Arcane Warrior
When you adopt this tradition at 2nd level, you gain the
training required to protect yourself in melee combat. You
gain proficiency with light and medium armor, and you gain
proficiency with all simple melee weapons and one martial
melee weapon of your choice. You can't choose a weapon that
has the two-handed property.
In addition, you can mystically channel your power through
a particular weapon. Whenever you finish a long rest, you can
touch one melee weapon that you are proficient with and that
lacks the two-handed property. When you attack with that
weapon, you can use your Intelligence modifier, instead of
Strength or Dexterity, for the attack and damage rolls. This
benefit lasts until you finish a long rest. Starting at 10th level,
you can choose a melee weapon that you are proficient with
and that has the two-handed property.
You can choose an additional martial melee weapon to gain
proficiency with at 6th, 10th, and 14th levels. The weapon
you choose at 6th level can't have the two-handed property.
Arcane Channeling
Starting at 2nd level, you can channel the energy of your
spells through your weapon. When you take the Attack action
on your turn and make a melee weapon attack using the
weapon you chose for your Arcane Warrior feature, you can
use a bonus action to channel a spell you know through the
weapon and into the target of the attack. The spell must have
a casting time of 1 Action and an Instantaneous duration, and
must require either a melee spell attack (such as shocking
grasp or inflict wounds) or a single ranged spell attack (such
as fire bolt or ray of frost). If the spell is of 1st level or higher,
you must still expend a spell slot.
If you channel a spell and the attack hits, the spell
automatically hits the target as it passes through your
weapon. If the spell requires a saving throw, the target can
make saving throws to resist its effects as normal. If the
attack misses, the casting of the spell is wasted.
Extra Attack
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Weapon Focus
Starting at 6th level, you can use the weapon you chose for
your Arcane Warrior feature as an arcane focus.
Martial Mage
Beginning at 10th level, whenever you hit a creature with a
spell by using your Arcane Channeling feature, you gain a
number of temporary hit points equal to your wizard level.
Greater Arcane Channeling
Beginning at 14th level, your spells linger when you channel
them through your weapon. If you use your Arcane
Channeling feature to channel a spell that deals damage, your
weapon retains traces of the spell's power. After that attack,
regardless of whether it hits or misses, each time you hit a
creature with that weapon until the start of your next turn,
the attack deals an additional 2d8 damage of the same type
dealt by the spell.
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