Battlemage Battlemages are warriors who combine their martial training with spellcasting. They can utilize offensive and defensive spells, what makes them specialists of magical combat. They don't have magical powers of wizards or intensive training of fighters, but the combination of both makes them a force to be reckoned with. Class Features As a battlemage, you gain the following class features Hit Points Hit Dice: 1d10 per battlemage level

1d10 per battlemage level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per battlemage level after 1st Proficiencies Armor: Light, Medium, Heavy, Shields

Light, Medium, Heavy, Shields Weapons: Simple, Martial

Simple, Martial Tools: None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Arcana, Athletics, History, Acrobatics, Investigation, Intimidation Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) chain mail or (b) leather, longbow, and 20 arrows

(a) a martial weapon and a shield (b) two martial weapons

(a) five javelins or (b) a martial melee weapon

(a) a dungeoneer's pack or (b) an explorer's pack Weapon Bond You have an ability to bond your weapon. Over the course of 1 hour short rest, you can bond a weapon to you. Once bonded, you cannot be disarmed unless you are incapacitated and if the weapon is on the same plane of existence, you can summon it to your hand as a bonus action. You can bond up to two weapons at once. Your bonded weapon can be used as a spellcasting focus. Spellcasting You augment your martial prowess with the ability to cast spells. Cantrips You learn 2 cantrips from the wizard spell list. At level 8 you gain a 3rd cantrip and. At level 16 you gain a 4th cantrip. Spell Slots 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.

The Battlemage Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 1st +2 Weapon Bond, Spellcasting 2 — — — — — — 2nd +2 Fighting Style 2 3 2 — — — — 3rd +2 Battlemage Archetype 2 4 3 — — — — 4th +2 Ability Score Improvement 2 4 3 — — — — 5th +3 Extra Attack 2 5 4 2 — — — 6th +3 Archetype Feature 2 5 4 2 — — — 7th +3 War Magic 2 6 4 3 — — — 8th +3 Ability Score Improvement 3 6 4 3 — — — 9th +4 3 7 4 3 2 — — 10th +4 Archetype Feature 3 7 4 3 2 — — 11th +4 Improved War Magic 3 7 4 3 2 — — 12th +4 Ability Score Improvement 3 8 4 3 3 — — 13th +5 3 9 4 3 3 1 — 14th +5 Ability Score Improvement 3 9 4 3 3 1 — 15th +5 Archetype Feature 3 10 4 3 3 2 — 16th +5 Ability Score Improvement 4 10 4 3 3 2 — 17th +6 4 11 4 3 3 2 1 18th +6 Archetype Feature 4 11 4 3 3 3 1 19th +6 Ability Score Improvement 4 12 4 3 3 3 2 20th +6 Augmented War Magic 4 12 4 3 3 3 2 Spells Known You know three 1st level wizard spells of your choice, two must come from the evocation and abjuration spell schools. The third spell can be from any Wizard school of magic. The Spells Known column of the Battlemage table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 5th, 9th, 13th, and 17th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 2nd, 5th, 9th, 13th, and 17th level. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. Spell save DC = 8 + proficiency bonus + Intelligence mod Spell attack mod = proficiency bonus + Intelligence mod 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. 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. 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. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Battlemage Archetype At 3rd leveI, you choose an archetype that reflects the role you want to play on the battlefield. Choose Spellsword, Spellstring, or Fusor, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th leveI. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. War Magic At level 7 you can use your action to cast a cantrip and make one weapon attack as a bonus action. Improved War Magic At level 11, you can make one weapon attack as a bonus action whenever you use your action to cast a spell. Augmented War Magic At level 20, When you use your action to make a weapon attack you can use your bonus action to cast a spell with a casting time of an action. Once you use this feature twice, you must finish a short or long rest before you can use it again. Battlemage Archetypes Spellsword Spellswords specialize in close combat. They want to get close to the enemy to unleash a fury of magical attacks. Spellsword Beginning at 3th level you can use an action to cast 1 spell with a casting time of an action or bonus action to store it in one of your bonded weapons. The spell has no effect, other than to be stored in the weapon. Only one spell can be stored in all of your bonded weapons at once. When you hit a creature with a melee weapon attack with this bonded weapon, you may release one spell on your target as a bonus action. The spell that requires an attack roll automatically hits. The point of origin of the spell that has an area of effect is the target. The direction and placement of the area are random. The target fails any dexterity saving throws. You can use an action to empty your bounded weapons from all spells without any effect. Your spellslots that were used to store spells that are still in your weapon after a long rest do not get restored. This feature allows you to store a total of 2 spells your bonded weapons at level 9 and a total of 3 spells at level 18. Mind over Matter At level 6, when you take damage you can use your reaction to store a spell in your bonded weapon Once you use this feature, you must finish a short or long rest before you can use it again. Eldritch Strike At level 10, you can impose disadvantage on a creature you hit with a weapon attack on its next save it makes against a spell you cast before the end of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again. Arcane Charge At level 15, you can teleport up to 30 feet to a space you can see. Once you use this feature, you must finish a short or long rest before you can use it again. Spellstring Spellstrings are marksmen trained in the arcane arts to use ranged attacks in coordination with spells and decimate enemies from afar. Spellstring Beginning at 3th level you can use an action to cast 1 spell a casting time of an action or bonus action to store it in one of your bonded weapons. The spell has no effect, other than to be stored in the weapon. Only one spell can be stored in all of your bonded weapons at once. When you hit a creature with a ranged weapon attack with this bonded weapon, you may release one spell on your target as a bonus action if the target is within the range of the spell. The spell that requires an attack roll automatically hits. The point of origin of the spell that has an area of effect is the target. The direction and placement of the area are random. The target fails any dexterity saving throws. You can use an action to empty your bounded weapons from all spells without any effect. Your spellslots that were used to store spells that are still in your weapon after a long rest do not get restored. This feature allows you to store a total of 2 spells your bonded weapons at level 9 and a total of 3 spells at level 18. Mage Sight At level 6 you can use your bonus action to make a search action and store a spell in your bonded weapon. Once you use this feature you must finish a short or a long rest. You also gain proficiency in the Perception or Investigation skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. Arcane Artillery At level 10, you can release a spell on a target that is within a doubled spell range with your Spellstring feature. Once you use this feature, you must finish a short or long rest before you can use it again. Ethereal Step At level 15, your base walking speed is increased by 10 feet, and you may take the Disengage action as a bonus action. Fusor Fusors are battlemages that specialize in casting spells on themselves and becoming one with their armor to increase their fighting capabilities.