Wizard
Base Class: Wizard

Battlemages were a group of wizards who fought on behalf of the kingdom of Cormyr and its Crown. They are among the most well-regarded and even feared spellcasting organizations in all the Realms and highly respected by both the common folk and royalty of the Forest Kingdom. 

"Whenever there is doubt and dispute, I shall act to preserve Cormyr. Sunrise and moon fall, so long as my breath takes and my eyes see, I serve Cormyr. I give my life that the realm endure." — Excerpt from the Handflame
In addition to their martial training, war wizards are experts with the fundamentals of spellcasting and even honed their abilities with weapons more than other arcane casters. They often weave these two skills together in battle, to great effect, wielding unique arcane combat techniques. In fact, many crafts created during the 15 century were only known to the Battlemages granting them an edge in combat against their enemies. Battlemages are quite adept at applying meta-magic modifications to the spells they cast. Some veteran war wizards acquired powerful understanding of a single spell that allowed them to cast it as if it were a natural ability.

Metamagic

At 2nd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice.
You can use only one Metamagic option on a spell when you cast it, determined when you cast the spell. You may use these a number of times equal to your proficiency modifier. You learn 1 additional metamagic at 10th and 14th levels.

 

 

 

Clairvoyant Spell

Looking into the future you grant yourself advantage on the spells attack roll or alternatively force a target to have disadvantage on the saving throw. You must be able to see the target to use this metamagic.

Enervating Spell

Whenever the spell deals damage to a target, you regain hit points equal to 1d4+ INT modifier. For every spell slot used over 3rd you add another 1d4 to the amount healed.

Optimized Spell

When you roll damage for a spell, you can spend 1 use of metamagic to reroll a number of the damage dice up to your Intelligence modifier (minimum of one). You must use the new rolls.

Sculpted Spell

 You can create pockets of relative safety within the effects of your spells. When you cast a spell that affects other creatures that you can see, you can choose a number of them equal to 1 + INT modifier. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Transmuted Spell

When you cast a wizard spell , you can temporarily replace its damage type with a type that appears in another spell in your spellbook, which magically alters the spell’s formula for this casting only. The latter spell must be of the same level as the spell slot you cast.

Transposing Spell

You may have your spell originate from an allied creatures location that you can see within 30 ft.

Battlemage Training

Unlike other arcane savants you include martial readiness in your education.  Though spells and learning them takes the normal amount of time, you rest safe knowing you can rely on martial prowess when backed into a corner.

Also at 2nd level you also gain proficiency with martial weapons, light armor, medium armor, and shields.

Sword and Spell

Battlemages are adept at weaving spells into their martial routines. They are not hindered by using shields, two weapons, or two handed weapons while casting cantrips. You can attack twice, instead of once, whenever you take the Attack action on your turn. You may cast one of your cantrips in place of one of those attacks.

Battle Caster

Battlemages seldom lose focus on the battle field, pulling from arcane reserves to focus through pain or distraction. At 10th level you are considered to be proficient with concentration checks and when you would fail a concentration check you may expend a spell slot equal to the level of the spell you are concentrating on to instead pass the roll.

Storm Victory

At 14th level, your Metamagic becomes infused with deadly magic. When you use your Metamagic feature, you can cause arcane energy to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take thunder or lightning damage equal to half your wizard level.

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