You can make a spell carver quickly by following these suggestions .First, Intelligence should be your highest ability score , followed by Dexterity second.
1d10 per Spell Carver level
1st level : 10 + con modifier
Hit points at higher levels : 1d10 ( or 6) + your constitution modifier per paladin level after 1st
Armor : light armor
Weapons: simple and martial weapons
Tools : Artisans tools
Saving Throws: Int Dex
Skills: Choose two from the following: arcana, insight, religion, history, intimidation, survival
You start with the following equipment in addition to the equipment granted by your background:
- (a) greatsword (b) two martial weapons
- (a) five javelins or (b) any simple melee weapon
- dungeoneer’s pack or an explorer’s pack
- Leather armor and artisan kit for carving
|1||+2||Spell Carve, Arcane Sense|
|2||+2||Fighting Style , Arcane Health , Spellcarved Weapon|
|4||+2||Ability score improvement|
|6||+3||Spellcarved Shielding ( mage armor or shield )|
|8||+3||Ability score improvement|
|10||+4||Aura of Arcane Defense|
|12||+4||Ability score improvement|
|16||+5||Ability score improvement|
|18||+6||Improved arcane defense|
|19||+6||Ability score improvement|
Spell Carve: You begin your knowledge of Spell Carving art by carving a simple cantrip effect on each of your hands. Choose 2 cantrip’s effects from the wizard spell list and apply them to your left and right hand ( 1 for each hand ) . This ability also allows you to create Spellcarved weapons and armor, through which you may channel many of the abilities you gain as you level up. Creating Spellcarved weapons and armor requires one hour of labor per piece and may be done as part of a long or short rest.
Arcane Sense: As an action , you can sense the presence of magic, it’s school , and the direction it is in until the end of your next turn. You can use this feature a number of times equal to 1 + your Int mod. When you finish a long rest you regain all expended uses.
Fighting Style: At 2nd level you adopt a style of fighting as your specialty. Choose one of the following options you can’t take a fighting style option more than once , even if you later get to choose again.
Defence : while wearing armor you gain a +1 bonus to AC
Dueling: when you are wielding a melee weapon in one-hand and no other weapons you gain a +2 bonus to damage rolls with that weapon
Great Weapon fighting : when you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wilding with two hands , you can reroll the die and must use the new roll. The weapon must have either two handed or versatile property for you to gain this benefit.
Arcane Health: Once per short or long rest, you can gain a number of temporary hitpoints equal to your int mod as a bonus action.
Spellcarved weapon: You carve a damage increase into your weapon . You have a pool of arcane energy that replenishes when you take a long rest. With that pool you can increase the damage dealt by your spellcarved weapons. Preparing your weapons in this way requires 1 hour of labor and may be done as part of a long or short rest. When activated you may spend a number of points from this pool up to your int mod to increase damage by all your spellcarved weapons until the start of your next turn. The total amount of runic energy that may be spent in this way is equal to your spellcarver level times 5.
Archetype: at 3rd level you choose a type of spell carving to specialize in Living Weapon, Shield Carver , and Carver Witch. Your choice grants you features at 3rd level and again at 7th , 15th , and 20th level.
Spellcarved Shielding : You can carve the spell Shield or mage armor ( decided when you reach level 6 ) into your armor/self You can use this a number of times equal to your int mod per long rest and it functions as the spell cast by a wizard of the spellcarver’s level.
Arcane Charge : Starting at 11th level, You may use a bonus action to teleport up to 30 ft. You can use this ability a number of times equal to your int mod per long rest.
Aura of Arcane Defence: Allies within 10 ft of you gain a bonus to saving throws vs spells equal to your int mod. You must be conscious to grant this bonus. At 18th level this aura’s range increases to 30 ft.
Improved Carved Weapon : Increase the damage of Carved Weapon to 2d8.
Dispelling Glyph: Use your action to carve a dispel spell on yourself or a willing ally to end one effect on the target. You can use this a number of times equal to your int mod ( a min of once) . You regain expended uses when you finish a long rest.
Arcane Arsenal: Starting at 3rd level , as an action you imbue a spellcarved dagger with arcane energy, allowing it to hover and make attacks, it occupies your space and attacks on your initiative. The Spellcarved dagger deals 1d4+int damage and uses your attack rolls. The dagger has stats as a normal dagger and can be destroyed as such. Creating a new Spellcarved dagger requires 1 hour of labor and may be done as part of a long or short rest
Arcane Dragon: Starting at 7th level , As an attack action cause an elemental line of damage in the shape of a dragon the damage can be fire , lightning , or any that a dragon could use in a 100 ft range. This does 8d6 damage with a dex save against 8 + prof + int mod for half. You regain this after you finish a short or long rest.
Arcane Weapon Ally: Starting at 15th level , You animate a copy of your weapon that is made of arcane energy that is permanently following you around as a familiar without int . The stats are based on the size of the weapon ,
Small : hp 25, AC 16 ,uses characters attack and damage , Str 6 , dex 14.
Medium: hp 40, AC 13, uses characters attack and damage , 10,12
Large: hp 50, AC 10 ,uses characters attack and damage ,,14,10
It acts with your init, it has a fly speed of 30 due to hovering, it has blindsight out to 30 ft; it can make a single attack action. If it is destroyed you may summon it back after a long rest.
Arcane Militia: Starting at 20th level, Your Arcane Ally Weapon duplicates itself in number of times but each copy only has a quarter of the original’s health rounded up. You can only have a max of 1 + int mod number of your Arcane Ally Weapon at one time. You can reuse this ability up to this limit after a short or long rest.
Arcane Dodge: Starting at 3rd level, When you are hit you can use your reaction to increase your AC by your int mod, as long as you are in light or no armor, for one round per short or long rest.
Arcane Barricade: Starting at 7th level ,Use an action , for a number of rounds equal to int mod gain resistance to all physical attacks. Regain after you finish a short or long rest.
Arcane Shield: Starting at 15th level , you may carve a rune that prevents damage to you and all adjacent allies. This ability prevents to first damage done to an individual each round and replenishes the amount of damage it prevents at the beginning of your turn. You prevent an amount of damage equal to your int mod to each target of the rune.
Unnamed : Starting at 20th level,
Arcane Burst : Starting at 3rd level, as a bonus action you may deal deal int mod damage to all enemies in a 10 ft radius circle centered on the Spell Carver. You may use this ability a number of times equal to your Spellcarver level per long rest.
Arcane Tentacles : Starting at 7th level , Use an action to fill the area of a 20 ft cube centered on you with tentacles of energy. The tentacles are difficult terrain and lightly obscure their area. When a creature enters the area for the first time in a turn or starts its turn there it must make a dex save (8+prof+int) . on a failed save it falls prone. The tentacles remain for a number of rounds equal to your Spellcarver level. You may use this a number of times equal to your int mod per long rest.
Arcane Impact: Starting at level eleven, any time you use Arcane Charge and end adjacent to an enemy, all enemies in a 5foot radius of the Carver Witch take 5d6+int damage and must make a dex save (DC 8+prof+int) or be knocked prone.
Arcane Storm : Starting at 20th level, use an action to cause 20d6 force damage and 20d6 bludgeon damage in a 40 ft radius circle centered on you the damage is halved with a successful Dex save ( 8+prof+int). You can only use this again after a short or long rest.