Arcane Warrior Refined V1.2

A fighter stands before his enemy, and hefts his maul. A wizard stands back while his hands begin to glow with arcane energy. The Arcane Warrior is someone who desires to wield the power of the weave while being able to wade into enemy lines, clad in armor and strike down those who would dare to stand before him or his allies. The Arcane warrior acomplishes this by augmenting his physical prowess with the power of the weave through the teachings of Wizards and Sorcerers alike.

A Brief History Lesson (A short story)

The first arcane warrior was a prodigy amongst the warriors of his time simply known as Al. Al watched as the technology advanced rapidly and magic had spread to most every aspect of life. The combination of these two events relegated much of the warrior caste to guard positions or common soldiers. No more was an individual soley trained in martial prowess necessary. Al saw this as an injustice as the Warrior caste quickly lost favor and respect in society, being seen as an outdated relic of the past. Seeking to end the injustice inflicted upon the once proud and powerful warrior caste, Al sought to learn the ways of magic from any who would teach him.

Al was rebuffed time and again as he didn't have the "aptitude" to join any of the prestidgious or even dubious schools of magic. This only hardened Al's resolve to learn magic and show those who looked down on him just how far the tenacity and inner strength the warrior caste had.

Eventually Al, with the help of an outcast wizard and sorcerer, he was able to learn the rudimentary requirements of magic. Al was then able create a new fighting style that blended his rough form of magic magic and martial prowess. With much time and practice this new form finally earned notice from the Blade Singers. The wizards of the Blade Singer school said that the creation of the Arcane Warrior school was just a cheap imitation of their school. The School sought to destroy this way of utilizing magic before it garnered any further support so as to maintain their iron grip on the "true" way of the spellsword.

Al was able to turn the tables in a rather unconventional means. Al invoked the ancient right of the Warrior's Duel, a staple within the warrior caste for settling disputes via strength of arms. Surprisingly, the Blade Singers in their self-assuredness, accepted this duel. In their their arrogance they assumed that the school of the Blade Singer would handedly destroy this upstart who showed little apptitude for magic entirely ignoring the fact that Al didn't rely soley on magical abilities. The rules for the duel were simple, whoever was yielded first, or the last person standing won.

The Blade Singer chosen for the duel was a well renowned adventurer named Leliana. Leliana knew of, and respected Al's martial prowess, but wrongly assumed that any magic Al would be able to conjure would be little more than cheap tricks used to distract her from Al's blade. Leliana quickly learned just how wrong she was.

As the duel started Al charged forward, a spell sprung from his blade striking Leliana. Much to her dismay the fading magic from that spell was captured, and seemingly coalesed along the blade as it was brought to bear against her. With a quick dodge and a timely spell Leliana was able to avoid the attack. She countered and entered the Blade Song striking quickly and effeciently at Al. Suddenly Al disappeared from sight and a blade slashed at her back. Revelation flashed through Leliana's mind. While he may not have had the apptitude for Wizardry proper, his tenacity in persuing magic had allowed him to gain more than just "cheap tricks". Although crude in comparison to her own, his magic was just as effective. The battle lasted for a short while, in the end, Al and Leliana stood panting, sword and magic ready to strike the final blow. A draw was announced before either was struck.
The outcome of the duel came with ramifications that Al didn't not anticipate. First, Leliana left the school of the Blade Singer, and joined Al to help him perfect his use of magic. The Second is that the School of the Blade Singer officially recognized Al and his School of the Arcane Warrior. They offered him a position within their ranks out of respect for his skill, tenacity, and ingenuitiy. Al respectfully declined, but vowed instead to make the School of the Blade Singer his School's rival. Thus the tradition of the Spellsword Duels was born.
Leliana, following weeks from the duel, studied Al's technique and came to the conclusion that his way of wielding the weave, while unconventional, functioned nearly the same as if wielding a physical weapon. While this use of magic may be simpler or more crude in the eyes of most of the Wizardry schools, it none the less performed the same.

With this knowledge, Al and Leliana opened a small school to teach this new way of hybrid style. The pair quickly found that most of their new students came from the Warrior caste, or those deemed to not have enough magical tallent to be accepted to one of the major schools of wizardry. Over the following years, those that were taught in the school of the Arcane Warrior became more and more sought after. Over the following generations the Warrior caste was transformed, and stood once again in its "rightful" place in society, as the protectors of Civilzation that they once had been. This time as the wielder of both Might and Magic. To this day, the Spellsword Duels are a highly anticipated event. Both to those individuals looking to prove themselves, and to those that saw it as a way to gain what would be normally out of reach.


The intended purpose of this document is to provide a new class for an upcoming world of mine.

Arcane Warrior
Level Proficiency Bonus Features Arcane Points Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Might and Magic 1
2nd +2 Fighting Style, Spell Casting, Mystic Renewal, Arcane Decimation 2 2 2
3rd +2 Spellblade Archetype 3 2 3
4th +2 Ability Score Improvement 4 2 4 3
5th +3 Extra Attack (1), Martial Casting 5 2 4 2
6th +3 Elemental Enhancement 6 2 4 2
7th +3 Spellblade Archetype Feature 7 2 4 3
8th +3 Ability Score Improvement 8 2 4 3
9th +4 9 2 4 3 2
10th +4 Spellblade Archetype Feature 10 3 4 3 2
11th +4 Improved Elemental Enhancement 11 3 4 4 3
12th +4 Ability Score Improvement 12 3 4 3 3
13th +5 13 3 4 3 3 1
14th +5 Arcane Empowerment 14 4 4 3 3 1
15th +5 Spellblade Archetype Feature 15 4 4 3 3 2
16th +5 Ability Score Improvement 16 4 4 3 3 2
17th +6 17 4 4 3 3 3 1
18th +6 Ascendant Step 18 4 4 3 3 3 1
19th +6 Ability Score Improvement 19 4 4 3 3 3 2
20th +6 Arcane Weaponry 20 4 4 3 3 3 2

Class Features

As an Arcane Warrior, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per Arcane Warrior level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level level after 1st

Proficiencies


  • Armor: Light, Medium and Heavy Armor, Shields
  • Weapons: Simple weapons, Martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Arcana, Acrobatics, Athletics, History, Insight, Intimidation, Investigation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) chain mail or (b) chain shirt, or (c) leather
  • (a) a melee weapon and a shield or (b) two melee Weapons
  • (a) two "thrown" weapons, or (b) a ranged weapon with 20 pieces of ammunition
  • a spellbook
  • (a) a dungeoneer's pack or (b) an explorer's pack

Might and Magic

Beginning at 1st level, you have 1 Arcane point, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You regain a number of spent arcane points when you finish a short rest equal to half your Arcane Warrior level rounded up (minimum of 1), you regain all Arcane points at the end of a long rest. These arcane points are used to augment various skills and abilities of the Arcane Warrior.

The most basic use of Arcane points is to augment your physical attacks. Once per turn, on a successful weapon attack you may expend 1 Arcane point to add your Intelligence modifier or Proficiency bonus (your choice) as force damage to that attack, this attack's damage also counts as magical for the purposes of overcoming resistances.

Additionally, Over the course of a short rest you can bond with a piece of equipment. You may only be bonded with 2 pieces of equipment. As long as your bonded equipment is on the same plane of existence as you, you may summon & equip it as an action. Lastly, any equipment you are bonded with counts as a spellcasting focus for you.

Fighting Styles

Beginning at 2nd level you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.

Defense

While you are 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 wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.

Spell Casting

As a student of Arcane Magic, you have a Spellbook containing Spells that show the first glimmerings of your true power.

Cantrips

At 2nd level, you know 2 cantrip of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arcane Warrior table.

Spellbook

At 2nd level, you have a spellbook containing three 1st-level Wizard Spells of your choice. Your Spellbook is the repository of the spells you know.


Preparing and Casting Spells

The Arcane Warrior 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 a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare a list of Arcane Warrior spells that are available for you to cast. To do so, choose a number of Arcane Warrior spells from your spellbook equal to your intelligence modifer + half your Arcane Warrior level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Arcane Warrior spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell.

Spellcasting Ability

Intelligence is your spellcasting ability for your Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability.

In addition, you use your Intelligence 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 Intelligence modifier

Spell Attack modifier = your proficiency bonus + your Intelligence modifier

Learning Spells of 1st level and Higher

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient Library.

Learning New Spells: Whenever you gain a level as a Arcane Warrior you may choose a spell from the wizard spell list and add that to your spell book. This spell must be for a level which you can cast.

Copying a Spell into the Book: When you find a wizard spell of 1st level or higher, you can add it to your Spellbook if it is of a Spell Level you can prepare and if you can spare the time/cost to decipher and copy it.

For each level of the spell, the process takes 2 hours and costs 50 gp. Once you have spent this time and money, you can prepare the spell just like your other Spells.

Replacing the Book: You can copy a spell from your own Spellbook into another book—for example, if you want to make a backup copy of your Spellbook. This is just like copying a new spell into your Spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

If you lose your Spellbook, you can use the same procedure to transcribe the Spells that you have prepared into a new Spellbook. Filling out the remainder of your Spellbook requires you to find new Spells to do so, as normal. For this reason, many wizards and arcane warriors keep a backup spellbook in a safe place.

The Book’s Appearance: Your Spellbook is a unique compilation of Spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient Library, or even a loose collection of notes scrounged together after you lost your previous Spellbook in a mishap.

Mystic Renewal

Beginning at 2nd level, you have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than one quarter of your Arcane Warrior level (rounded up, minimum of 1), and none of these spells can be higher than 3rd level.

Arcane Decimation

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal force damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Elemental or Fey, to a maximum of 6d8.

Martial Casting

Starting at 5th level, when you use your action to cast an Arcane Warrior Spell of 3rd level or lower, you may choose to expend a number of Arcane points equal to twice the spell's level (0 for cantrips) to make a single weapon attack as a bonus action.

Additionally, any spells which require you to make a melee weapon attack as part of the casting have the same range as you have with your currently equiped melee weapon.

Extra Attack

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on your turn.


Elemental Enhancement

Starting at 6th level, whenever you cast a spell that deals acid, cold, fire, lightning, or force damage you may choose to expend two Arcane points to capture some of the essence of that spell and channel it through your weapon for the next minute. While channeling this energy through your weapon, you deal that damage type instead of your weapon's physical damage type (Slashing, Piercing or Bludgeoning).

Additionally on a successful weapon attack that you are currently channeling through, you can expend a spell slot to deal an additional 1d6 of the channeled damage type for each spell slot level as additional damage.

Lastly, your weapon takes on certain additional aspects based on the channeled energy type for the duration.


Acid: Your weapon has acid flowing across it, this acid allows you to more easily cut through non-metal armor. Your first attack each round gains advantage to hit a creature that is wearing a non-metalic armor.


Cold: Your weapon becomes encased in true ice, when you touch your weapon to pool of water it can freeze up to a 5 ft cube. Additionally, your first attack each round gains advantage to hit a creature that uses natural or no armor.


Fire: Your weapon becomes wreathed in fire, this fire sheds bright light in a 10 foot radius, and an additional 20 feet of dim light. Additionally, your first attack each round gains advantage to hit a creature that uses natural or no armor.


Lightning: Your weapon arcs with electrical power. Once per round one of your attacks gains advantage to hit a creature that wears metal armor, or is made with metal such as some constructs.


Force: Your weapon fades and becomes partly ethereal while radiating a soft purple glow in a 15 foot radius. Within the radius of light shed by this weapon, invisibility is suppressed, and creatures on the ethereal plane can be seen if they were on the material plane, and the wielder of this weapon can attack a creature on the ethereal plane, as if they were on the material plane.

Improved Elemental Enhancement

Beginning at 11th level, the channeling of magic into your weapon has become second nature and more powerful. You may now channel energy from your Elemental Enhancement Feature for 10 minutes instead of 1 minute Additionally and you deal 1d6 extra damage of your most recently channeled element on each successful strike.

Arcane Empowerment

Beginning at 14th level you have learned how to temporarily empower a single piece of equipment. By expending four arcane points as a bonus action, you embue the selected piece of equipment with a +1 magical enchantment that stacks with any other existing magical enchantments for the next 10 minutes.

Ascendant Step

Beginning at 18th level you have learned how to squeeze every bit of power out of your spell casting. Whenever you expend a spell slot you can, as a bonus action, expend six arcane points to teleport up to 30 feet and make one weapon attack.

Arcane Weaponry

At 20th level from the constant use of magic flowing through your weaponry, you have learned how to imbue even greater power into them. While channeling energy from your Elemental Energy feature the power you are able to channel is unrivaled. You gain 2 additional propreties with the channeled weapon.

The first is your weapon gains a +1 enchantment that stacks with any other existing magical enchantments.

The second is you can expend eight arcane points to automatically maximize any damage you would deal from an attack or spell that uses this weapon this round.

Lastly, whenever you roll for initiative and have no Arcane points remaining, you regain 4 Arcane points.

Spellblade Archetypes

An arcane warrior can follow one of three paths. The Abjurer, the Conjurer, and the Evoker. The Abjurer utilizes his magic to protect himself and his allies from those that would do harm. The Conjurer utilizes his magic to summon, and bring fourth from the void that which he needs. The Evoker utilizes his magic to destroy those that would stand against him or do him harm.

The Abjurer

The Abjurer specializes in protection magic, increasing his, and his team's long term survivability across engagements.

Beginning at 3rd level when you choose this archetype, you are able to choose an Abjuration spell from the Wizard or Sorcerer spell lists of first level or lower, and add it to your spellbook. This spell counts as an Arcane Warrior spell for you. This is your "Abjurer" spell, as such this spell is always prepared and it doesn't count towards your prepared spells total.

Additionally any abjuration spells you cast may also shield one ally within 10 feet of your target, at half of its effectiveness rounded down. (For example, Shield would grant you +5 ac, and a nearby ally +2 ac, while absorb elements would grant an ally half-resistance(or reducing the elemental damage by 25% instead of 50%))

Built to Last

Beginning at 7th level, over the course of a minute, you can imbue latent magical energy from the surrounding areas into an object. This object's hp is trippled. The additional hp is temporary hp, if the object is subjected to negative effect, half of its remaining temporary hp may be removed to negate the negative effects. The any remaning temporary hp disappears after 24 hours. You may only affect a number of objects with this ability equal to your proficiency bonus.

Magic Canceling

Beginning at 10th level, you gain the ability to nullify one harmful spell effect that would affect you. By expending your reaction the spell has no effect on you. If this spell would also affect allies within 10 feet of you, you may spend 1 arcane point per ally, by doing so they automatically succeed the saving throw if there is one. Once use this feature you must complete a short or long rest before you can use it again.

Skin like Iron

Beginning at 15th level, your mastery of your "Abjurer" spell is legendary. When you cast your "Abjurer" spell, the target creature is resistant to all physical damage (Slashing, Bludgeoning, Piercing) for the duration of the spell, the spell ends, or until your concentration ends, whichever happens first.

The Conjurer

The Conjurer specializes in utility magics, increasing the effectiveness of his team through his spells and effects.

Beginning at 3rd level when you choose this archetype, you are able to choose a conjuration spell from the Wizard or Sorcerer spell lists of first level or lower, and add it to your spellbook. This spell counts as an Arcane Warrior spell for you. This is your "Conjurer" spell, as such this spell is always prepared and it doesn't count towards your prepared spells total.

Additionally, any conjuration spells you cast you gain the ability to double the radius/size of any conjuration spells that you cast. If the conjuration spell doesn't have a radius/size it affects 1 additional target within 5 feet of original target.

Aspect of Magic

Beginning at 7th level, as an action you conjure a aspect of magic. This aspect of magic informs you of high magic which was used in this area from any time as the magic has altered the area. The aspect can also convey information on any magical activity which has happened in the last few days within the nearby areas. The overall power of the magical effect generally determines how long the aspect of magic can detect it.

Stabalized Conjuration

Beginning at 10th level, conjuration spells you cast lasts twice as long unless they are instantaneous. If the spell is instantaneous, it instead rebounds for half of its initial effect at the start of your next turn if you choose to do so. Additionally, when you cast a conjuration spell, you may spend 1 arcane point per target within the area of effect, by doing so those targets automatically succeeds the saving throw if there is one. Once use this feature you must complete a short or long rest before you can use it again.

Conjuration Mastery

Beginning at 15th level, your mastery of your "Conjurer" spell is legendary. When you cast your "Conjurer" spell any saving throw imposed by this spell is made at disadvantage, and any attack roll is made with advantage.

The Evoker

The Evoker specializes in offensive magics, increasing his the potency of his damaging spells and effects.

Beginning at 3rd level when you choose this archetype, you are able to choose a Evocation spell from the Wizard or Sorcerer spell lists of first level or lower, and add it to your spellbook. This spell counts as an Arcane Warrior spell for you. This is your "Evoker" spell, as such this spell is always prepared and it doesn't count towards your prepared spells total.

Additionally, evocation spells you cast splash to 1 additional enemy within 5 feet of your target (or if it is an Area of effect spell, select one additional square/hex to include within the area of effect that is adjacent to an affected square/hex.) This "splash" damage utilizes the same saving throw as the original spell, and deals 1d4 + your intelligence modifier in damage of the same type as the spell you cast.

Equiped for Destruction

Beginning at 7th level, your knowledge of evocation spells has granted you insight on how to destroy objects. Any skill check to break or destroy objects or structures is reduced by 5 and you deal siege damage against objects and structures.

Retribution

Beginning at 10th level, you gain the ability to make those who cause you pain to also suffer. Whenever you are damaged, as a reaction you can make the creature which damaged you to suffer half the damage dealt. This retribution damage ignores resistance, and turns immunity into resistance instead. You may spend 1 arcane point in addition to your reaction to allow one ally within 10 feet of you to use this feature instead of you. Once use this feature you must complete a short or long rest before you can use it again.

Total Decimation

Beginning at 15th level, when cast your "Evoker" spell any targets which are damaged by it have their resistance lowered by one tier for that spell. Immunity --> Resistance. Resistance --> Normal. If the target of your spell would not have resistence to the damaging effect before you account for the Decimation feature, you may then add your Intelligence modifier to its damage rolls.

Optional Level upgrades

If your DM is willing to be flexible, you can switch one of these two features to use instead of the level 11th or 14th level class feature.

Spell Breaker

Beginning at (?) level through your study of both the magical arts and martial arts you have learned how to best strike magic users and disrupt their concentration.

Whenever you attack a spell caster that is concentrating on a spell, you have advantage to hit them. Additionally, the DC to maintain concentration on that spell is equal to your spell dc, or half of your damage rounded down whichever is higher. If the caster would lose concentration from this feature they take 2d6 psychic damage as well.

Power through Pain

Beginning at (?) level, you have learned how to react quickly through your intelligence to undercut your foes expectations.

Whenever you are critcally struck, as a reaction you may cast a spell targeting the creature who critically struck you. This spell may only target that creature and has its casting time changed to 1 reaction from 1 action.

Additionally, whenever you are critically struck you may choose to regain an expended single first level spellslot. This may happen before or after you choose to use your reaction to cast a spell, but can only happen after you have taken the damage.

Multiclassing

Ability Score Minimum: Strength or Dexterity 13, Intelligence 13

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.

  • Armor: light armor, medium armor, shields
  • Weapons: simple weapons, martial weapons

Version History

Changelog and release dates for the various versions

  • V1.0
    • First made/adjusted 12/4/18
      • Largely a readjustment of various features and their removal or re-arranging of such from the original itteration.
    • Everything is subject to change as of this point.
  • V1.1
    • "Second" Pass through the document 8/27/19
      • Removed Artisan Tool from 1st level, changed it to 3rd level.
      • Changed skill proficiencies from 3 to 2
      • Minor Changes to Might and Magic including the bonus damage is now only useable once per turn.
      • Added Cantrips to spell casting similar to Artificer Revisited
      • Reduced Mystic Renewal to 1/3rd AW level from 1/2 AW level
      • Clarified wording on Improved Elemental Weapon Enhancement
      • Fixed grammer mistake on the 3 archetypes first feature (replaced an at with of... so it reads: spell lists of first level)
      • Changed Evoker's 7th level ability Amplified Destruction: to Beginning at 7th level, evocation spells you cast splash to 1 additional enemy within 5 feet of your target (or if it is an Area of effect spell, select one additional square/hex to include within the area of effect that is adjacent to an affected square/hex.) This "splash" damage utilizes the same saving throw as the original spell, and deals 1d4 + your intelligence modifier in damage of the same type as the spell you cast.
      • Changed Evoker's 15th level ability Decimation. Specifically removed Normal --> Vulnerability. Replaced that with If your target of your spell would not have resistence to the damaging effect before you account for the Decimation feature, you may then add your Intelligence modifier to one damage roll. (Similar to Evocation Wizard's 10th level ability)
      • Added the word "expended" and added clarification to the optional feature "Power through Pain": This may happen before or after you choose to use your reaction to cast a spell, but can only happen after you have taken the damage.
        - Everything is subject to change as of this point.
  • V1.2
    • Second Pass through the document (12/2020 - 1/2021)
      • Added Arcane Decimation trait to 2nd level
      • Modified the subclasses slightly: Incorporated the 7th level abilities into the 3rd level abilities and added a non-combat 7th level ability to replace them.

Special Thanks

Thank you to those who helped write/balance/correclty format this class or its original itteration (see first page). It has been fun thus far.

/u/Galiphile , /u/HazeZero , /u/Kithas488 , /u//LemonLord7 , BBDM, Eli, and Patrick.

Image Credits

This is where I found the respective pictures... I was unable to find the original source for them... If anyone knows of the original artist please let me know so I can correctly credit them!

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