Arcane Warrior Talents: Mystic Regimens | Homebrew Directory

This page was last edited on August 27, 2026, at 03:50 PM

Clever Rationing

During Survival, your efficient rationing techniques allow you to reduce the Group Size for Food and Water tests by a number equal to your Spellcasting ability modifier.

Mystic Tutor

Prerequisite: Spellcasting or Pact Magic
When you succeed on an ability check check, you may spend 1 mana choose one ally, plus an additional ally for each increment of 5 you exceed the DC by. They gain a bonus on their check they make to perform the same action equal to your Spellcasting ability modifier.

Expert Navigator

You gain proficiency with cartography tools or navigating tools. As long as you have an accurate map, atlas, or literature of the region you are navigating in, you may choose to use your Spellcasting ability when making Investigation and Perception checks in the area.

Keep Watch

Prerequisite: Spellcasting or Pact Magic
During Survival, you may spend 1 mana to count an hour of activity as sleep. For every 2 hours you gain in this way, you get another Survival Action, and if you spend enough mana to cover your entire required amount of sleep, you gain the benefits of a Long Rest, even if your party does not get enough successes.

Magus Sight

You gain darkvision to a range of 60 feet. If you already have darkvision from another source, its range increases by 30 feet. In addition, you learn the detect magic spell and can cast it without expending mana. Once you do, you can’t cast it in this way again until you finish a long rest. While under the effects of the detect magic spell, you can see through magical darkness in your darkvision.

Traveler's Ward

When you finish a long rest, you may grant a number of creatures equal to half your proficiency bonus (rounded up) advantage on ability checks and saving throws against wind, extreme heat, extreme cold, and other similar environmental effects, including those made because of Shelter Complications during Survival. This magical effect lasts until dispelled, or until you use this ability again.

Requires 4th Level

Double Major

Prerequisite: 4th level, Student of War and Magic
Choose a second option from the Student of War and Magic class feature. You gain the benefits from it.

Requires 5th Level

Mystic Shelter

Prerequisite: 5th level, Spellcasting or Pact Magic
As an action, you may spend 3 mana to place a magical marker on a tent, lean-to, or other shelter. Creatures and objects within the shelter have superior cover from attacks originating from outside the cover. You can command the interior to become dimly lit or dark, and the atmosphere inside the space is comfortable and dry, regardless of the weather outside. During Survival, this grants Advantage on the Shelter d100 test as long as at least half the group is staying inside the magic shelter. The mark lasts for 24 hours or until you use this ability again.

Requires 9th Level

Compartmentalization

Prerequisite: 9th level
When you would become Charmed, Frightened, or lose concentration on a spell, you can compartmentalize your mind as a Reaction to not become Charmed, Frightened, or lose concentration on the spell. Once you have done this, you cannot do so again until you finish a short or long rest.

Requires 10th Level

Siphon Magic

Prerequisite: 10th level, Drain Magic
Choose a second option from the Drain Magic class feature. You gain the benefits from it. After you have regained mana equal to twice your proficiency bonus from either ability, you cannot do so again until you finish a long rest.