Base Class: Fighter
The archetypal Battle Mage combines the martial mastery common to all fighters with a careful study of magic. Battle Mages use magical techniques similar to those practiced by wizards. Battle Mages focus their knowledge in learning spells that can either help protect them or their allies or harm those that wish harm against these fighters. Through countless battles and long hours learning their spells they have become terrifying forces on the battlefield. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.
Spellcasting
Battle Mage Spellcasting Spell Slots per Spell Level
Fighter Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
When you reach 3rd level, you augment your martial prowess with the ability to cast spells.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Battle Mage Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know Magic Missile, Shield, and Compelled Duel. These spells do not count against your total known spells.
The Spells Known column of the Battle Mage Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Grim Harvest
At 3rd level, you gain the ability to reap life energy from creatures you kill. Once per turn when you or a friendly creature kill one or more creatures that you have damaged, you regain hit points equal to 1d10+ Your Con modifier.
This changes to 2d10 at level 10 and 3d10 at level 18
Defensive spellcasting
Beginning at 7th level, you can direct your magic to absorb damage . When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to 7 times the spell slot's level.
Haltering Strike
At 10th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes.
Tactical repositioning
At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action. The first attack made after using this ability is made with advantage as it throws your enemies off guard.
Magic Weaving
When you use a spell as part of your action you can make a single melee weapon attack during that same action.
Previous Versions
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