League of Legendary Arcane Synergies
It’s not often a story comes along that captures my imagination like Netflix’s Arcane: League of Legends animated series. In just two seasons, Vi and Powder (Jinx!) led me on a rollercoaster of emotions, tackled (but never trivialized) a variety of sociopolitical issues, and left me somehow satisfied yet still wanting more. And so here I am adding some Arcane inspired content to my favorite elves and dwarves game…
The feats detailed here are intended for use with Level Up: Advanced Fifth Edition (A5E). Though some may work with 5e classes with minimal changes, others would require significant rework. Still, it may be interesting to explore that path in the future. In reviewing them now that they’re written up, I also wonder if some or all would be better served as archetypes for a single class rather than feat trees for multiclassing into two classes. Plus, several important characters from the series as well as classes from the game haven't been represented yet, so I may come back to this idea and see if more can’t be done. (As an interesting aside, and a bit of serendipitous synergy if you will, the latest Arcane animated music video debuted around the same time I finished writing this, so it seems I’m in good company in continuing the Arcane legacy.)
Note that several of the feat trees included here are designed for classes from Voidrunner’s Codex (A5E’s fantastic Sci-fi supplement), and some are for third-party classes, specifically the bloodblade by Jessy Mullins from Bloody Heretics and the wielder by Andrew Englbrite from Manual of Adventurous Resources: Complete.
Synergy Feat Trees
Pursuing more than one class can sometimes open up new opportunities and strategies, or expose an adventurer to something that permanently changes them. Most synergy feats require class levels in specific classes, or have other synergy feats as prerequisites forming small synergy feat trees. You can take each feat only once, unless the feat’s description says otherwise.
Profile icons from Netflix for Arcane characters: Echo, Jinx, Mel, Silco, Vi, and Warwick.
Chron-echo (Scout / Wizard)
While burglary of goods and treasures does require some skill, it takes true cunning and wondrous magic to pilfer one of life’s most precious commodities: time itself.
Chron-echo
Prerequisite: 3 levels in scout, 3 levels in wizard
Your practiced timing allows you to take advantage of delay tactics to multiply effects. You gain the following benefits:
Your Intelligence or Charisma score increases by 1, to a maximum of 20.
You can use Intelligence to calculate your Trick DC.
When you roll initiative you can ready a spell without using an action. As long as you maintain concentration, you can hold it in reserve until you use an action to cast that spell, at which point you cast it twice in the same turn.
Sleight of Second Hand
Prerequisite: Chron-echo feat
You learn to magically manipulate time and space with your deft hand motions. You gain the following benefits:
Your Dexterity score increases by 1, to a maximum of 20.
You learn the prestidigitation cantrip and it does not count against the number cantrips you know.
You gain an expertise die on Sleight of Hand checks, and you can replace a weapon or spell attack roll with a Sleight of Hand check. You can do this a number of times equal to your proficiency bonus. You regain all uses of this benefit after you complete a long rest.
Marking Time
Prerequisite: Sleight of Second Hand feat
With a penchant for mischief and an inquisitive mindset to match, your study of the arcane manages to net you brief moments in time with which you can achieve great and terrible things. You gain the following benefits:
Your Intelligence or Charisma score increases by 1, to a maximum of 20.
Once per long rest you can reroll a failed attack.
Once per long rest you can reroll a failed saving throw.
Once per long rest you can reroll a failed skill or ability check.
Instead of rerolling one of your own failed attempts, you can allow a creature you can see to do so instead. Alternatively, you can instead require a creature you can see to reroll a success.
Jinxy Pistoleer (Artificer / Rogue)
It’s amazingly random what can be accomplished with a magicrafter’s ingenuity and a little black powder.
Jinxy Pistoleer
Prerequisite: 3 levels in artificer, 3 levels in rogue
Living life on the wildside you gave your genius free reign, and it came up with a cannon—that you hold in your hand. You gain the following benefits:
Your Intelligence or Dexterity score increases by 1, to a maximum of 20.
You gain proficiency with firearms and grenades.
Roll d4 on the Jinxy Cantrip table. You learn the resulting cantrip. The cantrip doesn’t count against your number of cantrips known. Your spell invention for this cantrip is a jinxy pistol.
Your jinxy pistol has an oversized barrel and you can use it as a non-magical hand cannon to fire fist-sized, explosive projectiles (you must have grenades and black powder).
Rush-in Roulette
Prerequisite: Jinxy Pistoleer feat
With gun blazing, your mobility on the battlefield is as erratic as the blast from your sidearm. You gain the following benefits:
Once on your turn you can spend movement without triggering an attack of opportunity.
Your jinxy pistol can launch items you make with Tactical Chemistry as projectiles, and the pistol now counts as magical to overcome resistance and immunity to non-magical attacks.
You learn to make air ink and de-scenting powder with Tactical Chemistry.
When you cast a cantrip with your jinxy pistol, you can make a ranged weapon attack instead, and can use Dexterity to calculate the attack and damage bonus, adding your sneak attack damage on a hit when available.
Wild Shot
Prerequisite: Rush-in Roulette feat
Constant tinkering results in upgrades to your spell inventions. You gain the following benefits:
Your Intelligence or Charisma score increases by 1, to a maximum of 20.
Once per long rest you can reroll a failed attack.
Once per long rest you can reroll a failed saving throw.
Once per long rest you can reroll a failed skill or ability check.
Instead of rerolling one of your own failed attempts, you can allow a creature you can see to do so instead. Alternatively, you can instead require a creature you can see to reroll a success.
Jinxy Pistol
Firearm, Ranged
Cost 120 gp in raw materials*
Weight 5 lbs
Damage Type bludgeoning**
Damage Die 1d4**
Range 20/60
Properties Jinxy, Loading, Proprietary
*If stolen, lost, or destroyed, you can artifice a new jinxy pistol by spending 8 hours and 120 gp for materials.
**Grenades launched with the jinxy pistol deal 1d4 bludgeoning damage on a hit in addition to any damage dealt by the grenade exploding. On a hit, your sneak attack damage is added to this bludgeoning damage and not the grenade’s damage.
Jinxy. Whenever you roll a natural 1 on an attack roll with the jinxy pistol, it misfires – no spell is cast; no grenade is launched. Instead, you roll d4 on the Jinxy Cantrip table, rerolling if the result is the current cantrip. The result changes the cantrip you know and can cast with the pistol.
TABLE: JINXY CANTRIP
d4 Cantrip
1 chill touch
2 fire bolt
3 ray of frost
4 shocking grasp
Loading. This weapon must be loaded before it can be used to launch projectiles. You may only make one attack with a loading weapon when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Proprietary. The jinxy pistol is unusable by anyone other than you.
Grenade. When you throw (or launch) a grenade, make a ranged attack roll against an unoccupied 5-foot space (AC 10) or a creature. (If the creature occupies more than one 5-foot space, choose one of the 5-foot squares it occupies.) If the attack misses by 5 or more the grenade veers off course, missing by 5 feet in a random direction, or 10 feet if the target area was at long range. Each creature in a 5-foot radius of where the grenade lands makes a DC 12 Dexterity saving throw or takes 3d6 bludgeoning damage. If you targeted a creature and the attack roll is a critical hit, the creature receives no saving throw and takes double damage. Other creatures in the area are affected normally.
Air Ink. An odorless, pitch-black gas that blocks light, air ink is usually deployed in grenade form. As an action, a creature can throw an air ink grenade up to 30 feet at a point it can see. When it lands, the grenade detonates, filling a 10-foot-radius area with inky darkness.
Two varieties of air ink exist: a "safe" version that merely blocks light and a "dangerous" version that also interferes with breathing. A creature inside an area of dangerous air ink must hold its breath or it begins to suffocate. In either case, the air ink lasts for 10 minutes. While the ink remains, the area it fills is heavily obscured . Only blindsight can penetrate the ink; even creatures with traits such as Devil's Sight can't see through it.
De-Scenting Powder. Available in either a shaker or a "bomb" that fills a 10-foot square, de-scenting powder rapidly absorbs scents from everything it touches, making creatures to which the powder has been applied impossible to detect or track by scent for up to 1 hour. A shaker contains 10 uses, each enough to cover a Medium or smaller creature.
Mellifluencer (Psion / Sorcerer)
Innate magical and mental powers sometimes merge together in unexpected ways, creating vocalized and tactile impressions that resonate with others.
Mellifluencer
Prerequisite: 3 levels in psion, 3 levels in sorcerer
Your ability to assess and manipulate others’ strengths and weaknesses becomes intuitive. You gain the following benefits:
Your Intelligence or Charisma score increases by 1, to a maximum of 20.
You gain proficiency in Persuasion and one of its skill specialties or an expertise die if you are already proficient.
You gain proficiency in Deception and one of its skill specialties or an expertise die if you are already proficient.
You can use your psionics ability or spellcasting ability to make Insight checks.
You can convert 2 psionic points into 1 sorcery point or convert 1 sorcery point into 1 psionic point.
In Close and Personal
Prerequisite: Mellifluencer feat
Sometimes words don’t capture everything you mean to say, and the language of touch has to take over. You gain the following benefits:
You learn the suggestion spell and it does not count against the number of spells you know. When you cast a spell or manifest a power that has a range of touch, you can immediately use a bonus action to cast suggestion on the same target.
You learn the push thought power and it does not count against the number of powers you know. When you cast a spell or manifest a power that has a range of touch, you can immediately use a bonus action to manifest push thought on the same target (plus additional targets if using its surge option).
Spoken and Spelled
Prerequisite: In Close and Personal feat
Your spellcasting and manifesting capabilities are enhanced by special vocalizations. You gain the following benefits:
Your Intelligence or Charisma score increases by 1, to a maximum of 20.
When you cast a spell with a vocalized material component, you can apply 1 metamagic option to it for 1 less sorcery point than it normally costs, even if the cost becomes 0. Applying additional metamagic options for the same casting costs the normal exertion.
When you manifest a power, you can add a vocalization which acts as a psionic focus for the power.
You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature when you complete a long rest.
Silcoercer (Bard / Marshal)
Some individuals learn that life and death are in the power of the tongue and use that knowledge unreservedly.
Silcoercer
Prerequisite: 3 levels in bard, 3 levels in marshal
With a silvered tongue you know just what to say to push someone’s buttons, rubbing them in just the wrong (or right) way to invoke fear, incite anger, inspire courage, or instill pride. You gain the following benefits:
Your Charisma score increases by 1, to a maximum of 20.
You learn the vicious mockery cantrip which does not count against your number of cantrips known. When you cast this cantrip, you can target up to 3 creatures by spending 1 exertion point per additional creature.
You can spend 1 exertion point and 1 use of Bardic Inspiration to grant an inspiration die that can be used by a creature for all attacks, saving throws, and skill checks until the end of its next turn.
Enhanced Orders
Prerequisite: Silcoercer feat
Your voice cuts through the din of battle like a well-honed sabre. You gain the following benefits:
Your Dexterity or Strength score increases by 1, to a maximum of 20.
When you cast vicious mockery, its damage dice are d8s.
When you use Mark Foe, you can expend 1 use of bardic inspiration to simultaneously target 2 enemy creatures.
Inspired Command
Prerequisite: Enhanced Orders feat
You’ve become an expert at convincing others to join your cause. You gain the following benefits:
Your Charisma or Constitution score increases by 1, to a maximum of 20.
By expending 1 inspiration die when you take the Attack action, you can forgo making one attack to allow two friendly creatures within range of your Commanding Presence to make an attack instead.
Violencer (Adept / Wielder)
As physical self-discipline intersects with the mystic flow of an arcane artifact, the resulting chaotic energy can be channelled to fuel raw destruction.
Violencer
Prerequisite: 3 levels in adept, 3 levels in wielder
Blending focused physicality with your magically bonded artifact you can generate an inner turmoil that packs a powerful punch. You gain the following benefits:
Your Strength or Dexterity score increases by 1, to a maximum of 20.
If your bonded artifact is a melee weapon or small hands-free shield, melee attacks with it count as attacking with an adept weapon.
When you make an unarmed strike or a melee attack with an adept weapon, you can use the following basic maneuvers as a bonus action: Knockdown, Overrun, Shove.
You learn the Choose Violence focus feature. It does not count against your Focus Features Known.
Chaos Overflow
Prerequisite: Violencer feat
With internal chaos grating your nerves raw, you create an outlet for it to burst forth with intentionality. You gain the following benefits:
When you use the Knockdown basic maneuver as a bonus action, you can spend 1 exertion point to immediately use the Knockdown basic maneuver as a reaction.
When you cast a spell that can target more than one creature, all creatures targeted also make a strength saving throw. On a failure, you choose whether the creature is knocked prone, shoved 10 feet away from you, or disarmed.
When you make an unarmed strike or a melee attack with an adept weapon, you can use the following basic maneuvers as a bonus action: Disarm, Grab On, Grapple.
You learn the Knock Heads focus feature. It does not count against your Focus Features Known.
Chaos Unbound
Prerequisite: Chaos Overflow feat
Your ability to convert roiling chaos into chosen violence is without parallel. You gain the following benefits:
Your Strength or Dexterity score increases by 1, to a maximum of 20.
Once per round, you can add your martial arts die to damage dealt by melee attacks you make with your bonded artifact. This includes damage dealt by spells you cast with your bonded artifact for which there is a melee attack.
You learn the While They’re Down focus feature. It does not count against your Focus Features Known.
Knock-Down-Drag-Out
The following are additional options an adept may choose from when they learn a new Focus Feature:
Choose Violence
You can spend 1 exertion point to add your martial arts die to the basic melee damage you deal with basic maneuvers.
Knock Heads
Prerequisite: 3rd Level
When you successfully use the Knockdown, Overrun, or Shove basic maneuver, you can spend 1 exertion to also rattle the target.
While They’re Down
Prerequisite: 5th Level
When you knock a target prone, you can spend 1 exertion to inflict the agonized condition on the target until the end of its next turn.
Warbeast (Bloodblade / Ranger)
The scent of blood can be an intoxicating and powerful motivator. When paired with just the right balance of survival instinct and alchemical experimentation it becomes a deadly, if dangerous, ally.
Warbeast
Prerequisite: 3 levels in bloodblade, 3 levels in ranger
Pushing yourself and your alchemical-infused blood to its limits, you can demand more from your body when your survival depends on it. You gain the following benefits:
Your Strength or Dexterity score increases by 1, to a maximum of 20.
You gain the lycantrollic esoteric art and it does not count against your number of arts known.
The creature type related to your bloodblade archetype is always a Studied Adversary.
Beastly Burden
When bloodblades choose an esoteric art, in addition to other options, they can choose from the following:
Lycantrollic
Choose one natural beast of large size or smaller. When you take this art your form takes on physical cosmetic characteristics of the beast (fur, feathers, scales, horns, teeth, tongue, eyes, etc). If the beast is two or more sizes larger than you, your size increases by 1 size. If the beast is two or more sizes smaller than you, your size decreases by 1 size. As a bonus action while frenzied, you can spend a d10 hit die to regain hit points equal to 1d10 plus your Constitution modifier.
Blooddrawn
Prerequisite: Warbeast feat
Blood is more than something that flows through a creature’s body. It is an essential component of its unique identity. You gain the following benefits:
Your Wisdom score increases by 1, to a maximum of 20.
You can track an enemy creature by bloodscent as if it is a Studied Adversary as long as you have smelled it or an object it has worn. If the creature travels to another plane, you lose the trail but can make an Arcana (Wisdom) check to determine which plane it shifted to. You can pick a lost trail back up if you encounter the creature’s bloodscent again within 24 hours of losing it.
You can choose to enter your Blood Frenzy when an enemy creature within 30 feet becomes bloodied. This Blood Frenzy ends when the creature drops to 0 hit points or is no longer bloodied.
Bloodrage
Prerequisite: Blooddrawn feat
Your instincts to protect an injured ally can drive you to exceed your physical limitations.
Your Strength, Dexterity or Constitution score increases by 1, to a maximum of 20.
When a creature friendly to you within 60 feet becomes bloodied, you must immediately make a Wisdom saving throw versus your maneuver DC or fall into a frenzied state (you may choose to voluntarily fail this saving throw). This Blood Frenzy ends when the creature is no longer bloodied, you drop to 0 hit points, or you reduce a creature to 0 hit points. If the creature drops to 0 hit points before the Blood Frenzy ends, you become rageblind. While in this state your Strength and Constitution modifiers are doubled for attacks, saving throws, checks, and when regaining hit points by spending hit dice; attacks against you have advantage; and if you are able to cast spells, you can’t concentrate on them. This rageblind state ends when the Blood Frenzy ends.
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
This work includes material taken from the A5E System Reference Document (A5ESRD) by EN Publishing and available at A5ESRD.com, based on Level Up: Advanced 5th Edition, available at www.levelup5e.com. The A5ESRD is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
The work is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
All narrative elements (lore, story, and proper names) in this article are © Anthony Alipio, VSR Ink 2025.
Art from Netflix by Fortiche Production artists who designed the character concepts for Arcane: League of Legends is presented here under fair use.