Base Class: Wizard
Battlemages are wizards who enhance their spellcasting with weapon fighting and skills.
Bonus Proficiency
Starting at level 2 when you choose this subclass, you gain proficiency with martial weapons, light armour, and medium armour.
Bound Weapon
As a bonus action, you can summon a Bound Weapon. It counts as a Martial weapon for you, and dissapates if it leaves your hand. Your Bound Weapon takes the form of whatever weapon you choose, but doesn't have that weapon's statistics. Instead, it has the statistics of any cantrip known to you. You can create a Bound Weapon using a spell scroll as well. Whenever you hit a creature with your Bound Weapon, it casts the effect of a cantrip on it. Any saving throw the creature would have to make would be made against your spell save DC. You can use your Intelligence modifier for attack roles instead of strength or dexterity on attack and damage rolls with your Bound Weapon. For example, if your bound weapon was created with Frostbite, the creature would have to make a constitution saving throw or take 1d6 cold damage and have disadvantage on its next attack role when you hit it.
At level 8, you can use 1st level spells as well, and at level 14, you can use second level spells.
Defensive Spellcasting
Starting at level six, you gain the following features:
You add your Intelligence Modifier to your Armour Class.
You learn the Shield spell.
You can cast the Shield spell without expelling a spell slot. You can do this a number of times equal to your proficiency bonus, recharging on a long rest.
Whenever you cast an Abjuration or Evocation spell, you may upcast it one level without spending that level's spell slot.
Summon Animated Armour
Starting at 10th level, you gain the ability to summon Animated Armour. As an action on your turn, you can summon an Animated Armour (see Basic Rules for statblock) at any space you can see within 30ft that is not occupied by a creature. The Armour acts on your initiative, but goes immediately after your turn. On your turn, you can issue commands to the armour as a bonus action. If no commands are given, it defends you and takes the dodge action on its turn. The armour lasts for one minute (10 rounds), until dispelled by Dispel Magic or similar effects, or sent away by you as a bonus action.
You can have up to two Animated Armour's at one time, and you can summon one a number of times equal to your intelligence modifier, resetting on a long rest. Having multiple Armour's allows you to issue the same command to both, or different commands to each. You can also sacrifice one of your animated armours to heal its health to the other animated armour. Any excess healing is converted into temporary hit-points.
At 14th level, you can summon a third animated armour.
Spirit Fighter
Starting at level 14,
Your Bound weapon can use spells up to 2nd level,
Your Shield spells don't require spell slots, permanently,
You can have up to three Animated armours, and they recharge on a short rest,
And you may pick one Enchantment, Abjuration, or Divination spell that is permanently cast on you, at your choice. For example, Detect magic would allow you to always see magic. Some spells wont work for this, so talk with your DM to determine how certain spells would function.
Comments