Wizard
Base Class: Wizard

Battlemages are wizards on the front lines, or defending the homefront. They train in using the arcane to not only bolster their defenses, but also enhancing their attacks

Arcane Blade

When you adopt this tradition at 2nd level, you gain proficiency with light armor, medium armor, and you gain proficiency with one type of one-handed melee weapon of your choice. also, when you make a melee weapon attack, you may use your bonus action to expend a spell slot to increase the damage. This damage is equal to 2d4 plus 1d4 per level of the spell slot expended, and you can choose what damage type this damage deals from the following options: Acid, Cold, Fire, Lighting, Necrotic, or Radiant. This attack is magical for the purposes of overcoming resistances.

Ward of Battle

Starting at 2nd level, you surround yourself in a protective battle ward, provided that you aren’t wearing medium or heavy armor or using a shield. It grants you extra power in combat with your weapon of choice.

You can use a bonus action to activate the ward, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the ward at any time you choose (no action required).

While your Bladesong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1).
  • Your walking speed increases by 10 feet.
  • You may use add your Intelligence modifier to you melee weapon damage, rather then Strength or Dexterity.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).

You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

Spellweaving

Whenever you take the Attack on your turn, you can cast a spell  equal to or less then 1 third your level, rounded down, using the same action. If the spell requires you to make a ranged spell attack, you can ignore disadvantage caused by casting the spell in melee range.

Precision

Beginning at 10th level, when you hit a target with a melee attack, if you chose to cast a spell using the spellweaving feature, and that spell requires you to make a spell attack roll, you may make that roll at advantage while ignoring any source of disadvantage. 

Honed Abilities

Starting at 14th level, you may ignore the spell level restriction on the spellweaving feature, when you make a one handed weapon attack. In addition, when you use the Spellweaving feature to cast a spell that requires a saving throw, that save is made at disadvantage

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