Arcane Exploits
The following list describes arcane exploits which can be gained by characters that have the Arcane Exploit feature or the Battle Caster feat. You cannot gain an arcane exploit that you already have.
Arcane Exploit | Benefit | Expends Battle Casting |
---|---|---|
Absorbing Exploit | When it is not your turn and you take acid, bludgeoning, cold, fire, force, lightning, or thunder damage, you may use your reaction to gain 4d4 temporary hit points. Additionally, you may also expend a use of Battle Casting to gain immunity to the triggering damage type until the end of the current round + 1d4 rounds. | Optional |
Armoring Exploit | You may expend a use of Battle Casting as a bonus action to surround yourself with an impressive "suit" of faintly glowing transluscent armor made of force magic. If you are wielding a shield, it is also surrounded by glowing transluscent force. This effect lasts for 1d4 minutes, after which it vanishes. It also vanishes immediately if you attempt to doff the armor. The armor is immune to all damage and can’t be dispelled by dispel magic. A disintegrate spell destroys it instantly, however. While protected by the armor you gain the following benefits:
| Yes |
Beguiling Exploit | As a bonus action during your turn, you may expend a use of Battle Casting to target a creature you can see within a number of feet equal to 10 x your proficiency bonus. The target must make an Intelligence saving throw against your spell save DC. On a failed save, the target is charmed by you for their next 1d4 turns or until you damage or harm them in any way (whichever comes first).
While charmed by you in this way, the target considers you an ally and will not attack or deliberately harm you...however this consideration does not extend to your allies. If the charmed condition lasts for the full duration, the target takes psychic damage equal to 4d4 + your Intelligence bonus (minimum 1) when it expires. This ability has no effect on creatures that are immune to psychic damage or that are immune to being charmed. | Yes |
Blink Exploit | Immediately after your turn ends you may attempt to vanish from your current plane of existence and appear in the Ethereal Plane. To do so use your reaction and roll a d20, succeeding on a roll of 15+. Before rolling for a given attempt, you may expend a use of Battle Casting to succeed on a roll of 5+ instead.
If you do blink out of existence, at the start of your next turn you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so. You can't use this exploit if you are already on the Ethereal Plane. | Optional |
Bonding Exploit | You may form a mystical bond with a number of weapons equal to half your proficiency bonus (rounded up). To bond with a particular weapon requires you to hold it while performing a 10 minute ritual as part of a short or long rest. If you attempt to bond to a new weapon while you are at your limit, you lose the bond to one of the previously bonded weapons of your choice. The following benefits apply to your bonded weapons:
| No |
Cantrip Exploit | When you use your action to cast an arcane cantrip that uses Intelligence as its spellcasting ability, you can make one weapon attack as a bonus action. | No |
Casting Exploit | When you roll for initiative, you regain one Battle Casting use (up to your maximum). | No |
Concentration Exploit | While you maintain concentration on an arcane spell that uses Intelligence as its spellcasting ability, you have a +1 bonus to AC and a +1 bonus on all saving throws. | No |
Deflection Exploit | When an opponent you can see targets you with an attack, you may expend a use of Battle Casting and use your reaction to impose disadvantage on all attacks that target you until the start of your next turn. | Yes |
Donning Exploit | As a bonus action during your turn or as a reaction when you are attacked, you may instantly don an unattended suit of armor and / or equip an unattended shield within 30 feet of you. Alternately, you may doff the armor you are already wearing and / or drop a shield you are wielding (if your armor becomes the target of the Heat Metal spell, for instance). | No |
Elemental Exploit | When you score a critical hit with a weapon attack, you may choose from acid, cold, fire, lightning, or thunder. If you do, the attack deals bonus damage of the chosen type equal to your Intelligence modifier. Additionally, you can expend a use of Battle Casting to deal an additional 2d4 damage of the chosen type (added before doubling the dice of the attack). | Optional |
Force Exploit | When you hit a target with a weapon attack, you may change the damage type to force damage. | No |
Hastening Exploit | Whenever you must make a Dexterity check (including initiative checks) or a Dexterity saving throw, you may expend your choice of a spell slot or a use of Battle Casting to gain advantage on Dexterity checks and Dexterity saving throws, and a +1 bonus to AC, and +5 movement speed, for a duration of 1d4 minutes. | Optional |
Memorization Exploit | You can prepare a number of additional arcane spells equal to your proficiency bonus. | No |
Paralyzing Exploit | As a bonus action during your turn, you may expend a use of Battle Casting to target a creature you can see within a number of feet equal to 10 x your proficiency bonus. The target must make an Intelligence saving throw against your spell save DC. On a failed save, the target takes psychic damage equal to 4d4 + your Intelligence bonus (minimum 1) and gains the paralyzed condition until the start of their next turn. This ability has no effect on creatures that are immune to psychic damage or that are immune to being paralyzed. | Yes |
Potion Exploit | When you use a potion that has a duration, it lasts for double the normal duration. Additionally, if you have a hand free you may drink a potion as a bonus action during your turn or as a reaction when another creature within 60 feet that you can see starts their turn. | No |
Probing Exploit | The spell save DC for Intelligence based spells cast by you is increased by 1, or by 3 if you have expended at least one Battle Casting use since the beginning of your last turn. | No |
Reflecting Exploit | You have advantage on saving throws versus arcane spells. Additionally, when you roll a 20 on a saving throw against an arcane spell that targets only you, you may use your reaction to cause the spell to have no effect on you and instead target the caster, using the slot level, spell save DC, Attack bonus, and spellcasting ability of the caster. | No |
Resonance Exploit | When you hit a creature with a spell attack or weapon attack, that creature has disadvantage on the next saving throw it makes against a spell that uses Intelligence as its spellcasting ability, cast by you before the end of your next turn. | No |
Returning Exploit | When you take an Attack action, you may expend a use of Battle Casting to grant a melee weapon you are wielding the thrown trait with a range of 60/75 feet, and enchant it to return to your hand immediately after it is used to make a ranged attack. The benefits of this ability last for 1d4 minutes. | Yes |
Ringdweomer Exploit | Once per short or long rest you can enchant a ring, by performing a 10 minute ritual during which you must hold the ring while meditating upon a cantrip you know that uses Intelligence as its spellcasting ability. At the end of the ritual, mystical symbols appear on the ring describing the chosen cantrip. Thereafter, the wearer of the ring can cast the chosen cantrip without need of spell components as a bonus action during their turn, using their Intelligence as the spellcasting ability.
The symbols remain until the ring is destroyed, dispel magic is cast upon the ring, this or a similar ability is used to place a different cantrip upon the ring, or the cantrip is cast. In all such cases, the symbols fade away and the ring can no longer be used to cast the cantrip. At any given time, the number of rings currently enchanted in this way by you cannot exceed half of your Intelligence modifier rounded up (minimum 1). An attempt to enchant another ring in this way that would cause you to exceed your limit fails. | No |
Scrollblade Exploit | Once per long rest you can enchant a weapon, by performing a 1 hour ritual during which you must hold a weapon while meditating upon one arcane spell that you know or have prepared. At the end of the ritual, mystical symbols appear on the weapon describing the chosen spell. Thereafter the weapon can be used by its wielder to cast the chosen spell, per the rules and restrictions given for Spell Scrolls in the Dungeon Master's Guide.
The symbols remain until the weapon is destroyed, dispel magic is cast upon the weapon, this or a similar ability is used to place a different spell upon the weapon, or the spell is cast. In all such cases, the symbols fade away and the weapon can no longer be used to cast the spell. When the spell is cast, the weapon does not crumble to dust as a Spell Scroll would. At any given time, you cannot have more than one weapon currently enchanted in this way and an attempt by you to enchant a second weapon using this ability fails. | No |
Siphoning Exploit | When you succeed on a saving throw to resist an arcane spell or successfully counter or dispel an arcane spell, you may regain a use of Battle Casting (up to your maximum). | No |
Spellbreaker Exploit | When a creature must make a Constitution saving throw to maintain a spell due to damage you have dealt to them, they are at disadvantage on the saving throw. | No |
Stunning Exploit | As a bonus action during your turn, you may expend a use of Battle Casting to target a creature you can see within a number of feet equal to 10 x your proficiency bonus. The target must make an Intelligence saving throw against your spell save DC. On a failed save, the target takes psychic damage equal to 4d4 + your Intelligence bonus (minimum 1) and gains the stunned condition until the end of their next turn. This ability has no effect on creatures that are immune to psychic damage or that are immune to being stunned. | Yes |
Taunting Exploit | As a bonus action during your turn, you may expend a use of Battle Casting to target a creature you can see within a number of feet equal to 10 x your proficiency bonus. The target must make an Intelligence saving throw against your spell save DC. On a failed save, the target takes psychic damage equal to 4d4 + your Intelligence bonus (minimum 1) and until the start of your next turn they have disadvantage on all attacks they make against targets other than you. This ability has no effect on creatures that are immune to psychic damage. | Yes |
Teleportation Exploit | When you take an Attack action, you may expend a use of Battle Casting to gain the ability to teleport during that action, up to a total distance of 10 feet x your proficiency bonus. During the Attack action, you may teleport before making your first attack, in between individual attacks, and / or after you resolve the final attack as you prefer. Each time you do so, you must teleport to an unoccupied location that you can see within range of the remaining teleport distance available to you from this ability. | Yes |
Terrifying Exploit | As a bonus action during your turn, you may expend a use of Battle Casting to target a creature you can see within a number of feet equal to 10 x your proficiency bonus. The target must make an Intelligence saving throw against your spell save DC. On a failed save, the target takes psychic damage equal to 4d4 + your Intelligence bonus (minimum 1) and gains the frightened condition for 1d4 turns. This ability has no effect on creatures that are immune to psychic damage or that are immune to being frightened. | Yes |
Twinning Exploit | When you cast an arcane spell that uses Intelligence as its spellcasting ability, targets only one creature, and doesn't have a range of self, you may expend a use of Battle Casting to target a second creature in range with the same spell. | Yes |
Weapon Exploit |
As a bonus action you may expend a use of Battle Casting to conjure a weapon (worth 0gp) of any type you are proficient with into your hand or hands (which must be empty). The conjured weapon lasts for 1d4 minutes, after which it vanishes. It also vanishes immediately if anyone other than you attempts to wield it. While it exists, this conjured weapon provides the following benefits:
| Yes |