A rare tradition,
battlemages are instructed in the use of arms and armor so that they can engage
in close quarters combat while wielding their arcane powers. Sometimes
considered a dwarven answer to the Bladesinger, these armed and armored wizards
seek out combat and bend their magic to empowering attacks against their foes.
Battlemage Summary:
Wizard Level; Feature
2nd; Melee
Training, Weapon Focus
6th; Armor
the Mind
10th; Battlemagic
14th; Master
of Battle
Melee Training
Starting at 2nd level,
you gain proficiency with light and medium armors, shields, and a melee weapon
of your choice.
Weapon Focus
At 2nd level you learn a
ritual that creates a mystical bond between yourself and one weapon. You
perform the ritual over the course of 1 hour, which can be done during a short
rest. The weapon must be within your reach throughout the ritual, at the
conclusion of which you touch the weapon and forge the bond. You may only have
one weapon bonded to you in this manner at a time, and if you attempt to bond a
second you break your existing bond.
Once you have bonded a
weapon to yourself you may cast spells with it in hand, using the weapon itself
as a focus. Further, when you use your action to cast a cantrip, you can make
one attack with that weapon as a bonus action.
Finally, the bond causes
your magic to resonate with the weapon. So long as the bond exists the weapon
strikes as if it were a magical weapon, overcoming damage resistance against non-magical
weapons even though it provides no other bonus. If the weapon has a bonus to
attacks and damage you can add this bonus to your spell attack rolls and save
DCs when using it as a focus.
Armor the Mind
Starting at 6th
level, you gain proficiency with heavy armor and learn to use your armor as a
sensory cue with which to help anchor your thoughts. While wearing armor you have
advantage on Constitution saving throws to maintain concentration on a spell.
Battlemagic
Starting at 10th level,
you learn how to channel your prepared slots into specialized forms which
produces immediate combat effects. If an effect forces the target to make a
saving throw, they use your spellcasting save. Choose two of the abilities from
this list;
Abjuration
Battlemagic. When another creature
damages you with a melee attack, you can use your reaction and expend a spell
slot to reduce the damage by the level of the spell slot plus your Intelligence
modifier.
Conjuration
Battlemagic. When you make a melee
weapon attack on your turn, you can expend a spell slot to increase your reach
for that attack by 5 feet. If you hit, you add the level of the spell slot to
the attack’s damage roll.
Divination
Battlemagic. When you make a weapon
attack roll against a creature, you can expend a spell slot to add it to the
roll. You can use this ability before or after making the attack roll, but
before the effects of the attack are applied.
Enchantment
Battlemagic. When you hit a creature
with a weapon attack, you can expend a spell slot to distract the creature,
giving your allies an opening. You add the level of the spell slot to the
attack’s damage roll. The next attack roll against the target by an attacker
other than you has advantage if the attack is made before the start of your
next turn.
Evocation
Battlemagic. When you hit a creature
with a weapon attack, you can expend a spell slot to attempt to drive the
target back. You add the spell slot level to the attack’s damage roll, and it
must make a Strength saving throw. On a failed save, if the target is Large or
smaller, you push the target up to 15 feet away from you. If the target is Huge
or bigger a failed saving throw knocks the creature prone.
Illusion
Battlemagic. When a creature misses
you with a melee attack, you can use your reaction and expend a spell slot to
make a melee weapon attack against the creature. If you hit, you add the spell
slot level to the attack’s damage roll.
Necromancy
Battlemagic. When you hit a creature
with a weapon attack, you can expend a spell slot to attempt to frighten the
target. You add the level of the spell slot to the attack’s damage roll, and
the target must make a Wisdom saving throw against your spell DC. On a failed
save, it is frightened of you until the end of your next turn.
Transmutation
Battlemagic. When you hit a creature
with a weapon attack, you can expend a spell slot to attempt to disarm the
target, forcing it to drop one item of your choice that it’s holding. You add
the level of the spell slot to the attack’s damage roll, and the target must
make a Strength saving throw against your spell DC. On a failed save, it drops
the object you choose which lands at its feet.
Master of Battle
On reaching 14th level, you
have been forged into a warrior by the flames of battle. You are proficient
with Constitution saving throws, and increase your hit points by 28. For each
additional level you gain in the Wizard class you gain 2 additional hit points.
Further, you gain a bonus to all saving throws you are proficient with equal to
the increase in Armor Class provided by your armor.
~~*~~
Designed as an answer to the Eldritch Knight and, as mentioned, the Bladesinger, it's also a bit of a thumb at clerics and their cross-generational primary casting in heavy armor. The idea that dwarves would create a heavily armored arcane caster designed to get in close and mix up appeals to me enormously. War wizards are generally long-range wide area devastation type (sub)classes, so the idea of a combat-focused caster that is really designed to be in tunnels and small chambers right in the face of their enemies is a nice shift in pace, and a gap in the standard D&D armory. Meanwhile, it really is the closest parallel to the expression of magic through beauty and grace of song and dance as elvish magic I can think of.
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