Base Class: Wizard
While you may have learned in a classroom, you truly reached your peak on the battlefield. You learned to quickly counter physical attacks and do some on your own, and while you may not have the scholarly mastery of magic that other wizards do, your practical experience with war gives you the capability to stand on the front lines, weaving useful spells to take and dish out damage.
Martial Proficiencies
Armor Proficiencies: Light Armor, Medium Armor, Shields
Weapon Proficiencies: Simple and Martial Weapons
Skills: Athletics, if you don't have proficiency already
Practical Magic
Starting at second level, your experience with front lines combat allows you to quickly use basic spells to improve your prowess. As a bonus action, you may do one of the following:
- Summon any melee martial weapon from the ethereal plane. This weapon acts like what it resembles and has the same properties. If you are disarmed, silenced, or knocked out, the weapon disappears; in addition, it disappears after 1 hour or if you use a bonus action to dispell it.
- Cast Shield at first level, giving you or someone you can see +5 AC and blocking magic missile until your next turn. This spell does not need to be prepared, and once per combat does not take a spell slot to cast.
- Cast Healing Word at first level, healing you or someone you can see for 1d4+Spellcasting Ability Modifier. This spell does not need to be prepared, and once per combat does not take a spell slot to cast.
Extra Attack
Starting at 6th level, Battlemages may make an extra attack when they take the attack action. In addition, they may cast a prepared cantrip in place of one of these attacks.
Mind over Matter
At 10th level, your strength in both mind and body enables you to shrug off otherwise grievous attacks in favor of remaining in the moment. Once per combat, you may choose to make an intelligence saving throw to halve any incoming slashing, piercing, bludgeoning, or psychic damage. You regain this feature with the use of a short or long rest.
Frontline Master
Starting at the 14th level, you may choose from either the Way of the Duelist or the Way of the Defender.
Way of the Defender
Deciding to focus on defensive warcasting, you shield yourself and your allies from harm as the chaos of battle moves around you, ensuring safety in the eye of the storm for yourself and your party. You gain the following:
- Whenever you summon an ethereal weapon, you may also summon an ethereal shield at no extra cost, granting +3 to your AC until it is dispelled.
- When you use Practical Magic to cast Shield or Healing Word on yourself, you may also choose up to three other people you can see to be affected. In addition, you may cast healing word at any level you have spell slots for.
- You gain advantage on all saving throws against magical attacks.
Way of the Duelist
Deciding to focus on offensive warcasting, you whirl around the battlefield a frenzy of blades, dealing damage both physical and elemental to all in your path. You gain the following:
- While wielding a summoned ethereal weapon, you can use your bonus action to attack a third time.
- When you summon an ethereal weapon, you may choose to imbue it with an additional type of damage; either acid, cold, fire, lightning, or radiant. Whenever you make an attack with an imbued ethereal weapon, you deal an additional 1d6 of the type of damage you have chosen.
- As an attack, you may use magic to knock your opponent of their feet. The target must make an intelligence saving throw or be knocked off their feet. A DM may decide that an opponent is too large or inherently well-balanced to be effectively knocked over.
Previous Versions
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8/18/2022 2:47:47 AM
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