Tactical Casting. When the battlemage that causes damage or forces a creature to make a saving throw, the battle mage can choose itself and any number of allies to be immune to the damage of the spell and to automatically succeed on the required saving throw.
Spellcasting. The Battlemage is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The Battle Mage has following Wizard spells prepared:
Cantrips (at will): Fire Bolt, Mage Hand, Poison Spray, Shocking Grasp
1st level (4 slots): Burning Hands, Mage Armor, Magic Missile, Thunderwave 2nd Level (3 Slots) Flaming Sphere, Misty Step, Shatter. 3rd Level (3 Slots) Counter spell, Fireball, Lightning Bolt. 4th Level (1 Slot) Ice storm
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage.
Overchannel. As a bonus action, the battle mage can overchannel its spells until the start of its next turn. A creature has disadvantage on saving throws against an overchanneled spell. Attacks against the battle mage have advantage until the start of the battlemage's next turn.
Self-Defense Casting. When the Battle Mage is hit with a weapon attack, it may cast a cantrip against the attacker.
Description
Battle Mages are open vessels through which arcane energy pours raw, unfettered, and without regard to self preservation. The art of the Battle Mage takes as much practice as any other type of spellcasting - perhaps more so.
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