Base Class: Wizard
The elf waits momentarily, watching his fellows as they wade into battle. As he begins speaking and moving his hands, power begins curling around him like mist, with arcane symbols briefly appearing before dancing away. With a final word, the power condenses on his skin, forming a nearly translucent shell around him. With a great yell, he runs towards the battle in front of him, dancing between blades. Every action he takes his sword darts out, or spell rolls off his tongue, both with equal effect.
The halfling kneels down, finishing drawing a graceful line of chalk in the floor. She walks to the middle of the large construct with it's hundreds of carefully measured and drawn lines, where she sifts through her bag and begins pulling out materials. She often consults a worn, burnt book, checking each amount of iron powder, diamonds, leaves, and other ingredients as she sets them down. As she begins chanting, the door behind her opens and a group of soldiers enter, bloodlust in their eyes. With a smile, she closes her bag and draws her knives and darts forward.
The dragonborn laughs darkly as he appears behind the goblin hoard. Several turn around in horror as he bears down on them, axe in one hand and a iron bound tome in the other. As the rest of the party begins turning, he throws his axe at the single goblin drawing it's bow, then begins drawing sigils in the air. A single arrow begins to leave the bow before being incinerated in a split second as an crimson inferno of unnatural fire erupts in the midst of the party and the dragonborn laughs again.
Whether formed from years spent training balancing blade and spell, or simply a wizard who taught themselves how to defend themselves, the battle magi are terrifying individuals in battle. Their seemless integration of intellect and strength make them forces to be feared in both the battlefield and the laboratory. Capable of defending themselves and harassing the complex magics around them, they have trained both mind and body to become warriors to be respected.
*This is a slightly modified version of Battlemage Subclass by Kaimick, making it a bit better written and adding some functionality to fit my campaign. Feel free to check out his original!*
Armed and Dangerous
When you adopt this tradition at 2nd level you have mastered the basics of combat. As a result you gain proficiency in the athletics skill, light armor, and martial weapons that aren't heavy or two handed.
Battle Weave
When you choose this tradition, you learn how to weave your magic to protect and empower you in combat. Maybe it is a supernatural awareness around you, or raw power protecting you from blades, you protect yourself from those who cause you harm. In addition your magic empowers your weapons and concentration, making your mind your greatest weapon. However your power only lasts for one minute before leaving you.
- You may add your intelligence modifier to your AC
- You may use your intelligence modifier for attack roles and damage instead of strength
- You may add your intelligence modifier to any concentration checks made to maintain your spells
You may use this feature up to two times a day, with additional usages at 4th, 6th, 12th, and 18th levels. You may recover all usages during a long rest.
Extra Attack
Your magic begins empowering you body, allowing you to move faster and become even deadlier in battle. You are now able to take an additional attack whenever you take the attack option.
Arcane Shroud
You have figured out how to use your magic to distract your enemy long enough for you to disengage and retreat, allowing you to reevaluate the situation form a better vantage point. You may now take disengage as a bonus action whenever you cast a spell.
Arcane Ward
You have figured out how to manipulate your magic to protect yourself from harm. As a reaction, you may choose to expend a spell slot to stave off damage to yourself and form a temporary ward. Gain temporary hit points equal to the spell level times the result of a d8 plus your intelligence and proficiency bonus. These last 1d4 rounds, and when they are depleted or run out you take 1d8 force damage from your ward breaking.
Damage reduction: (Spell slot level * 1d8) + Intelligence + Proficiency
Examples of Damage Ward Assuming +4 intelligence and +4 proficiency
1st level spell slot x 1d8(4) = 4 + Intelligence + Proficiency = 12
9th level spell slot x 1d8(8) = 72 + Intelligence + Proficiency = 80
Arcane Assault
You have become used to the toll of battle and magic on your body and mind. Your experiences and practice allows you to cast spell and follow up with with deadly blade. Whenever you cast a spell you may take a weapon attack as a bonus action.