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Battlemage

Battlemage

The most common practice when fighting a spell slinger is to close the distance and engage in close-quarters combat to make their spells less effective. The school of the battlemage takes advantage of that preconceived notion, turning an opponent’s willingness to approach into a deadly trap. Battlemages train in both mystical and martial fighting and are capable of wielding a blade as easily as they can conjure magical energies. They excel at using magical attacks in close quarters, and experienced battlemages like to dive directly into a fray. Any who have encountered a trained battlemage will always think twice about if they should really try and surround the robed mage or if it would be best simply to avoid them altogether.
LevelSpellblade DamageFeaturesBase SpellsBase Resource
1 1d6 Spellblade, Martial Casting 0 0
2 1d8 Focused Mind 1 1
3 2d6 Epicenter 1 1
4 2d8 Instant Delivery 2 2
5 3d6 Extra Spell 2 2

Class Features

Hit Points

  • Hit Dice: 1d10 per battlemage level
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per battlemage leveI

Multi-Classing Proficiencies

  • Armor: Shield
  • Weapons: Longsword
  • Tools: None
  • Saving Throws: None
  • Skills: Athletics

Spellblade

At 1st level, a battlemage learns to use the distracting barrage of both magic and weapon attacks to inflict more dire wounds. Any time you hit a creature with a spell attack, your next weapon attack against that creature deals additional damage equal to the spellblade damage shown on the class table.

Martial Casting

At 1st level, a battlemage learns how to cast spells even while under duress. You can now cast ranged spell attacks without disadvantage while within melee range of another creature. Additionally, you can utilize any melee weapon or shield as a spell focus.

Focused Mind

At 2nd level, you have learned to keep your mind sharp under even the most destructive physical punishment. All concentration checks you make now use the following calculation. DC = 10 or ([damage taken / 2]-3) rounded down

Epicenter

At 3rd level, you have learned to use devastating magical effects in close quarters without damaging yourself in the process. You are now immune to any damage caused by spells you have cast, unless the spell states that the caster takes damage as part of casting the spell.

Instant Delivery

At 4th level, you learn that sometimes you just have to do it yourself when it comes to putting spells on the target. Whenever you cast a damaging spell at a creature within 5 feet of you that would normally prompt a Dexterity saving throw, you can change this to a spell attack instead. Doing so causes the spell to fizzle if you miss the attack; however, the spell does maximum damage to the target of the attack if it hits. Additionally, the creature you strike with this ability takes additional damage equal to your maximum spellblade damage. If this spell normally would hit multiple targets, it only hits the target of the attack.

Extra Spell

At 5th level, a battlemage has reached peak prowess with blade and spell. Whenever you take the Attack action on your turn to make a weapon attack, you can cast one spell with a casting time of one action or one bonus action as part of this action.

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