Wizard
Base Class: Wizard

The Battlemage studies magic not out of a thirst for knowledge, but for the pure purpose of destroying their enemies while protecting themselves and their allies. Most battlemages were originally soldiers who showed an aptitude for magic and were subsequently sent to specialized schools to be trained into warmages. Battlemages are uniquely trusted and admired by other soldiers for their ability to stand shoulder-to-shoulder on the battlefield. Their unique destructive force makes them excellent commandos or a viable substitute for artillery. 

Battlemages that leave the army either by choice or by force frequently become mercenaries selling their unique skills at top dollar prices, others become bodyguards of the aristocracy however, those unable to utilize their powers to their fullest destructive ability often become depressed and may be found among the criminal element or joining death-cults or apocalyptic cults. Those warmages mentally scarred by battle are often stripped of their powers by the authorities out of fear of how they may use them.

Level 3: Uniform of the Battlemage

You gain proficiency with medium and heavy armour, and martial weapons.

Level 3: Explosive Expert

Starting at 3rd level, whenever you cast a wizard spell of 1st level or higher that deals fire or thunder damage, you add your Strength modifier to the fire and/or thunder damage dealt by the spell.

Level 6: Combat Magic

Starting at 6th level, you can use a martial weapon as a spellcasting focus for your Wizard spells. In addition, when you use your action to take the Magic Action to cast a wizard spell, you can make a weapon attack with your bonus action.

Expansive Reactions

When you reach 6th level, you learn to expand your defensive magic to those adjacent to you. When you cast a spell that has a casting time of one Reaction, you can target one willing creature within 5ft of you in addition to its normal targets.

Level 10: Arcane Duelist

At 10th level, you add Counterspell to your spellbook, when an enemy succeeds on the save against your counterspell all targets of the spell you attempted to counter have advantage on saves against that spell.

In addition, if you are within 5ft of the target of your Counterspell you can make one weapon attack against them as part of casting Counterspell.

Level 14: Carpet the Battlefield

At 14th level you can spread your magic across a large area. When you cast a spell that targets an area (this does not include emanations), you can double each dimension of the area it affects - e.g. a 20ft cube becomes a 40 ft cube, or a 30 ft cone becomes a 60 ft cone. If this spell deals damage you add both your Strength modifier and your Intelligence modifier to the damage it deals (this replaces the benefit from Explosive Expert). 

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