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Duskblade

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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