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Arcane Dabbler

The arcane dabbler is primarily a fighter but has learned the secrets to some forms of magic. He has studied both arcane and divine magic, with the goal of bringing useful aid on the battlefield. He is only interested in magic that either harms his enemies directly or heals his allies. He does not have one master but might have learned a cantrip from an allied wizard, found a spellbook in his travels and struggled to cast the simpler spells within, and he spends time in libraries researching magical theory. Likewise, he is spiritual enough to access divine magic as well. He might not dedicate himself to one deity, but he might follow a pantheon, a mystical path, or a philosophy.


When you reach 3rd level, you have accumulated enough knowledge to supplement your martial prowess with the ability to cast spells. The standard rules for spellcasting apply, and the arcane dabbler may choose spells from the spell list below.

  • Cantrips. You learn three cantrips of your choice from the arcane dabbler spell list. You learn an additional two cantrips at 10th level.
  • Spell slots. The arcane dabbler spellcaster table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend spell slots when you finish a long rest.
  • Spells Known of 1st Level and Higher. You know four 1st level spells of your choice from the arcane dabbler spell list.

The Spells Known column of the arcane dabbler Spellcasting table shows when you learn more spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn two new spells of 1st level.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the arcane dabbler spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level.

  • Spellcasting Ability. Wisdom or Charisma are your spellcasting abilities for your spells, since you learn piecemeal and unevenly. You use your chosen ability whenever a spell refers to your spellcasting ability. In addition, you use your chosen ability modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
  • Spell save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier
  • Spell attack modifier = your proficiency bonus + your Wisdom or Charisma modifier
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd
3rd 3 4 3
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 6 5 1
8th 3 6 5 1
9th 3 6 5 1
10th 4 8 5 2
11th 4 8 5 2
12th 4 8 5 2
13th 4 10 6 3
14th 4 10 6 3
15th 4 10 6 3
16th 5 12 6 5
17th 5 12 6 5
18th 5 12 6 5
19th 5 14 6 5 1
20th 5 15 6 5 2

Spell List


chill touch, fire bolt, ray of frost, resistance, sacred flame, shield of faith, shocking grasp, true strike, vicious mockery

Level 1

acid splash, burning hands, charm person, cure wounds, detect magic, faerie fire, healing word, identify, magic missile, shield, sleep, hideous laughter, thunderwave, witch bolt

Level 2

acid arrow, blindness/deafness, blur, cloud of daggers, darkness, darkvision, flaming sphere, heat metal, hold person, magic weapon, ray of enfeeblement, scorching ray, shatter silence, web

Level 3

bestow curse, dispel magic, fear, fireball, hypnotic pattern, lightning bolt, remove curse, sleet storm, slow, vampiric touch

Arcane Theory

At 3rd level, you can learn the Arcana or Religion Skill as a class skill; you may now apply your proficiency bonus to all checks using this skill.

Extra Attack

At 7th level, you can coordinate your casting ability with your extra attack. Any spell that has a casting time of 1 action can be cast as an attack action. This allows you to make an attack and cast most spells on the spell list in the same round.

Martial Mastery

At 10th level, you gain an extra fighter feat.

These may be taken from any feat in the core rules that provide an advantage to martial attacks. They may also be chosen from the feats chapter in this book.

Martial Knowledge

At 15th level, you may choose one skill from the list of fighter skills. You gain advantage any time you use this skill.

Armor Enhancement

At 18th level, you have learned enough about magic to create an additional magical barrier surrounding your armor. When you are awake, you gain a +2 bonus to your AC. If the armor you wear already possesses a magical bonus (rare, very rare, or legendary), this bonus is reduced to +1 and is added to the armor’s bonus.

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Battlemasters & Berserkers © 2021, Legendary Games; Author Darrin Drader.

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