Sculpt Spells. The Warmonger chooses a number of creatures equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Warcaster. The Warmonger is trained to maintain concentration even in the most difficult situations giving them advantage on saving throws made to hold concentration.
Spellcasting. The Warmonger is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It has the following warmonger spells prepared:
At will: booming blade, fire bolt, green-flame blade, sword burst
1st level (4 slots): armor of agathys, [Tooltip Not Found],shield, shield of faith, thunderous smite
2nd level (3 slots): flaming sphere, misty step, scorching ray, spiritual weapon
3rd level (2 slots): blink, conjure barrage, counterspell, fireball, haste, thunder step
4th level (2 slots): freedom of movement, wall of fire
5th level (2 slots): cone of cold, steel wind strike
Multiattack. The Warmonger makes three attacks with its longsword.
Longsword +1. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.
Battle Mode. The Warmonger can use a bonus action to enter Battle Mode, which lasts for a number of turns equal to 2 times the level of spell used to fuel this feature and grants them the following benefits:
They gain 20 temporary hit points, the first attack after entering Battle Mode is made with advantage, they have advantage on Athletics checks, they gain +4 to hit with melee weapons, and they gain the ability to attack twice, instead of once, when they take the Attack action on their turn. When attacking twice they can use one attack to use a cantrip of their choice. Additionally their bonus to CON Saves, to maintain concentration, becomes 12.
Description
In times of war, the need for more adaptable wizards led to the creation of a special circle of wizards, not only honing their magical abilities, but training alongside warriors to stand beside and not behind. What makes those wizards so dangerous is, that they improve their, through physical training hardened body, even further using their magic, which makes them far more deadly than any normal fighter.
Manzorian Tenser, the founder of this school of magic, chose only a small number of people to learn from him, since they had to have special qualifications that most wizards or fighters lacked. This fact made many people envious and directed unwarranted hate towards Tenser´s pupils, which is especially noticeable in times of peace, were their abilities were not needed. Neither fighters nor wizards like their company, since fighters call them cheaters, using their magical abilities to become stronger and wizards call them crude, fighting in the dirt like expandable soldiers. Seeing the insignia of the battle mages, indicated a war was in the making, bringing them the name Warmongers.
Naturally the truth is quite different, the physical training is hell, even worse than the hardest training a soldier will ever get trough and to concentrate on spells, while fighting in close combat and finding the time to throw a fireball doing all this, makes them far superior and fine-tuned than any other mage. They go through all this to bring a stop to wars as soon as possible with the least amount of sacrifices.
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