War Training
At 2nd level, you gain proficiency with light armor, and you gain proficiency with one type of one-handed melee weapon of your choice.
Warmagic
Starting at 2nd level, you can channel magic through your body, provided you aren't wearing medium or heavy armor. It graces you with supernatural speed, agility, and focus.
You can use a bonus action to start your Warmagic, pulsing arcane magic through your body, which lasts for 1 minute. It ends early if you are incapacitated, or if you don medium or heavy armor. You can also dismiss Warmagic at any time you choose (no action required).
While your Warmagic is active, you gain the following benefits:
- You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
- Your base speed increases by 10 feet.
- You have advantage on Dexterity (Acrobatics) checks.
- You gain a bonus to any Constitution saving throws you make to maintain concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
Arcane Defense
Beginning at 10th level, you can direct your magic to absorb damage. When you take damage, you can use your reaction to expend mana and reduce that damage to you by an amount equal to twice the mana expended.
Infused Attacks
Starting at 14th level, you add your Intelligence modifier (minimum of +1) to the damage of your melee weapon attacks while your Warmagic is active.
Comments