Battlemage in Geshkara | World Anvil

Battlemage

You’ve learned the arts of both blade and sorcery, and now put them both to use on the battlefield.   You must have a Strength or Agility score of 6 and a Willpower score of 6 to multiclass into this class.  
Level Proficiency Bonus Perk Tier Other Features Cantrips Known Spell Level Spells Known
1st +2 1 Arcane Discipline, Combat Magic 2 1 3
2nd +2 1 - 2 1 5
3rd +2 1 Ability Score Improvement 2 2 7
4th +3 2 - 3 2 9
5th +3 2 Blast Concentration 3 2 11
6th +3 2 - 3 3 13
7th +3 3 Ability Score Improvement 3 3 15
8th +4 3 - 4 3 16
9th +4 Ultra - 4 4 17
10th +4 - Ultra Perk Upgrade 4 4 18
 

Class Features

Hit Points

Hit Dice: 1d8 per battlemage level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier
 

Mana Points

Mana Points at 1st Level: 3 × your Intelligence modifier + 2 × your Willpower modifier
Mana Points at 2nd to 3rd Level: 1d8 + your Intelligence modifier
Mana Points at 4th to 6th Level: 2d6 + 2 × your Intelligence modifier
Mana Points at 7th to 8th Level: 3d6 + 3 × your Intelligence modifier
Mana Points at 9th to 10th Level: 4d8 + 3 × your Intelligence modifier
 

Proficiencies

Armour: light, medium
Weapons: simple, martial, light shields
Tools: none
Skills: Arcana and choose two from Athletics, Acrobatics, Dexterity, Intuition, Lore, Resistance.
Other: Elvish, basic  

Equipment

You start with the following equipment, in addition to the equipment granted by your background:  
  • (a) a martial weapon or (b) two simple weapons
  • (a) lamellar or (b) maille armour
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • two daggers
 

Spellcasting

You regenerate half your mana on a rest.  

Blast Concentration

Starting at 5th level, when enemies must make a save against a spell you cast to avoid damage, they cannot take less than half damage + 1.  

Perk List

Perk Name Tier Description
Arcane Discipline 0 As a mage, you gain the following traits:
  • You have a pool of mana you can use to cast spells equal to 3 times your Intelligence modifier plus 2 times your Willpower modifier.
  • You gain proficiency in Arcana.
  • You regenerate half your mana on a rest.
  • You know Elvish.
Combat Magic 0 You’ve learned the arts of both blade and sorcery, and now put them both to use on the battlefield. Gain the following traits:
  • You are proficient in light and medium armour, simple and martial weapons, and light shields.
  • You gain proficiency in Constitution and Willpower saving throws.
  • You gain proficiency in two of Athletics, Acrobatics, Dexterity, Intuition, Lore, Resistance.
Perk Name Tier Description
Arcane Arbalist 1 You stay to the rear and attack with magic from a distance. Gain the following traits:
  • You gain +1 to hit when using a ranged spell that requires an attack roll.
  • When you cast a spell that requires you to make an attack roll, the range of the spell is doubled.
  • Your ranged spell attacks benefit from High Ground.
Blade Singer 1 Enchantments to weapons are more effective. Gain the following traits:
  • Enchantments to weapons that deal damage deal extra damage equal to your battlemage level.
  • You gain +7 to Concentration (Willpower) saves for spells that directly affect a weapon you are holding.
Blink 1 You need to get out (or in) the battle quickly and safely, and what better way than teleporting? Gain the following traits:
  • As a bonus action, you can blink to any unoccupied space you can see within 40 feet of you. Once you use this feature, you can’t use it again until you finish a rest.
  • As a reaction to being attacked, you can blink in and out of existence momentarily, imposing a −6 penalty to hit. You must use this ability before you know if the attack hits you. Once you use this feature, you can’t use it again until you finish a rest.
Elementalist 1 Choose 2 elemental damage types (acid, cold, fire, force, lightning), and gain the following traits:
  • The mana cost of spells that deal damage of your chosen elements reduces by 20%.
  • You gain +3 resistance to your chosen elements.
You can choose this perk multiple times; you cannot choose the same element twice.
Empowered Font 1 You can empower your spells further at a cost to your energy. Gain the following traits:
  • When you cast a spell that requires you to make a roll, you may expend 1 mana point per spell level to increase your roll by +1, up to a maximum of +3.
  • When you cast a spell that requires a target or targets to make a saving throw, you may expend 2 mana points per spell level to increase the save DC by +1, up to a maximum of +3.
War Caster 1 You prefer to get right into the thick of a melee rather than hang back at a distance. Gain the following traits:
  • You can perform somatic gestures while wielding weapons or shields in both hands.
  • Gain +5 to Concentration (Willpower) saves.
Weapon Master 1 You’ve trained extensively in armed combat. Gain the following traits:
  • You gain one fighting style.
  • You gain the ability to make a Targeted Strike.
Perk Name Tier Description
Conduit 2 You’ve learned how to channel incoming magic through yourself. Gain the following trait:
  • When you are attacked with a spell, you may use your reaction to channel the energy through yourself, redirecting it. You reduce the damage you take from the spell by up to half, expending 1 mana point for every point of damage. Then make a spell attack against a creature within 30 feet of you, dealing the damage you reduced the spell by to the creature on a hit. The damage type is the same as the original spell.
Flux 2 You can bend and twist the weave in unexpected ways. You gain the ability to gain and use flux points. These points can be used to activate the following effects:
  • As a reaction, you may spend 2 flux points to reroll a single ability check, saving throw, or attack roll.
  • As a reaction, you may spend X flux points to reroll X damage dice.
  • As a reaction, you may spend 5 flux points to ignore the damage done by a single attack or spell.
  • You may use X flux points as X mana points for the purposes of casting a spell.
You gain flux points when you use mana to cast a spell equal to the spell's level. You may have a number of flux points equal to your level in the Arcane Discipline. Any unused flux points disappear at dawn.
Follow-up Attack 2 You’ve gotten quite good with a weapon. Gain the following benefits:
  • When you take the attack action, you attack twice.
  • When you use your action to cast a cantrip, you may also make 1 weapon attack as a bonus action.
Master Elementalist 2 Prerequisite: Elementalist
Your two chosen elements improve further. (If you took Elementalist more than once, pick any two of your chosen elements). Gain the following traits:
  • Spells that deal damage of your chosen elements ignore any resistances the target may have.
  • When you cast a spell that deals damage of your chosen elements, you may treat any 1 on a damage die as a 2.
  • You gain +1 resistance to all other elemental damage types.
You can choose this perk multiple times; you cannot choose the same element twice, and resistance gained to non-chosen elements does not increase past +1.
What Hath Ye Wrought 2 Prerequisite: known spell: fireball
You know what this is. Gain the following benefit:
  • The base damage dealt by the “fireball” spell increases to 8d6. That’s it, that’s all the perk does.
Perk Name Tier Description
Instability 3 You’ve maximised chaos in your favour. Gain the following traits:
  • When rolling damage, any die that rolls its maximum explodes. When a die explodes, reroll it as the next larger die (a d4 becomes a d6, a d6 becomes a d8, etc.). If the result of the reroll is lower than the initial result, use the initial result.
  • When a 1 is rolled on a damage die, you may reroll it, keeping whatever the result of the reroll is.
Superconductor 3 Prerequisite: Conduit
You’ve learned how to push your body in better channelling energy through yourself. Gain the following trait:
  • When you are attacked with a spell, you may use your reaction to channel the energy through yourself, redirecting it. You reduce the damage you take from the spell by up to entirely, expending 1 mana point for every point of damage. Then make a spell attack against a creature within 60 feet of you, dealing the damage you reduced the spell by to the creature on a hit. The damage type is the same as the original spell.

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