Wizard
Base Class: Wizard

Within the vast lands of the Forgotten Realms, there are many types of wizards. Most being squishy casters that hide towards the back of the battlefield. However, there is a very rare breed of wizard out there, those who have trained in the art of melee combat as well as the arcane. Many refer to them as battlemages... but they frown upon this name. They have seen hundreds of battles. No... They are called War Mages. A War Mage's mere presence on a battlefield can tip the tide to whichever side they are on, sending the enemy cowering into the hills. They are feared and respected among other wizards, and rarely taken lightly.

Art of War

Beginning at 2nd level,  you gain proficiency with:

- Light armor, medium armor, and shields

- 3 martial melee weapons of your choice

Way of War

You can invoke a secret elven magic called the Bladesong, provided that you aren't wearing heavy armor. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don heavy armor. You can also dismiss the Bladesong at any time (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 gain a bonus to your melee attack damage rolls equal to your Intelligence modifier( minimum of +1)
  • 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 a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Mage of War

Beginning at 6th level, whenever you take the Attack on your turn, you can also cast a spell equal to or less then 1/2 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. The target of the spell does not have to be the same target as the melee attack. (You may also forgo the cast to instead make an extra melee attack)

Knowledge of War

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. Additionally, if the spell requires a saving throw, it is made at disadvantage.

This takes a huge toll on you mentally and physically, because of this, you may only use this feature a number of times equal to 1 + your CON modifier per long rest. (minimum of 2)

 Your deep study of the arcane as well as the art of war has sharpened your skills in battle. You may add your WIS modifier to your spell save DC and spell attack bonus. (minimum of 1)

Brutality of War

Starting at 14th level, none of your attacks leave simple scratches on an enemy. Any 1 or 2 rolled on a damage dice may be rerolled. If any of the new rolls are a 1, it may be treated as a 2. This applies to both melee attacks and spell attacks. Additionally, if an enemy is under the effects of any spell that allows them to reroll a saving throw at the start of each of their turns, they do not get to reroll on their first attempt. 

Once per day, you may also choose to roll maximum damage on any spell attack. However, a War Mage can push the limits of his/her body and mind if the situation is dire enough. This ability may be used more than once per day but each additional time will give you a -2 penalty to INT and CON as well as 1 level of exhaustion. Each stack of these penalties requires a full days rest to recover from.

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