Wizard
Base Class: Wizard

Devoting their studies to the schools of abjurations and conjuration, battlemages wade through the front lines of battle. Unlike War Wizards, who are trained to fight foes with their powerful spells, a Battlemage can fight amongst other soldiers, bolstering their spellcasting with martial prowess.

Arcane Arsenal

Starting at 2nd level, you gain proficiency with simple and martial melee weapons, as well as light, medium, and heavy armor. 

You learn a ritual that creates a magical bond between yourself and one weapon, adding it to your arsenal. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon, causing it to become one of your arsenal weapons.

Once on each of your turns, you can summon one of your arsenal weapons, causing it to teleport instantly to your hand (no action required).

You can have one arsenal weapon at a time. The total number of weapons you can have in your arsenal increases as you gain levels: two at 6th level, and three at 14th level, if you attempt to bond with an additional weapon beyond this limit, you must choose one other weapon to be removed from your arsenal.

You can use Intelligence, rather than Strength or Dexterity, for attack and damage rolls you make using any of your arsenal weapons, and you can treat any arsenal weapon you're holding as a spellcasting focus for your wizard spells.

Mystic Squire

Starting at 2nd level, you're never without aid. You add the unseen servant spell to your spellbook, if it's not there already.

When you take a short rest, you can summon your unseen servant without expending a spell slot or disturbing the rest, allowing your servant to help tend to your wounds. If you regain hit points by spending Hit Dice at the end of the short rest, you regain extra hit points equal to your Intelligence modifier.

Battle Rite

Starting at 6th level, as an action on your turn, you can summon a spectral copy of a single weapon in your arsenal, which orbits you in your space for 10 minutes, or until you dismiss it bonus action on your turn. While your summoned weapon orbits you, you can make a single melee weapon attack with your summoned weapon as a bonus action on your turn.

Your summoned weapons have identical statistics to the weapons in your arsenal, except their reach is 20 feet. However, a weapon with either the light or thrown properties has a reach of 30 feet, and a weapon with either the heavy or two-handed properties has a reach of 10 feet.

When you reach 14th level in this class, you can make two attacks with your summoned weapon as part of this bonus action. They can both be made against a single target or two separate targets within your summoned weapon's reach. 

You can summon a weapon from your arsenal this way a number of times equal to your proficiency bonus, and regain all expended uses of this feature when you finish a long rest.

Empowered Rite

Starting at level 10, when you cast an abjuration or conjuration spell of 3rd-level or higher on your turn, you empower your summoned weapon; attack rolls you make with your summoned weapon have an advantage until the end of your turn.

Battle Ward

Starting at level 14, when you expend a spell slot to cast a wizard spell of 1st-level or higher, you gain temporary hit points equal to three times the spell's level, which lasts until the start of your next turn.

If you gain these temporary hit points while your summoned arsenal orbits you, they last until the end of your Battle Rite. If you gain additional temporary hit points with this feature, you can add them to any temporary hit points already granted to you by this feature.

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