Battlemage (5e Class)

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Battlemage[edit]

There once was an unrivaled martial artist whose might and cunning in battle were without equal. One day, this fighter was approached by another warrior who challenged the martial artist to a duel. The martial artist accepted, only to be baffled by the warrior who ran from him and cast spells. After several minutes of fighting, the martial artist lost to the unnamed warrior and learned that even with unrivaled might and intellect, they could still lose to another. Soon afterwards, the martial artist pledged to focus on both magic and martial prowess, so they would never be outdone again. Henceforth, the people who followed this path became known as battlemages. These battlemages soon became known for crushing their foes with their might and slaughtering them with magic. Battlemages have since become a boon to have on the battlefield because of their versatility and reliability.

Creating a Battlemage[edit]

Who taught you your craft? Did you discover your martial process or affinity for magic first? Why do you believe you need to both cast magic and fight creatures up close and personal? What are your reasons for becoming a battlemage and what are your goals after you become a battlemage?

Quick Build

You can make a battlemage quickly by following these suggestions. First, Strength should be your highest ability score, followed by Intelligence. Constitution is always a good ability score too. Second, choose the Knight or Sage background.

Class Features

As a Battlemage you gain the following class features.

Hit Points

Hit Dice: 1d8 per Battlemage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Battlemage level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple melee weapons, Martial melee weapons
Tools: flute
Saving Throws: Constitution and Intelligence
Skills: Choose two from: Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Investigation, and Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A melee martial weapon and shield or (b) Two melee martial weapons
  • (a) Studded leather armor or (b) A chain shirt
  • (a) Scholars pack or (b) Explorers pack
  • (a) A dragonchess set and a spellbook or (b) A flute and a spellbook

Table: The Battlemage

Level Proficiency
Bonus
Features Cantrips known Spells Known Battle Points —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Abjured Armor, Battle Points, Cantrips 2 2
2nd +2 Spellcasting, Spelled Blade 2 3 3 2
3rd +2 Battle Style 2 4 4 3
4th +2 Ability Score Improvement 2 4 5 3
5th +3 Extra Attack 2 5 7 4 2
6th +3 Battle Style Feature 2 5 8 4 2
7th +3 Elemental Slash 2 6 9 4 3
8th +3 Ability Score Improvement 3 6 10 4 3
9th +4 3 7 11 4 3 2
10th +4 Battle Style Feature 3 7 13 4 3 2
11th +4 Quick Movement 3 8 14 4 3 3
12th +4 Ability Score Improvement 3 8 15 4 3 3
13th +5 3 9 16 4 3 3 1
14th +5 Battle Style Feature 3 9 17 4 3 3 1
15th +5 Reflexes 4 10 19 4 3 3 2
16th +5 Ability Score Improvement 4 10 20 4 3 3 2
17th +6 4 11 21 4 3 3 3 1
18th +6 Magic Mind 4 11 22 4 3 3 3 1
19th +6 Ability Score Improvement 4 12 23 4 3 3 3 2
20th +6 Forceful Strike 4 12 25 4 3 3 3 2

Abjured Armor[edit]

At 1st level, you can use a bonus action to summon ethereal armor for 4 hours. While you are wearing no armor, your AC is 10 + Dexterity modifier + Intelligence modifier. Once you use this feature, you can not use it again until you finish a long rest, or you may spend 1 battle point to reuse abjured armor.

Battle Points[edit]

Beginning at 1st level, you are trained in the use of battle magic and may spend battle points for different features. The Battle Points column on the Battlemage Table shows how many points you have at each level. In addition, you regain a number of battle points equal to your Intelligence modifier(minimum 1) after you finish a short rest. You regain all your battle points when you finish a long rest.

Cantrips[edit]

At 1st level, you know two cantrips of your choice from the sorcerer spell list. You learn additional battlemage cantrips of your choice at higher levels, as shown in the Cantrips Known column of The Battlemage table.

Spellcasting[edit]

At 2nd level, you have gained the ability to use arcane magic, and have learned how to bend it to your will.

Spell Slots

The Battlemage Table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these battlemage spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level spells of your choice from the sorcerer spell list.

The Spells Known column of the Battlemage Table shows when you learn more battlemage spells of your choice from the sorcerer spell list. Each of these spells must of a level where you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the battlemage spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your battlemage spells, since the power of your magic relies on your intellect. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a battlemage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use a melee martial weapon as a spellcasting focus for your battlemage spells.

Spelled Blade[edit]

At 2nd level, battlemages can use an action to cast a spell at its lowest level into a melee weapon by spending a number of battle points equal to the spell level. A weapon can have a number of spells in it equal to half your Intelligence modifier(minimum 1) rounded up. While holding the spelled weapon, when you hit a creature with a melee weapon attack, you may release a spell on your target (if the spell naturally requires a ranged attack when cast, you still are required to make a ranged attack roll). Only one spell may be released during an attack action.

Battle Style[edit]

At 3rd level you pick an archetype from Arcane Knight, Destroyer, Warlord, and Witch Hunter. You gain a feature at 3rd level from taking this archetype and additionally gain features at 6th, 10th, and 14th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, when you take the attack option, you may attack twice.

Elemental Slash[edit]

At 7th level, you have mastered the art of imbuing your weapon attacks with elemental magic. You may spend 5 battle points to add 3d6 fire, cold, or lightning damage to your attack. You can declare a use of elemental slash after the attack hits.

Quick Movement[edit]

At 11th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical terrain without being slowed by it and without taking damage from it if they have thorns, spines, or a similar hazard. You may also use 1 battle point to take the dash or disengage action as a bonus action.

Reflexes[edit]

At 15th level, you become extremely hard to fight due to your unnatural speed. When a creature you can see or hear attacks you, you can use your reaction and 3 battle points to make attacks from that creature roll with disadvantage when attacking you. If the creature misses an attack against you, in the same reaction you can counter attack, making one melee attack against that creature.

Magic Mind[edit]

At 18th level, your mind has become quick and complicated and has become impenetrable to outside influence. You are now considered immune to the charmed and frightened conditions. You may also spend 1 battle point to gain advantage on a saving throw from enchantment or illusion spell before the outcome of a roll has been determined.

Forceful Strike[edit]

At 20th level, as an action, you may spend 10 battle points to make a melee attack infused with radiant energy against a creature. On hit, your attack deals an additional 5d10 force damage.

Arcane Knight[edit]

Arcane knights are those who have found the balance between martial and arcane prowess with their powerful blades and even more powerful spells. Their power comes from the further hybridization and harmony between the two.

Arcane Knighthood[edit]

Arcane Prowess

Starting 3rd level, you have begun the journey of becoming an Arcane Knight, a process where your through magic you can enhance all of your abilities to new heights. Through your knighthood, you have learned how to invoke an age old protection magic to help protect someone. As a bonus action, you may touch a creature, giving the target a bonus to saving throws from magic equal to half your proficiency bonus for 8 hours. Once you use this feature, you can not use it again until you finish a long rest.

Knightly Order

At 6th level, you may choose a knightly order:

  • Knights of the Solaris

You may deal an extra 1d4 radiant damage on one attack once per turn

You gain proficiency in Insight, and if you already have proficiency in it, you can double your proficiency bonus.

  • Sentinels of the Lunaris

You may deal an extra 1d4 necrotic damage on one attack once per turn

You gain an extra 60ft of darkvision

  • Keepers of Metaphysical

You may deal an extra 1d4 force or psychic damage on one attack once per turn

You can control your weapons in mid-air. You can control a number of weapons equal to your Intelligence modifier (minimum 1). You can control them in 30 feet. You can choose to use an action to attack your opponent while your weapons are floating. Your weapon deals half the damage of your weapon. You can also stand or drive your weapon as a vehicle.

Knightly Order Enhancement

By 10th level, you have received further powers from your knightly order. Your knightly order had the following enhancements:

  • Knights of the Solaris

You learn the cure wounds spell, and this spell does not count against your number of spells known.

You may emit a bright light in a 30ft. radius and dim light in a 60ft. radius, and as an action you may activate or deactivate this feature.

  • Sentinels of the Lunaris

When you are in dim light or darkness you receive a +1 bonus to AC

You gain proficiency in the Stealth skill, and if you already have proficiency in it, you can double your proficiency bonus.

  • Keepers of Metaphysical

You may use 3 battle point to enchant your weapon with extra 10ft reach and deal 1d6 force, psychic or your weapon damage.

You may add your intelligent modifier to your weapon damage when dealing a critical hit.

Power Channel

By 14th level, you have learned to further refine your knightly order feature that deals damage. Your knightly order's damage die increases from 1d4 to 1d6, and you gain temporary hit points equal to the damage dealt by your knightly order's damage die.

Destroyer[edit]

These battlemages devastate their enemies with powerful evocations and other destructive magical forces.

Spell Change

By 3rd level, you have learned how to change a spell's damage type (fire to cold) to another besides the psychic, poison, force, slashing, bludgeoning, and piercing damage types. Spells that deal those damage types cannot have their damage type changed. You may change a spell's damage type a number of times equal to your Intelligence modifier (minimum 1), and you regain all uses of this feature after you finish a long rest.

Offensive Blaster

By 6th level, you have learned how to put more magic into your damage spells. You may add 1 point of damage for every die in an offensive spell. The damage applied by this is the same type as the damage from the spell.

Structure of Magic

By 10th level, you have obtained unrivaled knowledge of how magic works. You have advantage on all Intelligence checks related to magic and Arcana skill checks.

Bolt

By 14th level, you have gained access to a powerful reservoir of magic that you may use to smite foes. As an action, you may call upon a bolt of lightning to smite a foe within 120ft of you. The target must succeed a Dexterity saving throw equal to your spell save DC to take half of the 4d8 + your battlemage level lightning damage and not lose their reaction. This feature counts as a spell for all other features or effects that may apply. Once you use this feature, you can not use it again until you finish a short or long rest.

Warlord[edit]

Warlords often take up the sword and shield, and are known to rely on both their expertise in melee combat and protective magics.

Spell Shield

By 3rd level, you have gained resistance to some magical effects. When you are targeted by a spell that has a saving throw and deals damage, as a reaction, you may gain temporary hit points equal to three times the spell slot level used to cast the spell. Once you use this feature, you may not use it again until you finish a short or long rest.

Protector

At 6th level, as a bonus action, you may summon a floating shield made of magic next to yourself or a creature that you touch for 1 minute. This shield gives a +1 bonus to AC and resistance to lightning, fire, or cold damage (your choice when summoned). Once you use this feature, you can not use it again until you finish a short or long rest.

Fearless Strikes

By 10th level, you have learned to not hold back your strikes anymore, and may add half your Intelligence modifier(rounded up) to your damage rolls from melee attacks.

Grounded

By 14th level, you are now considered to be under the effects of nondetection at all times and may not be moved or teleported by a magical effect without your consent.

Witch Hunter[edit]

Grim figures with fancy hats wandering through the night, witch hunters are agents who dedicate their lives to find and eradicate dark cults and profane sorcery. They use stealth and magic to track down and neutralize formidable foes such as lycanthropes, rogue wizards, and the undead. Many witch hunters are lonely adventurers, but will band together to take down a particularly dangerous threat.

Hunter of the Unnatural

At 3rd level, your weapon attacks are considered magical, in addition, when you hit an aberration, fiend, monstrosity or undead with a weapon attack, the target takes an additional 1d4 radiant damage.

Hunter Spellcasting

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Witch Hunter Spells table. The spells count as battemage spells for you, and it doesn't count against the number of battlemage spells you know.

Witch Hunter Spells
Ranger Level Spell
3rd detect evil and good
5th lesser restoration
9th remove curse
13th banishment
17th dispel evil and good
Mage Slayer

Starting at 6th level, when you hit a creature that is concentrating on a spell, that creature has disadvantage on saving throws it makes to maintain its concentration for as long as it concentrates on that spell. In addition, you have advantage on saving throws against spells cast by creatures within 5 feet of you.

Resilient Body

Starting at 10th level, for every 5 years that pass, your body ages only 1 year. You also have advantage on saving throws against being stunned, petrified, or poisoned.

Iron Body

Starting at 14th level, you are now immune to diseases and whenever and as a reaction to being hit from an attack, you may reduce the damage taken by half. Once you use this feature, you can not use it again until you finish a short or long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the battlemage class, you must meet these prerequisites: Intelligence 13 and Strength 13.

Proficiency. When you multiclass into the battlemage class, you gain the following proficiencies: melee weapons and the flute.


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