Arcane Warrior (Specialization)

Among the elves of ancient Thedas there was a tradition that fused the arts of magic and combat. Known as arcane warriors, these mages channeled mana to boost their combat prowess. These abilities are thought by most to be forgotten, another casualty of the wars that destroyed the elven homelands. Arcane warriors have not been widely seen in Thedas in hundreds of years.

## Requirements

To become an Arcane Warrior, you must be a mage with Magic 3+, Dexterity 3+.

## Base Abilities

You automatically gain these features and abilities upon taking a new level in this specialization.

### **Novice**

You may now use Magic to satisfy the minimum Strength requirement of weapons. Learn two new weapon groups as well as **Combat Magic mode**. Learn two Arcane Warrior skills at the Novice Level, or two regular Warrior Combat Skills from the Vanguard or Battlemaster trees (typically only available to warriors). From now on, you take one Warrior Combat Skill each time you level up to an odd-numbered level.

### **Journeyman**

You learn **Arcane Strength**, which reduces the strain of any armor you wear by 3. Take the **Armor Training** talent, which is normally restricted to warriors. Learn one additional Warrior Combat Skill now, and choose one Arcane Warrior skill of the Novice or Journeyman level.

### **Master**

Upon activating Combat Magic mode, you can create a **Fade Shroud**. Learn one Warrior Combat Skill now, and choose one Arcane Warrior skill.

## **Arcane Warrior Skills**

The symbol **✹** indicates abilities that are automatically learned upon gaining a level in this specialization. Other abilities can be chosen whenever you can select a Spell or Combat Skill.

### **Novice**

**Combat Magic Mode ✹**

You can enter Combat Magic mode by taking an Activate action. While in this mode, you add Magic instead of Strength to your damage with melee weapons. Any spell you cast in this mode has its MP cost increased by 2 (by contrast, if you are *not* in Combat Magic mode and are wielding a weapon other than a staff or other arcane focus, then mana costs are doubled and have a risk of causing a Wild Magic Surge). You can end Combat Magic mode with another Activate action. Any spell you cast in this mode has its MP cost increased by 2. You can end Combat Magic mode with another Activate action.

**Create Arcane Weapon (Ritual)**

## Create Arcane Weapon

### V/S/M

VerbalSomatic

Material: Raw lyrium (2 gp)

*Material Components: Raw lyrium (2 gp)*

You create a special weapon that you can summon using the **Summon Arcane Weapon** spell (see below), or alternatively you bond with a weapon that you already own, imbuing it with magical properties that allow you to summon it and vanish it at will. You automatically gain the Summon Arcane Weapon spell upon learning this ritual. The ritual takes one hour to cast. The summoned weapon is material and imbued with magical energy. It can be a ranged weapon, a light weapon, or heavy weapon, and can take any form you choose. Arcane weapons can damage incorporeal beings. If you create your own weapon, it can have any 1 of the following sigils, granting you special abilities while wielding this weapon:

You may only have one arcane weapon at a time. You may re-cast this ritual to create a new arcane weapon.

**Summon Arcane Weapon (Cantrip)**

## Summon Arcane Weapon

### Duration

As long as you remain in Combat Magic Mode

You automatically gain this cantrip once you perform the Create Arcane Weapon ritual. While in Combat Magic mode, you summon your Arcane Weapon into your hands as a special minor action cantrip, costing 2 MP. As a cantrip, it requires no casting roll. However unlike other cantrips, you cannot perform an optional roll for stunt points. You may vanish the weapon as a free action.

**Fade Step (Spell)**

## Fade Step

### Duration

Instant

You may cast this spell as a Minor Action. You unleash a burst of magical force that propels you quickly up to 20 yards in any direction (including upward). While using this ability, attacks of opportunity are at -2 against you.

### **Journeyman**

**Arcane Strength (Passive) ✹**

Typically, wearing armor causes strain on your magic. However, by following the path of the Arcane Warrior, you have learned to reduce the strain of any armor you wear by 3.

**Arcane Weapon II (Upgrade)**

*Requires Arcane Weapon.* You may re-cast the arcane weapon ritual to create a new arcane weapon with two sigils. You may now have up to two arcane weapons at a time.

### **Master**

**Fade Shroud (Combat Magic Mode Upgrade) ✹**

By spending 5 MP, you may shift yourself so you exist partly in the real world and partly in the Fade. This gives you an unsettling ghostly countenance. A Fade Shroud increases your Defense by 3 but you must pay 3 MP per round (at the top of your turn) to maintain it. If you do not, the effect ends immediately (though Combat Magic mode remains active)

**Arcane Strength II (Upgrade)**

You may reduce the strain of any armor you wear by 5.