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[Guide] The Arcanist - An Enormous Guide to Arcane-ing in. Just like the first book, this aims to provide Dungeon Masters more options and flexibility in designing adventures and dressing up their dungeons with a wider variety of creatures and characters that are based on the Monster Manual, Volo's Guide to Monsters, Mordenkainen's Tome of Foes, and many others. They can do the following with the shots; Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow.

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We constantly check our guides to be up-to-date and make changes if needed. Description: (PRESTIGE CLASS) Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement his combat prowess. These Weapons include clubs, maces, and other.

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Handed Weapon Abilities for Arcane Warriors v2_0. Interact with other gamers. Arcane Charges increase the damage of Arcane Blast by an additional 5% and Arcane Barrage by 2%. Increases all other Arcane damage by 8.0%; Special Class Hall.

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Level 7 is a very good boost in versatility and damage thanks to Booming Blade+attack, you also get level 2 spells (= Warding Wind because the other ones are very bad). Arcane weapon 2 hacked. Even if they manage to hold onto their weapon, they still suffer a -2 penalty with it for the 1-minut eudration of the spell.

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An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields. All Artifact Weapon ModelsAcquiring Artifact Appearances Our Arcane Mage guides are always updated with the latest information from in-game experience, simulations, and logs; make sure to check our changelog to this page, by clicking on View Changelog at the top of the page. Play Arcane Weapon on game friv 4 school!

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Use your mighty weapon to fight a series of evil creatures from the Netherworld. Arcane Online Mystery Serial -The Stone Circle Episode 5 4.38889. Much of this build and play-style revolves around knowledge, which is one reason I think new players can have a hard time with this build.

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The Mage's Weapon is a weapon created for arcane characters that have multiclassed into a martial class and arcane-martial hybrid characters. Rerolled absolab cape to 33% stat. Mega Jump 2 Hack Today we present you a new tool for hacking the game Mega Jump 2.

Arcane Rift and Arcane Rebuke - Homebrew Spell Advice requested

Hello! First post ever. I'm a DM who usually keeps everything within source material (including Unearthed Arcana), but for my favorite class, the Eldritch Knight, I felt like there were two spells I really wanted them to have. I'm looking for feedback on balancing, wording, and anything you can find possibly wrong with the spells or how to improve them. Thank you!
Arcane Rift
*2nd-level evocation *
___
- **Casting Time:** 1 bonus action
- **Range:** 5 feet
- **Components:** V, S, Simple or Martial Weapon
- **Duration:** Instantaneous
Using your weapon you rip a fragile tear between the planes, creating an Arcane Rift, and wreathing your weapon in arcane force. Until the end of your next turn, any attack you make with the weapon used to cast the spell may target the Arcane Rift. Successful attacks against the Arcane Rift are projected up to 30 feet, within direct line of site of the Arcane Rift, to any target. The targeted creature sustains the effects of the attack made against the Arcane Rift as normal, as well as an additional 1d8 force damage + your spell casting modifier.
The Arcane Rift has these additional properties:
· The Arcane Rift occupies its space. Any creature of size Large or smaller attempting to pass through the rift must make a Strength check against your spell DC. On a success the creature may move through the rift as normal, otherwise the creature is unable to pass through the Arcane Rift and must move around it.
· The Arcane rift as an AC equal to 14 + the spell level used to cast it.
· Attacks projected through the Arcane Rift cannot target creatures or objects within 5 feet of itself.
**At Higher Levels ** When you cast this spell using a spell slot of 3rd level or higher, the additional damage dealt increase by 1d8 for every two slot levels above the 2nd.
What makes this spell good: Force damage, allows for a quick transition between melee and range without weapon swapping, provides a solid choice Level 2 spell pick, thematic in the sense it works like magic missile to undercut AC against highly armored targets, between the spell level limitations of EK and the lack of multi attack on Wizards this spell stays fairly balanced and non-abusable.
What makes it fair: the damage addition is not very high, the Arcane Rift cannot be moved, relies heavily on multiple stats to deal very high damage, is not a concentration spell that could be used for 10 rounds and incentivize it as a spell you cast every turn, limited range, cannot target things close to the rift.
What could break it: Spamming GWM/Sharpshooter into the Arcane Rift due to its reduced AC, but this would require multiple feat picks AND because technically the spell has a Somatic component then RAW would mean Warcaster is required for a 2HW.
Thematically I've always felt Eldritch Knight's enhanced their martial prowess with arcane spells, but their limited selection and lack of buff spells (I was hoping Arcane Weapon was getting printed in Tasha's, but it looks like that will remain in depths for absolutely no reason) made their delve into the arcane somewhat lackluster, requiring certain spell picks to be considered viable over other fighter options. I wanted to make this spell feel like the best blend of martial and arcane but in a fair spell. Second up is...
Arcane Rebuke
*1st-level abjuration*
___
- **Casting Time:** 1 reaction
- **Range:** Touch
- **Components:** V, a Shield
- **Duration:** Instantaneous
Using your shield as a base, you quickly conjure an arcane glyph to rebuke your attackers. Whenever a attack misses you, and you have a shield equipped, you cause the arcane glyph to explode. The attacker must make a Strength saving throw against your spell DC. The attacker suffers 2d8 force damage on a failed save, and half as much on a successful save.
**At Higher Levels ** When you cast this spell using a spell slot of 2nd level or higher, the damage dealt increases by 1d8 for every slot levels above the 1st.
Super straight forward, but less refined I believe than the above spell. I could see potential for a wizard gaining shield proficiency and then upcasting this to insanely high damage which is why I added the save. I modeled this after Hellish Rebuke, but dipped the damage die down and kept the save.
Thanks for reading!!
submitted by Mac3Miller2 to DMAcademy

Arcane Pistol and Arcane Rifle: Wand and Staff carved to look like firearms and empower your cantrips.

So these are two items that are basically a variant wand and staff. They would look like a cross between a pistol or musket and a wand or staff, respectively. Their goal is to empower ranged cantrips by flavoring them to be shot out of the Arcane weapon. These items both can be selected by the Artillerist Artificer to be an Arcane Firearm.
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Arcane Pistol (Wand):
This item counts as a wand. When holding this pistol in one hand, you can channel ranged damaging cantrips through this weapon. The cantrip must require either a saving throw or a ranged spell attack roll that is then used to target only one creature, and it must have a range greater than 5 ft. Cantrips channeled through this add +1 damage per damage die rolled.

Arcane Rifle (Staff):
This item counts as a staff. When holding this rifle with two hands, you can channel ranged damaging cantrips through this weapon. The cantrip must require either a saving throw or a ranged spell attack roll that is then used to target only one creature, and it must have a range greater than 5 ft. Cantrips channeled through this add +1 damage per damage die rolled.
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Both weapons have a bonus that is different from the other's. The pistol allows close range combat and is one handed allowing use of a shield. The rifle can grant a bonus to attack rolls or spell save DCs that scales with your cantrip's damage, but at a cost of requiring two hands to hold the weapon.
I'm curious if this would be massively broken, weak, or okay. If maybe I missed something or a class that would make this wildly overpowered. I tried to factor in the big things that would have made this powerful since I made this unable to be affected by extra attacks and eldritch blast multi-attacks.
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These are cantrips that can be used with this. Cantrips that are listed that can potentially be used on multiple targets can only be used with this when targeting a singular creature:
  • Acid Splash (When targeting only one creature)
  • Chill Touch
  • Eldritch Blast (When all beams target a single target)
  • Firebolt
  • Frostbite
  • Infestation
  • Lightning Lure
  • Poison Spray
  • Ray of Frost
  • Sacred Flame
  • Sapping Sting
  • Toll the Dead
  • Vicious Mockery
-----------------------------------------------------------------------------------------------------------------------------------------------------
I find this as a neat idea for character concepts of arcane gunslingers who base themselves around the cantrips they use rather than conventional firearms. As well as the fun that can come from flavoring how different cantrips work when fired from the arcane weapon (ex: Vicious Mockery or Infestation). It came across my mind as I was just making a bunch of characters reliant on cantrips reflavored as coming from a carved wand or staff meant to look somewhat like a pistol or rifle. I'd love to hear anyone's thoughts on this.
EDIT: I changed the items to no longer count the attacks as weapon attacks since it would make Arcane Trickster OP. The DC bonus on the rifle has been halved but if that's still too OP, then I'd remove it and just keep the bonus to ranged spell attack rolls. Also removed the special bonuses that the weapons had, changing the bonus to a flat scaling +1 damage per damage die rolled.
submitted by fullmetal_potato to DnD

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