Battlemage A towering green dragonborn strolls through a battlefield as fire whips up around her. She emerges through the flames shooting forth lightning from her greatsword as she calls down a meteor shower of fire and stone. Immersed in deep concentration, a human glides through the air as a goblin hoard shoots arrows at him that pepper off an invisible sphere. He fires back a single arrow into the air which sees hundreds of them rain down from above. Sizing up the Beholder that stands before her, a small forest Gnome studies it carefully. She sends four beams of crackling energy at one of the eye stalks, knocking the aberration into unconsciousness. Battlemages are well-rounded individuals in the face of danger. Their martial prowess and powerful spellcasting sees them as a very versatile and powerful group of people. Much like a fighter trains their bodies for the harshness of battle, battlemages do so with their mind. They are able to undergo immense mental stress for short periods of a time, as they subtly pluck at the weave that permeates the world around them, casting spells in a surge of arcane energy. Hardened Mind Vigilant and hardworking, battlemages are trained as challenging combatants. Many a warrior would continue to pursue a path of martial excellence but battlemages see the power that magic has to offer during a fight. They put their minds under intense training, often slipping into madness as they push their arcane capabilities. Beyond the basic weave manipulation that any spellcaster would have, battlemages can undergo arcane surges where they interact with the weave more precisely, allowing them to cast spells at a heightened rate. This skill is not instinctual and many a mind has been cracked because of the inability to cope with the stress placed upon the casters mind. Arcane Warriors Many an army has warriors and mages alike but few of these people can truly call themselves a battlemage. Most soldiers have mastered the basics of combat, some have learnt to cast spells, but a battlemage is a truly versatile warrior whom has perfected both walks of life. Some are focused soldiers, whom see magic as part of the training necessary to become the perfect warrior, others use their combat training merely as a foundation to build their strength upon. The utilisation of physical and mental might makes battlemages the most formidable of adversaries, both on and off the battle field.

The Battlemage Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Acane Surges 1st +2 Spell Casting, Battlemage Archetype, Arcane Surge 2 2 1 1st 1 2nd +2 Fighting Style 2 3 2 1st 2 3rd +2 Lethal Focus 2 4 2 2nd 2 4th +2 Ability Score Improvement 3 5 2 2nd 2 5th +3 Arcane Strike 3 6 2 3rd 2 6th +3 Battlemage Archetype 3 7 2 3rd 2 7th +3 War Magic 3 8 2 4th 2 8th +3 Ability Score Improvement 3 9 2 4th 2 9th +4 Arcane Weapon 4 10 2 5th 2 10th +4 Battlemage Archetype 4 10 2 5th 2 11th +4 Coerced Power (6th level) 4 11 3 5th 3 12th +4 Ability Score Improvement 4 11 3 5th 3 13th +5 Coerced Power (7th level) 5 12 3 5th 3 14th +5 Battlemage Archetype 5 12 3 5th 3 15th +5 Coerced Power (8th level) 5 13 3 5th 3 16th +5 Ability Score Improvement 5 13 3 5th 3 17th +6 Coerced Power (9th level) 6 14 4 5th 4 18th +6 Battlemage Archetype 6 14 4 5th 4 19th +6 Ability Score Improvement 6 15 4 5th 4 20th +6 Divine Weaving 6 15 4 5th 4 Creating a Battlemage As you make your battlemage character, think about two different elements of your character’s backstory: Where did you get your combat training, and how did you first come into contact with magic? Did you start life on the path of an ordinary fighter but saw the power and potential in spellcasting? Were you an arcane sage or scholar of some kind who took up combat training as a precaution when setting out on an adventure? Whatever the case, what made you decide to become both a warrior and a mage? Striving to master all aspects of life, rising up to a threat, or having a natural affinity to both fighting and spellcasting might all have been factors. Potentially, you acquired your skills from a private academy, learning the basics of combat and magic first. Perhaps you come from a family in which you are taught about both so you can protect yourself as best you can, or maybe it’s just for educational purposes. You may have originally aspired to be a fighter or a wizard but an event that occurred shook your beliefs and outlook life, causing you to travel down a different path. Quick Build You can make a battlemage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength or Dexterity, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Second, choose the sage background. If you plan on adopting the Condemnor archetype then instead choose the soldier background. Class Features As a Battlemage, you gain the following class features Hit Points Hit Dice: 1d8 per level

1d8 per 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 armour, Medium armour, Shields

Light armour, Medium armour, Shields Weapons: Simple weapons, one martial weapon of your choice

Simple weapons, one martial weapon of your choice Tools: None

Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Arcana, Athletics, History, Medicine, Nature, Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon (if proficient) or (b) two simple weapons

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

(a) a scholar’s pack or (b) an explorer’s pack Spellcasting Your arcane research has given you the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting and Appendix A for the battlemage spell list. Cantrips You know two 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. Spell Slots The Battlemage table shows how many spell slots you have. The table also shows what the level of those slots are; all of your spell slots are the same level. To cast one of your Battlemage spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell. Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the Battlemage spell list. The Spells Known column of the Battlemage table shows when you learn more battlemage spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new battlemage spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the battlemage spells you know and replace it with another spell from the battlemage spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Intelligence is your spellcasting ability for your battlemage spells, so 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 Spellcasting Focus You can use an arcane focus (found in chapter 5, player’s handbook) as a spellcasting focus for your battlemage spells. Battlemage Archetype At 1st level, you choose an archetype that you strive to emulate: Condemner, Magus or Engraven, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, 14th and 18th level. Each archetype has an additional list of spells that are learnt at the levels specified. These spells do not count against the number of spells that you know. A spell learnt this way can be cast as a ritual if that spell has the ritual tag. Arcane Surge Even in the midst of battle, you have the unfaltering focus needed to manipulate the weave. On your turn, you can enter an arcane surge as a bonus action. While surging, you gain the following benefits: You can use your reaction to grant advantage on an Intelligence, Wisdom or Charisma saving throw against magic.

When you cast a spell as an action, you can cast another spell as a bonus action at a spell slot one level lower than that which your spells are normally cast at, as shown in the Spell Slot column of the Battlemage table. You are limited to casting cantrips this way until you gain the ability to cast second level spells at 3rd level.

You add your proficiency bonus to concentration checks. You are not able to make attacks of opportunity whilst surging, nor can you use your reaction unless specified otherwise. Your arcane surge lasts for 1 minute. It ends early if you make a melee weapon attack or if you are knocked unconscious. You can also end your arcane surge on your turn as a bonus action. Once you have surged the number of times shown for your battlemage level in the Surges column of the battlemage table, you must finish a long rest before you can enter an Arcane Surge again. Fighting Style You adopt a particular style of fighting as your speciality. 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. Defence While you are wearing armour, you gain a +1 bonus to AC. Duelling 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. 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. Lethal Focus Beginning at 3rd level, you can use your weapon as a spellcasting focus (found in chapter 5, player’s handbook) for your battlemage spells. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Arcane Strike Starting at 5th level, your weapon attacks count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. War Magic Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. Arcane Weapon At 10th level, you can choose any non-magical weapon and cast one spell into it, holding it indefinitely or till changed. This spell must be of a level equal to or less than your intelligence modifier (minimum 1). You can expend spells from this weapon as a bonus action, when you make a melee weapon attack with it. The spells extended must have a total spell slot level equal or less than your intelligence modifier (minimum 1). You regain all expended spell slots from this weapon each day at dawn. None of the spells stored this way can be concentration spells. You must spend 1000 GP and 1 minute, in which you are considered to be concentrating, in order to make a mundane weapon arcane. If you create an arcane weapon, when another you have created is still in existence, then the spell in the previous weapon disappear and loses all of its magical properties. Only you can cast spells out of your weapon in this way. Coerced Power At 11th level, your knowledge of the weave sees you granted with additional arcane spells, which you can cast out of pure intellectual force. Choose one 6th-level spell from the battlemage spell list as this coerced power. You can cast this spell once without expanding a spell slot. You must finish a long rest before you can do so again. At higher levels, you gain more battlemage spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Coerced Powers when you finish a long rest. Divine Weaving At 20th level, you can cast a spell of any level as a bonus action, whilst you are surging. Battlemage Archetype Different Battlemages have different approaches when it comes to infusing the power of arcane magic with physical excellence and might. The battlemage archetype you choose to emulate reflects your approach. Condemner The archetypical Condemner is a warrior spellcaster, as mighty as a Fighter and as clever as a Wizard. They focus on getting the upper hand in physical confrontations by effectively incorporating spells with their weapon attacks. Some Condemnors take to a life of adventure alone because they often feel that, because they are such versatile combatants, the increased risk of death is worth not having to share any possible reward with others. Condemnor Spells Battlemage Level Spells 1st Inflict Wounds, Wrathful Smite 3rd Enlarge/Reduce, Find Steed 5th Aura of Vitality, Phantom Steed 7th Evard’s Black Tentacles, Staggering Smite 9th Antilife Shell, Banishing Smite Warrior’s Resilience Hardier than many a fighter, you have the endurance to carry you to the end of many a battle. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Bonus Proficiencies Starting at 1st level, you are also proficient with heavy armour and two martial weapons of your choice. Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you make the Attack action on your turn.

Denizen of War At 10th level, you have become so accustomed with living a life of war that you can make melee attacks without ending your surge. Battle Magic You are a master of the arcane and by now spellcasting has become second nature to you. Starting at 14th level, when you use your action to cast a battlemage spell, you can make one weapon attack as a bonus action. Enduring Endeavour Starting at 18th level, when you enter a spell surge, you can choose whether or not to make it an enduring endeavour. If you do then you ignore half of all the damage you take during that spell surge but you can’t concentrate on any spells during this time. After the spell surge ends you take on one level of exhaustion. Magus Those who strive to emulate the Magus archetype go about using their superior knowledge, to that of a normal soldier, in order to neutralise enemies in the most effective way possible. They are also renowned as inquisitive researchers, and as such, they are often tasked with hunting down the most dangerous of creatures or uncovering a rare magical artefact. Magus Spells Battlemage Level Spells 1st Bane, Hunter’s Mark 3rd Detect Thoughts, Locate Object 5th Bestow Curse, Magic Circle 7th Locate Creature, Phantasmal Killer 9th Legend Lore, Modify Memory Intellectual Insight Starting at 1st level, if you spend at least 1 minute observing or interacting with another creature outside combat, or 4 turns in combat, you can learn certain information about its capabilities compared to your own. The DM tells you of one of the following characteristics of a creature of your choice: Lowest Ability Score

Armor Class

Current hit points

Challenge Rating

Alignment Strike at the Heart You can analysis a creature’s body language and find weaknesses in their stance. Beginning at 1st level, you can attack with advantage against an enemy that you have been fighting for more than half a minute. You can do this a number of times equal to your proficiency modifier. You regain all expended uses after a long rest. Damaging Cantrip At 6th level, any damaging cantrip can be made to target one extra creature within 5 feet of the initial target. You learn one additional cantrip from any class’s spell list, which requires an attack roll, including this one. This cantrip counts as a battlemage cantrip for you but doesn’t count against the number of Battlemage cantrips you know. Lore Recall You have researched a variety of creatures, and fought just as many. Starting at 10th level, you have advantage on all ability checks to recall information about the abilities of a creature. Greater Attunement At 14th level, you are able to attune to one additional magical item. You can attune to an item in half the normal time it would normally take, if you first use the identify spell on it. Impeding Magic Beginning at 18th level, you now have the ability to subtly manipulate your magical attacks to strike your foes as effectively as possible. All saving throws against your spell attacks, whilst you are surging, are made with disadvantage. Engraven Engraven are extremely dedicated to self-improvement. Those who emulate this archetype have regularly been known to purposely drive themselves insane in an effort to see the weave interact with raw magic. During their free time, Engraven are known to pour their effort into combat training in an effort to master the casting of spells under pressure. This vigilance has seen many Engraven become mighty heroes and adventurers, with the ability to outmanoeuvre many an adversary. Engraven Spells Battlemage Level Spells 1st Armor of Agathys, Expeditious Retreat 3rd Blur, Darkness 5th Blink, Slow 7th Dimension Door, Greater Invisibility 9th Dominate Person, Geas Focused Recovery At 1st level, you know how to regain some of your magical energy by entering a meditative state and manipulating the weave to cause raw magic to flow into you. As an action, you can recover one expended spell slot. Once you use this ability you can’t do so again until you finish a long rest. Unarmoured Defence Beginning at 1st level, while you are not wearing any armour, your Armour Class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit. Intellectual Fortitude By 6th level, you are able to more easily endure the mental stress of surging. You can surge an additional number of turns equal to your Constitution modifier (minimum 1).