Battlemage The full caster martial class Version 1.1

Battlemage Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Arcane Order, Arcane Fighting Style 2 2 — — — — — — — — 2nd +2 Fighting Style, Arcane Order Feature 2 3 — — — — — — — — 3rd +2 Weapon Bond 3 4 2 — — — — — — — 4th +2 Ability Score Improvement 3 4 3 — — — — — — — 5th +3 Arcane Vision 3 4 3 2 — — — — — — 6th +3 Channel Arcana (2/rest), Arcane Order Feature 3 4 3 3 — — — — — — 7th +3 ─ 4 4 3 3 1 — — — — — 8th +3 Ability Score Improvement, Arcane Vision Improvement, Arcane Order Feature 4 4 3 3 2 — — — — — 9th +4 ─ 4 4 3 3 3 1 — — — — 10th +4 Battle Magic 4 4 3 3 3 1 — — — — 11th +4 Arcane Vision Improvement 4 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 4 4 3 3 3 2 1 — — — 13th +5 ─ 5 4 3 3 3 2 1 — — — 14th +5 Improved Battle Magic 5 4 3 3 3 2 1 — — — 15th +5 ─ 5 4 3 3 3 2 1 1 — — 16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 — — 17th +6 Arcane Order Feature 5 4 3 3 3 2 1 1 1 1 18th +6 Channel Arcana (3/rest) 5 4 3 3 3 2 1 1 1 1 19th +6 Ability Score Improvement 5 4 3 3 3 2 1 1 1 1 20th +6 Eldritch Champion 5 4 3 3 3 2 1 1 1 1 Creating a Battlemage As you create a battlemage, consider why your character chose to become a battlemage instead of a wizard or eldritch knight? How did you first discover magic? How did you realize you had an aptitude for it? Quick Build You can make a warlock quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength or Dexterity. Second, choose the sage or soldier background. Third, choose the booming blade and green-flame blade cantrips. Class Features As a battlemage, you gain the following class features. Hit Points Hit Dice: 1d8 per Battlemage level

1d8 per Battlemage level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per battlemage level after 1st Proficiencies Armor: Light armor, shields

Light armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Athletics, Arcana, Persuasion, Perception, History, Sleight of Hand, Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier or (b) longsword

(a) scale mail, (b) leather armor, or (c) chain mail (if proficient)

(a) a longbow and 20 arrows or (b) two daggers

(a) a component pouch or (b) an arcane focus

(a) a dungeoneer's pack or (b) an explorer's pack

Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting. The Battlemage spell list is detailed at the end of the class description. Cantrips At 1st level, you know three cantrips of your choice from the battlemage spell list. You learn additional battlemage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the battlemage table. Spellbook At 1st level, you have a spellbook containing three spells: one arcane fighting style spell, and the spells determined by your Arcane Order. Preparing and Casting Spells The Battlemage table shows how many spell slots you have to cast your 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. You prepare the list of battlemage spells that are available for you to cast. To do so. choose a number of battlemage spells from your spellbook equal to your half your battlemage level, rounding up (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 3rd-level battlemage, you have four 1st-level and two 2nd-level spell slots, and your list of prepared spells can include 2 spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell absorb elements, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of battlemage spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your battlemage spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a battlemage spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your intelligence modifier Ritual Casting You can cast a battlemage spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use an arcane focus (found in chapter 5) as a spellcasting focus for your battlemage spells. Learning Spells of 1st Level and Higher Each time you gain a battlemage level, you can add a number of spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Battlemage table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” section on the next page).

Arcane Order At first level, you choose an arcane order, shaping your practice of combat and magic through one of three paths: elementalist, dreadknight, or warden, all detailed at the end of the class description. Your choice grants you additional proficiencies and other features when you choose it at 1st level. It also grants you additional spells when you gain that feature at 3rd level, and additional benefits at 6th, 8th, and 17th levels. Order Spells Some orders have a list of spells—its order spells—that you learn at the battlemage levels noted in the order description. Once you learn an order spell, you add it to your spellbook, it doesn't count against the number of battlemage spells you know, and it doesn’t count against the number of spells you can prepare each day. If you have a order spell that doesn’t appear on the battlemage spell list, the spell is nonetheless a battlemage spell for you. Arcane fighting Style At 1st level, you adopt an arcane style of fighting as your specialty. Choose one of the following options. When you choose a style, the spells listed in that arcane fighting style are added to your spellbook. If you have a spell that doesn’t appear on the battlemage spell list, the spell is nonetheless a battlemage spell for you. You can’t take a Fighting Style option more than once, even if you later get to choose again. Arcane Marksman As a bonus action, you can gain advantage on one attack roll against a creature you can see. Once you use this feature, you must finish a long rest before you can use it again. Arcane Sentinel You can shove a creature as a bonus action. Once you use this feature, you must finish a long rest before you can use it again. Sentinel Spells Arcane Duelist You can use the Dodge action as a bonus action. Once you use this feature, you must finish a long rest before you can use it again. Arcane Champion You can use the Dash action as a bonus action. Once you use this feature, you must finish a long rest before you can use it again. Arcane Guardian You can use the Help action as a bonus action. Once you use this feature, you must finish a long rest before you can use it again. Arcane Dual Wielder You can use the Disengage action as a bonus action. Once you use this feature, you must finish a long rest before you can use it again.

Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again. 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 are wielding a melee weapon with the two-handed or versatile properties, you gain a +1 bonus to attack and damage rolls with that weapon. 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 are wielding a melee weapon with the light property in each hand, you can make one additional attack when you take the Attack action on your turn. Weapon Bond 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. Arcane Vision At 5th level, you learn how to use magic to enahnce your vision. You can see normally in darkness, both magical and nonmagical, to a distance of 30 ft. At 8th level, the distance you can see is increased to 60 ft, and at 11th level the distance is increased to 90 ft. Battle Magic Beginning at 10th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Improved Battle Magic At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a battlemage spell, you can make one weapon attack as a bonus action. Supreme Battle Magic At 20th level, when you use an action to cast a cantrip, you can cast another cantrip as a bonus action.

Arcane Orders Across the world, battlemages come together to establish orders—associations whose members share a similar outlook on how best to wield magic in the fires of war. Order of the Elementalist Charismatic and boisterous warriors, elementalists are the most offensively focused order, using the elements of the four planes to destroy their foes. These warriors are also adept at protecting themselves from the elements, reducing their attackers power and redirecting it back. Elementalist Spells Battlemage level Spells 3rg absorb elements, thunderous smite 5th flame blade, heat metal 7th elemental weapon, water breathing 9th elemental bane, fire shield 11th control winds, transmute rock 13th flesh to stone, primordial ward 15th prismatic spray 17th control weather Wind's Grace Starting at 1st level, you gain proficiency in the Acrobatics skill. Water Adept Also at 1st level, you connect to the elemental plane of water. You have a swimming speed equal to your walking speed, and you can breathe underwater. Stone Shield As an action, you present your arcane focus and a tower shield and 4 feet tall and 2 feet wide, made of stone rises from the ground. You or another friendly creature can pick it up as part of your action and wield it or leave it in the ground. If you wield it, it acts as a normal shield that grants you resistance to acid damage. If you leave it in the ground, you can use it as cover. The shield lasts for 1 minute before crumbling into dust. Once you use this feature, you can't use it again until you finish a short or long rest. Flaming Charge At 6th level, you can launch a devastating fiery charge at your enemies. If you move at least 10 feet in a straight line, you can move through hostile creature spaces and through difficult terrain without spending any extra movement. If you move through a space occupied by a hostile creature, the creature must make a strength or dexterity saving throw (their choice). A creature takes 2d6 bludgeoning and 2d6 fire damage and falls prone on a failed save, or half as much damage and does not fall prone on a successful save. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest. Elemental Strike At 8th level, you gain the ability to infuse your weapon strikes with energy drawn from one of the four elemental planes. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8. Prismatic Knight At 17th level, you learn how to bind the elements to you to enhance your abilities. As a bonus action, you can focus on one of the following, which lasts until you are incapacitated or you use another bonus action to choose a different element to focus on. Earth. You gain immunity to acid damage, a +1 AC bonus, advantage on Strength saving throws, and can move through solid earth or stone as if it were air.

You gain immunity to acid damage, a +1 AC bonus, advantage on Strength saving throws, and can move through solid earth or stone as if it were air. Air. Your speed is increased by 20 feet, you gain immunity to lightning or thunder damage (your choice), have advantage on Dexterity saving throws, and you gain a fly speed equal to your walking speed.

Your speed is increased by 20 feet, you gain immunity to lightning or thunder damage (your choice), have advantage on Dexterity saving throws, and you gain a fly speed equal to your walking speed. Fire. You gain immunity to fire damage, advantage on Charisma saving throws and Charisma (Intimidation) checks, and you cannot be frightened or charmed.

You gain immunity to fire damage, advantage on Charisma saving throws and Charisma (Intimidation) checks, and you cannot be frightened or charmed. Water. You gain immunity to cold damage, advantage on Constitution saving throws, you can move across difficult terrain created by ice or snow without expending extra movement, and your swimming speed is twice your walking speed.

Order of the Dreadknight Those who join the order of the dreadknight focus their magic on enhancing their survival and debilitating the enemy. Though generally not evil, and perhaps due to the esoteric nature of the battlemage orders, dreadknights often find themselves in difficult situations when a town guard or nobleman accuses them of being an evil cleric, oathbreaker, or at worst, a true death knight. Dreadknights learn to deal with these accusations, and when entering new towns usually make it a point to be as unassuming as possible. Dreadknight Spells Battlemage level Spells 3rd armor of agathys, hex 5th darkness, ray of enfeeblement 7th bestow curse, vampiric touch 9th blight, death ward 11th cone of cold, contagion 13th eyebite, harm 15th regenerate 17th feeblemind Bonus Procifiency When you join this order at 1st level, you gain proficiency with heavy armor. Touch of the Grave Also at 1st level, you learn the chill touch cantrip. It does not count against the number of cantrips known. Channel Arcana: Starting at 2nd level, you can use your Channel Arcana to engulf the area around you in darkness. As an action, you can extinguish out all nonmagical light within 50 feet of you. Any magical light that isn't sunlight has its radius of light reduced by half. Living Darkness Starting at 6th level, you gain resistance to necrotic damage and while you are in an area of dim light or darkness you can take the Hide action as a bonus action. Draining Strike At 8th level, you you gain the ability to infuse your weapon strikes with necrotic energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d4 necrotic or cold damage (your choice) to the target. You then regain hit points equal to the extra damage done. When you reach 14th level, when you deal this extra damage to a creature, it must make a Constitution saving throw or take one level of exhaustion. Wraithlord At 17th level, you are immune to necrotic damage and cannot be frightened. Additionly, while in dim light or darkness, you have resistance to all damage except force, psychic, and radiant.

Order of the Warden Wardens are the opposite of dreadknights, focusing their magic on enhancing themselves and their allies instead of weakening their enemies, and often confused for paladins or clerics of war. The difference between them is slim, as wardens are all practicing theurgists, combining their arcane studies with religious devotion to deities of magic. Warden Spells Battlemage level Spells 3st bless, healing word 5rd branding smite, warding bond 7th mass healing word, revivify 9th aura of life, mordenkainen's private sanctum 11th dispel evil and good, scrying 13th heroes' feast, sunbeam 15th divine word 17th holy aura Bonus Proficiencies At 1st level when you join this order, you gain proficiency with heavy armor. You also become proficient in the Religion and Medicine skills, and your proficiency bonus is doubled for any ability check you make that uses either of those skills. Guiding Touch Also at 1st level, you learn the guidance cantrip. It does not count against the number of cantrips known. Channel Arcana: Empower Starting at 2nd level, you can use your Channel Arcana to empower your allies. As an action, you present your arcane focus and evoke divine energy that touches a friendly creature within 30 ft of you. The creature gains a bonus equal to half of your proficiency modifier (rounded down) to the next attack roll, damage roll, or saving throw (their choice) they make before the end of their next turn. Aura of Retribution Starting at 6th level, whenever you or friendly creatures within 10 feet of you are hit by a melee weapon attack, the attacker takes 1d4 radiant damage. Aura of Cleansing Starting at 8th level, you create a small but intense aura of purifying energy. You and friendly creatures within 10 feet of you are immune to disease, poison, and the poisoned condition. If a friendly creature has a disease or is poisoned and moves into your aura, the disease or condition is suspended until they leave the aura. Eternal Vigilance At 17th level, you no longer have to eat, drink, sleep, or breathe. You also stop aging, and cannot be aged magically. Additionally, when you take a long rest, you can spend 8 hours engaged in light activity, such as reading or keeping watch, rather than sleeping during any of it.