Arcane Warrior Feat (5e) An Experiment on unlocking potential.
This is just a draft of what I think would be an awesome way to give Martial casters some fun abilities. It could also give Martial classes an edge up to catch up with Casters.
ARCANE WARRIOR FEAT 5e
Requirements: 4th level, martial class that has Ki or has the potential to cast spells
You feel your energy surge not only through you, but through your Arms and armor as well. This allows you to channel your energy resource through your weapons and armor, granting additional combat/utility options.
Channeling Points. The Arcane Warrior is granted Channeling Points, which are used to activate this feat's abilities. Your Channeling Points total are determined by your Class Level + your Profiency Bonus/Ki Points. These points can be replenished with a long rest. You can also use Ki points or spell slots to give 1 Channel Point per Ki Point or spell slot of a perspective level (1st level spell slots grant 1 CP, 2nd grant 2, etc.) you cannot go over your maximum Channel Points total. When you select this feat, choose 1 Channel Ability that you can use. You can change these on a long rest. You can choose an additional Channel Ability On every other level that gives an Ability Score Increase, giving you 3 Channel Abilities at once maximum.
Projecting Strike. Spend 1 or more Channeling Points and your attack action to charge your weapon with energy, then release it forward with your strike. The strike deals the weapon's damage type and damage die, which increases by one damage die per Channel Point spent.
Projecting Strike swings a 15ft wide, 60ft long line of damage. (Ex. A longsword deals 1d8 slashing per 1 Channel Point, making it a 2d8 within that line.)
Cleaving Shockwave. Spend 2 or more Channel Points to charge your weapons with energy and compress it, then releasing it into a downward strike which affects a 30ft circle. Within the center of the strike zone has a pillar of damage that is 60ft high.
Damage within the center is triple the damage die of the weapon, while the damage equals the damage die of the weapon past 5ft of the center. (Ex. A greatsword used for Cleaving Shockwave will deal 6d6 in the epicenter, and 2d6 within the 30ft circle.) The damage is increased by one damage die per Channel Point used past it's initial cost.
Energy Wave. Spend 2 or more Channel Points to charge your weapon with energy and swing it in a wide arc, striking creatures within a 30ft cone with the damage type and die of the weapon, plus 1 additional damage die per CP spent. (Ex. A greatsword dealing 2d6 slashing damage will deal 2d6 slashing within that 30ft cone. If 1 additional Channel Point is used, it increases to 3d6 slashing.)
Mystic Blade. Expend 1 Channel Point to wrap your weapon in energy, increasing it's damage dice by 1. (Ex. A dagger does 1d4 piercing. Activating Mystic Blade gives it 2d4 Piercing.) Each additional Channel Point used will further increase the damage dice by 1 per point.
Channel Element. Spending 1 Channel Point wreathes your weapon in an element of your choice, granting the weapon an additional damage die of that element. (Ex. A short sword has 1d6 piercing. Using Channel Element on it and giving it fire will make that damage 1d6 Piercing + 1d6 Fire damage.) Using more Channel Points increase the elemental damage by one damage die of that weapon for each point spent.
Absorbing Aegis. As a reaction, you can spend Channel Points to absorb an equal amount of damage. If the attack does more than one damage type (i.e., slashing and fire or piercing and force), you can only absorb one damage type. You can only absorb an amount equal to half of your Channel Points total. (Ex. You have a maximum of 6 Channel Points and an attack does 4 damage. You can absorb up to 3 points of damage by spending a max of 3 Channel Points.)
Mystic Celerity. During your move action, you can spend 1 Channel Point to give yourself an additional 5 ft of movement. You can spend an additional Channel Points to move an additional 5ft, up to 15ft (3Channel Points max.)