunder94683rd10475th
19thAbility Score Improvement104683rd11505th
20thMaster Battlemage104683rd11545th

Arcane Weapon

1st-level Arcane Warrior feature
You have learned to blend martial and magical disciplines. You can use a weapon you are holding as an arcane focus for your arcane warrior spells.

Cantrips

1st-level Arcane Warrior feature
As a disciple of the arcane, your studies have borne fruit in your ability to cast cantrips. You learn two cantrips from the Arcane Warrior Spell List.

Mystic Regimens

1st-level Arcane Warrior feature
Your rigorous training in matters both magic and martial grants you special techniques to overcome challenges you encounter. You gain one Mystic Regiment of your choice. Mystic Regimens are detailed on the Mystic Regimens page. The Regimens Known column of the Arcane Warrior table shows when you learn more mystic regimens. Unless otherwise noted, you can gain each regimen only once.

Additionally, when you gain a level in this class, you can choose one of the Mystic Regimens you know and replace it with another Mystic Regimen that you could learn at that level.

Fighting Style

2nd-level Arcane Warrior feature
You adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery. You gain a +1 bonus to attack rolls you make with ranged weapons.

Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Close Quarters Shooter. Making a ranged attack roll while within 5 feet of an enemy doesn't impose disadvantage on your roll. In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn, that creature can't take reactions until the end of this turn.

Defense. While you are wearing armor, you gain a +1 bonus to AC, and your speed is not reduced by wearing heavy armor.

Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Free-Hand Fighting. When you make an attack roll against a creature within 5 feet of you, the d20 die result required to activate a flourish is reduced by 2 as long as you have at least one free hand.

Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception. When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Mariner. As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed. For each of these speeds you already have, your walking speed increases by 5 feet instead.

Opportunist. You have advantage on opportunity attacks.

Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can take a Reaction to interpose your Shield if you’re holding one. You impose Disadvantage on the triggering attack roll and all other attack rolls against the target until the start of your next turn if you remain within 5 feet of the target.

Rider. You have advantage on saving throws made to avoid falling off mounts or vehicles. If you fall off your mount or vehicle and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature or vehicle costs only 5 feet of movement, rather than half your speed.

Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. If the damage die of your unarmed strikes is already a d6 or higher, reduce the number required to flourish with unarmed strikes by 1. Additionally, once on your turn when you hit a creature with an unarmed strike, you can deal damage to the creature and also grapple or shove them.

Vigorous Fighting. When you spend hit die to recover focus, you recover an additional 1 focus for each hit die spent.

Martial Versatility

Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.

Spellcasting

2nd-level Arcane Warrior feature
Your ability to manipulate magic grows with your knowledge and power, granting you the ability to cast spells.

Cantrips

You learn additional arcane warrior cantrips at higher levels, as shown in the Cantrips Known column of the Arcane Warrior table.

Mana

The Arcane Warrior table shows how much mana you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend mana from your mana pool. You regain all expended mana when you finish a long rest. The mana costs for spells can be found on the mana cost table.

Spells Known and Reserved

The Spells Known column of the Arcane Warrior table shows when you learn spells of 1st level and higher from the arcane warrior spell list. Each of these spells must be of a level for which you can cast.

You can keep an additional number of spells equal to half your Arcane Warrior level (rounded up) + your Intelligence modifier as reserved spells. These spells are ones you are familiar with, but cannot readily cast. Whenever you finish a long rest, you can choose one known spell from this class and replace it with one of your reserved spells over the course of 10 minutes, provided they are of the same spell level and are both on the Arcane Warrior spell list. The reserved spell becomes a known spell, and the known spell is added to your reserved spells.

As a part of a long rest, you can try to familiarize yourself with a spell on the Arcane Warrior spell list if it is of a spell level you can cast and you saw a creature cast it since your last long rest, if you use a magic item which can cast the spell, or if you can be taught by a creature with the spell known or prepared. You must succeed on an Arcana check using your spellcasting stat with DC equal to 15 + the spell's level to add the spell to your reserved spells.

If you would reserve a spell, and are already at your maximum number of spells you can have reserved, you must replace one of your existing reserved spells.

Additionally, when you gain a level in this class, you can choose one of the Arcane Warrior spells you know and replace it with another spell from the Arcane Warrior spell list, which also must be of a level for which you can cast. You may add the spell you replaced to your reserved spells.

Spellcasting Ability

Intelligence is your spellcasting ability for your arcane warrior spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an arcane warrior spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

Combat Maneuvers

2nd-level Arcane Warrior feature
You gain the ability to use combat maneuvers. You gain proficiency in two combat traditions from the following list: Deadeye, Determination, Duelist, Templar. You learn two maneuvers of your choice from traditions you are proficient with.

The Arcane Warrior table shows how much focus you have to use your maneuvers of 1st degree and higher. To use one of your maneuvers, you must expend focus from your focus pool. You regain all expended focus when you finish a short or long rest. Your maneuvers show how much focus they cost. The Maneuvers Known column of the Arcane Warrior table shows when you learn more maneuvers from a tradition you are proficient with, while the Maneuver Degree column shows the highest degree you can select maneuvers from at a given level. You cannot know more maneuvers of a degree than you know of degrees below it.

Additionally, whenever you learn a new maneuver, you can choose one of the maneuvers you know and replace it with another maneuver, and whenever you finish a long rest, you can replace any maneuvers you know with maneuvers from traditions you are proficient with of the same degree over the course of 10 minutes.

Arcane Warrior Discipline

3rd-level Arcane Warrior feature
You devote yourself to a particular discipline of study, reflecting your preferred blend of magic and steel. Your choice of tradition grants you features when you choose it at 3rd level, and again at 7th, 11th, and 15th level.

AegisAs listed
RitualistAs listed
SpellbladeAs listed
SpellshotAs listed

Mystic Arcanum

3rd-level Arcane Warrior feature
You have learned how to recycle expended magical force to fuel your physical skill, and vice versa. You gain additional mana equal to half your Arcane Warrior levels (reflected in the mana pool column of the Arcane Warrior table.) Whenever you spend 5 mana from the Spellcasting feature, you regain 1 spent focus.

Additionally, you gain a number of ways you can spend your mana.

Arcane Deflection. Whenever you are hit with an attack, you can use your reaction and expend 1 mana to add your Intelligence modifier to your AC until the start of your next turn.
Elemental Weapon. As a bonus action, you can spend 1 mana to infuse one weapon you are holding with elemental power. Choose acid, cold, fire, lightning, poison, or thunder. For 1 minute, attacks with that weapon deal an extra 1d6 damage of the chosen type. This effect ends early if the weapon leaves your possession, if you are incapacitated, or if you activate this ability again. This bonus damage increases to 2d6 when you reach 11th level and to 3d6 when you reach 17th level.

Ability Score Improvement

4th-level Arcane Warrior feature
When you reach 4th level, and again at 8th, 12th, 16th, and 19th, level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. In addition, you may select a single Feat you meet the prerequisites for.

You may also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level. The proficiency you replace needn't be from this class.

Lastly, you can do one of the following, representing the magic within you flowing in new ways:

Student of War and Magic

4th-level Arcane Warrior feature
Your disciplined studies have given you mastery of tools on and off the battlefield. Choose one of the following features:

Botany

You gain proficiency with the artisan's tools of your choice: alchemy supplies, glassblowing tools or herbalism kits. You have Advantage on ability checks to identify potions, plants, and plant creatures.

Metallurgy

You gain proficiency with the artisan's tools of your choice: jewelcrafting supplies or smithing tools. You have Advantage on ability checks to identify items made of metal, precious minerals, and constructs.

Spellcraft

You gain proficiency with the artisan's tools of your choice: calligraphy supplies or painting tools. You have Advantage on ability checks to identify spells, foci, and spell scrolls.

Taxidermy

You gain proficiency with the artisan's tools of your choice: harvesting kits or leatherworking tools. You have Advantage on ability checks to identify items made of leather, beasts, and monstrosities.

Extra Attack

5th-level Arcane Warrior feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Arcane Strike

6th-level Arcane Warrior feature
Your blend of might and magic has become second nature. Any weapon you wield is considered magical for the purpose of overcoming resistance to nonmagical attacks and damage.

Spell Sunder

6th-level Arcane Warrior feature
You can use weapons to rupture magical effects and the mages who cast them. When you hit a creature with a weapon attack, if the creature is a spellcaster, it loses 1 mana.

Additionally, whenever you hit a creature, object, or magical effect with a weapon attack, you can expend 3 mana to attempt to dispel any spells on the target. For each spell on the target, make an Intelligence check against a DC of 10 + the spell's level. On a success, the spell ends.

Battlemage

9th-level Arcane Warrior feature
You have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a spell, you can make one weapon attack as a bonus action.

Additionally, whenever you learn a new Mystic Regimen or replace an existing one, you can choose from Fighter Soldiering Knacks or Wizard Elective Studies. Your Arcane Warrior levels count as Fighter or Wizard levels for the purpose of fulfilling prerequisites.

Drain Magic

10th-level Arcane Warrior feature
You gain the ability to absorb ambient magic through one of several ways. Choose one of the following features:

Absorb Ambience

When you succeed on a saving throw against a spell or magic effect, you may absorb some of the released magic to regain mana equal to the spell’s level (or the creature’s proficiency bonus if it was a magic effect.) After you have regained mana equal to twice your proficiency bonus in this way, you cannot do so again until you finish a long rest.

Mana Vampire

When a creature loses mana from an effect you cause, you gain that much mana. After you have regained mana equal to twice your proficiency bonus in this way, you cannot do so again until you finish a long rest.

Mystic Focus

As a bonus action, you can spend any amount of focus to regain that much mana. After you have regained mana equal to twice your proficiency bonus in this way, you cannot do so again until you finish a long rest.

Spellbreaker

When you successfully counter or dispel a spell, you may absorb some of the shattered magic to regain mana equal to the spell’s level. After you have regained mana equal to twice your proficiency bonus in this way, you cannot do so again until you finish a long rest. You cannot use Spellsteal on a spell you use this ability on.

Pen and Sword

10th-level Arcane Warrior feature
Your aptitude for cross-discipline studies manifests in the ability to replicate limited magical techniques from other classes. Choose one of the following features:

Chaplain

Choose a Cleric Domain or a Paladin Oath. You learn one of the 1st, 2nd, and 3rd-level spells granted by the Domain or Oath. Each of these spells counts as an Arcane Warrior spell for you, but doesn’t count against the number of Arcane Warrior spells you know. You learn one of the 4th level spells at 13th level and 5th level spells at 17th level.

In addition, when you activate your Elemental Weapon feature, you can spend 3 mana instead of 1. If you do, that feature deals necrotic or radiant damage instead of its usual damage types.

Magus

Wizard spells count as Arcane Warrior spells for you. Increase the number of spells you can master by your proficiency bonus.

Additionally, you can cast Arcane Warrior spells as a ritual if it has the ritual tag. If you are a Ritualist, you may cast mastered spells as rituals.

Naturalist

Choose a Ranger Conclave, or one of the terrain types from the Circle of the Land Druid. You learn one of the 1st, 2nd, and 3rd-level spells granted by the Ranger Conclave or the Primal Awareness ability, or from the Circle of the Land terrain type. Each of these spells counts as an Arcane Warrior spell for you, but doesn’t count against the number of Arcane Warrior spells you know. You learn one of the 4th level spells at 13th level and 5th level spells at 17th level.

Additionally, you learn the druidcraft cantrip and gain proficiency with the skill of your choice: animal handling, nature, survival.

Occultist

Choose a Warlock Patron. You learn one of the 1st, 2nd, and 3rd-level spells granted by the Warlock Patron. Each of these spells counts as an Arcane Warrior spell for you, but doesn’t count against the number of Arcane Warrior spells you know. You learn one of the 4th level spells at 13th level and 5th level spells at 17th level.

In addition, when you activate your Elemental Weapon feature, you can spend 3 mana instead of 1. If you do, that feature deals psychic damage instead of its usual damage types.

Savant

You learn one additional cantrip, 1st, 2nd, and 3rd-level spells from the Arcane Warrior spell list. Each of these spells doesn’t count against the number of Arcane Warrior spells you know. You learn one of the 4th level spells at 13th level and 5th level spells at 17th level.

Scientist

Choose an Artificer Specialization. You learn one of the 1st, 2nd, and 3rd-level spells granted by the Artificer Specialization. Each of these spells counts as an Arcane Warrior spell for you, but doesn’t count against the number of Arcane Warrior spells you know. You learn one of the 4th level spells at 13th level and 5th level spells at 17th level.

Additionally, you gain proficiency in two artisan tools of your choice, and gain expertise in three artisan tools of your choice.

Scholar

Bard spells count as Arcane Warrior spells for you. Increase the number of spells you can master by your proficiency bonus.

Additionally, you can cast Arcane Warrior spells as a ritual if it has the ritual tag. If you are a Ritualist, you may cast mastered spells as rituals.

Spellblood

Choose a Sorcerer Bloodline. You learn one of the 1st, 2nd, and 3rd-level spells granted by the Sorcerer Bloodline. Each of these spells counts as an Arcane Warrior spell for you, but doesn’t count against the number of Arcane Warrior spells you know. You learn one of the 4th level spells at 13th level and 5th level spells at 17th level.

Additionally, you learn two minor metamagic options from the Sorcerer’s Metamagic class feature.

Spellsteal

13th-level Arcane Warrior feature
You learn how to steal spells you sunder from your foes. When a spell ends involuntarily, such as by being dispelled or by a creature losing concentration, you may spend 3 mana and use your reaction to attempt to steal that magical effect for yourself. Make an Intelligence check with DC equal 10 + the spell’s level. On a successful check, you gain the effects of this spell.

The spell’s duration is equal to the remaining duration of the spell when it was dispelled, to a maximum of 1 minute. If the spell requires concentration, concentration is transferred to you; if you are already concentrating on a spell, you may lose concentration on that spell in favor of the spell you stole.

Battlemage Defense

14th-level Arcane Warrior feature
You learn new ways to protect yourself from both magical and martial assaults. Choose one of the following features:

Improved Arcane Deflection

When you activate your Arcane Deflection feature, you have resistance to bludgeoning, piercing, and slashing damage until the end of the current turn. If you spend 3 mana instead of 1 when you activate the ability, the resistance lasts until the start of your next turn.

Resonance Shield

Whenever you finish a long rest, you become proficient in a saving throw of your choice. This effect lasts until the next time you finish a long rest. Additionally, when you are subjected to an effect that allows you to make a saving throw to take only half damage, if you are proficient in that saving throw, you may spend 3 mana to instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Spell Resistance

You have Advantage on saving throws against spells and magic abilities. Additionally, when you take damage from a spell, you can spend 3 mana to become resistant to spell damage until the start of your next turn.

Forceful Weapon

17th-level Arcane Warrior feature
You can imbue your weapons with pure arcane energy. When you activate your Elemental Weapon feature, you can spend 3 mana instead of 1. If you do, that feature deals force damage instead of its usual damage types.

Improved Spell Sunder

18th-level Arcane Warrior feature
When you make an Intelligence check as part of your Spell Sunder feature, or when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell, you add your proficiency bonus to the roll.

Master Battlemage

20th-level Arcane Warrior feature
You have mastered the blend of sword and sorcery. When you take the Attack action or use your action to activate a combat maneuver, you may cast a spell as a bonus action.