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War Mage

War mages are experts of battle, tactics, and channeling the overwhelming energy of the arcane. These wizards focus their study on channeling and taming the destructive might of magical effects. War mages tend to be bold and risky with their magic, often putting their own bodies at risk in order to create the most devastating spells. Using this potent magic, war mages bombard their foes with a heavy artillery of spells and power.

Tactical Wit

When you adopt this tradition at 3rd level, you gain the keen ability to quickly assess tactical situations in battle. You gain proficiency in the Martial skill, and you can add your Intelligence modifier to your initiative rolls. 

Arcane Overcharge

Starting at 3rd level, you can evoke overwhelming energy into your spells. This arcane power is represented by your overcharge die, which is a d6.

When you cast a damaging cantrip, or a damaging wizard spell of 1st level or higher that requires a target or multiple targets to make a saving throw, you can choose to overcharge the spell’s initial effect. When you do so, you increase the damage of the spell by two rolls of your overcharge die. However, after the overcharged spell is casted, you take force damage equal to one roll of your overcharge die, as you are blasted by the power of the spell. This damage ignores resistance and immunity to force damage, and cannot be reduced in any way. If this force damage reduces you to 0 hit points, you gain 1 level of exhaustion, and an additional level of exhaustion for every 10 remaining excess damage.

You can choose to increase the number of overcharge dice to the damage of the spell, however for each die you add above the initial roll, you add an additional die to the amount of force damage you take after the spell is casted. The maximum amount of extra overcharge dice you can add to the damage of the spell is equal to double your proficiency bonus.

When you reach higher levels in this class, your overcharge die increases in size, increasing to a d8 at 6th level, a d10 at 10th level, and a d12 at 14th level.

Potent Cantrips

Beginning at 6th level, you discover how to enhance the power of your cantrips. When a creature succeeds on a saving throw against one of your cantrips, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Additionally, you can reroll 1s on the damage of any cantrip you cast, however you must take the new result, even if it is a 1.

Arcane Durability

Starting at 10th level, you become accustomed to the brunt of your overcharged magic. When you take force damage from your overcharged spells while concentrating on a spell, if the DC of the constitution saving throw is 10, you automatically succeed on the saving throw. 

Additionally, when you roll the force damage you take from an overcharged spell, you can spend 3 mana points to reroll a number of damage dice equal to your Intelligence modifier, however you must take the new rolls.

Efficient Overcharge

Starting at 14th level, you master your technique in building up magical energy. You can use your Arcane Overcharge feature on any spell you cast, and if you use one of your metamagic options on an overcharged spell of 1st level or higher, you can add one overcharge die to the total force damage you take after the spell is cast and reduce the total cost of mana points used in the spell by one.


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