The warrior is one who seeks perfection in combat. Pure combat is almost an art form to them and often warriors form into Battalions to help each other come closer and closer to perfection. To a warrior, these Bands help define who they are.
The Arcane Blade combines the martial mastery common to all warriors with a careful study of magic. Blades use magical techniques similar to those practiced by wizards. They most often focus their study on the School of Force to grant protection in battle and to widen their ability to deal damage. Arcane Blades learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
Starting at 3rd level when you take this subclass, you learn to harness your innate magical power into lethal, physical form. For 1 Action Point, you can summon a Simple or Advanced weapon made of magical energy into your open hand. When you do so, choose from the following damage types: Acid, Cold, Fire, Lightning, or Necrotic. The weapon deals an additional 1d4 damage of the chosen type on a hit. Starting at 10th level, this bonus damage increases to 1d6. The weapon is considered magical, and persists until you release it (vanishing at the end of your turn) or are rendered unconscious. The weapon can be used as a spellcasting focus. If you summon a ranged weapon using this ability, the weapon creates its own ammunition.
You augment your martial prowess with the ability to cast spells.
Cantrips
At 3rd level, you know two cantrips of your choice from your casting spell list. You learn an additional cantrip of your choice at 10th level.
Spellcasting Circles
The Arcane Blade table shows the highest circle of spells that you can cast. To cast one of these spells, you must expend the mana and action point cost listed in the spell’s description. You regain all spellcasting resources when you finish a long rest.
Spellcasting Resources
You use mana, the arcane power that flows into the world. See Spellcasting for how much you have.
Known or Prepared Spells
You know a number of spells as an arcane caster. See Spellcasting for your known spells.
Arcane Spellcasting Attribute
Intelligence is your spellcasting attribute for your spells. You use your Intelligence whenever a spell refers to your spellcasting attribute. In addition, you use your Intelligence when making an attack roll for a spell you cast or when setting the Spell Defense target.
Spell modifier = your spell rank + your Intelligence
Spell Defense = 8 + your spell rank + your Intelligence
At 7th level, you learn to channel magic with your attacks more efficiently. When you make a weapon attack on your turn, the next cantrip you cast has its Action Point cost reduced by 1.
At 10th level, you learn to forge a buffer of ablative force between you and your foes. As long as you have at least one empty hand, you gain a +1 bonus to your Armor. Additionally, following a short or long rest, or whenever you cast a spell of the 1st circle or higher, you may add your Intelligence to your Passive Defense against the next strike against you.
Starting at 15th level, your movement by 2. When you take the move action, instead of moving at your full movement, you can teleport up to half your movement.
At 18th level, you increase you mastery over blending magic and combat. The Action Point cost of spells of the 1st circle or higher is reduced by 1 and when you cast a spell, the Action Point cost of your next weapon attack is reduced by 1.
The Paragon is focused on the development of raw physical power honed to deadly perfection. They seek to understand battle tactics and techniques to make them the masters of the battlefield. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.
When you select this Battalion at 3rd level, you learn two techniques of your choice that are available to you.
When you make a critical hit, you double your Strength when adding it to the damage roll.
Starting at 7th level you may spend 3 Action Points to study an opponent’s mannerisms in combat in order to gain a temporary advantage against them. You gain one of the following benefits.
Exposed: You find a weakness in your opponent's natural or artificial defenses. You ignore the creature's armor until you hit them.
Pattern: You notice a pattern in your opponent's actions. The creature has disadvantage on attack rolls against you until they hit you.
Vulnerability: You find a vulnerable spot on your opponent's body. You have advantage on attacks against the creature until you hit them.
At 10th level, you can choose a second option from the Fighting Style class feature.
Starting at 15th level, when you roll initiative and have no Battle Dice remaining, you regain 1 Battle Die.
At 18th level, you attain the pinnacle of resilience in battle. As a reaction to becoming Winded, you regain Vitality equal to 5 + your Endurance. At the start of each of your turns, you continue to regain Vitality as long as you have the Winded status. You don't gain this benefit if you have 0 Health.
The Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on rolls made to avoid falling off your mount in combat. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature costs you only 1 movement, rather than half your movement.
Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for harming others. When you hit a creature with a melee weapon attack, you can designate the creature as a Priority Target until the end of your next turn. This effect ends early if you are incapacitated or you die.
While it is within melee reach, your Priority Target has disadvantage on any attack roll that doesn't target you. In addition, if your Priority Target deals damage to anyone other than you, your next melee weapon attack against your Priority Target is reduced by 2 Action Points. You have advantage on the attack roll, and if it hits, you may expend a battle dice and add it to the damage.
At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. If you or a creature you can see within melee reach is hit by an attack, you can expend a battle dice as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's Armor against that attack.
At 10th level, you become a master of locking down your enemies. Creatures provoke a counterattack from you when they move within your reach, and if you hit a creature with a counterattack, the target's movement is reduced to 0 until the end of the current turn.
Starting at 15th level, you can run down your foes, whether you're mounted or not. If you take at least 2 movement in a straight line at or through a creature, that creature must succeed on a Body (Strength) defense roll (Target number equals 8 + your weapon skill + your Strength) or be knocked prone. You may then immediately make an attack. You can use this feature only once on each of your turns.
Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, your counterattacks cost only 1 Action Point to use.