Fighter
Base Class: Fighter

A Battle Mage combines the martial mastery common to all fighters but with the natural affinity to cast magic. Battle Mages use magical techniques similar to those practiced by sorcerers. They use spells of every school to better their prowess in and out of combat. Due to their combat experience they do not learn as many spells as conventional sorcerers but what they do learn they use to great effect.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.

Cantrips

You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level.

Spell Slots

The Battle Mage Spellcasting table shows how many spell slots you have to cast your sorcerer 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.

For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level sorcerer spells of your choice, one of which must target yourself.

The Spells Known column of the Battle Mage Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. You can pick any spells of your choice, but they 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.

Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since you learn your spells through trial and error. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Battle Mage Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

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

Weapon Bond

When you choose this Archetype at 3rd level, you learn a ritual
that creates a magical bond between yourself and one weapon.
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 and forge the bond.

Once you have bonded a weapon to yourself, you can't be
disarmed of that weapon unless you are incapacitated. If it is on
the same plane of existence, you can summon that weapon as a
bonus action on your turn, causing it to teleport instantly to
your hand.

You can have up to two bonded weapons, but can summon
only one at a time with your bonus action. If you attempt to
bond with a third weapon, you must break the bond with one of
the other two. These weapons also count as a spellcasting focus
when wielded by you.

Arcane Combat

Beginning at 7th level, If a cantrip requires an action to cast you can instead cast it as a bonus action.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Mage Shift

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.

Improved Arcane Combat

Starting at 18th level, If a spell requires an action to cast you can instead cast it as a bonus action.

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