Armsmage A human soldier, armor covered in gleaming inscription, hears one of his brothers fall. His body turns spectral as he surges forward, crashing through enemy lines to bring his ally back to his feet. A gnome apparates in front of her companions, stepping into the path of incoming magic. She holds her hands forth, runes swirling at her fingertips, and snatches the spell from the air. Marching with her squad along a forest path, an elven officer catches an arrow with her shield. She shouts a command and her men form up, ready to face the enemy soldiers rushing from the trees. Armsmages are soldiers trained in the subtleties of magic. Equal parts scholar and warrior, an armsmage can come from any background; the only thing required is a uniting aptitude for learning. Armed for Magic Armsmages wield their magic through special weapons called arcane arms. Like a wizard would use a wand, armsmagi cast their spells with a flick of a sword or the twang of a bowstring. What defines an armsmage is the duality of their skill. Their spells and weapons strike a powerful balance, complimenting one another on the battlefield. Combat Magicians Most armsmagi serve in a military capacity. Whether a mercenary or soldier, they function as dedicated combat casters for armies and other forces. A life of adventure is a frequent outcome for many armsmagi, whose skills allow them to fill important roles in any party. Creating an Armsmage Armsmagi are made, not born. When you make your armsmage, think about how you got your armsmage abilities, and how much experience you have with them. What kind of education do you have? Are you from a magical school, military academy, or army's dedicated training program? Why did you undertake your training? How long have you had your armsmage abilities? Are you a fresh graduate, posted to your first assignment out of school? Or are you an old soldier, used to fighting alongside others? Quick Build You can make an armsmage quickly by following these suggestions. First, make Dexterity or Intelligence you highest ability score, depending on whether you want to focus on weapon use or spellcasting (or plan on joining the faculty of steel). Your next-highest score should be Constitution. Second, choose the noble, scholar, or soldier backgrounds. Third, choose the fire bolt and prestidigitation cantrips, along with the 1st-level spells cure wounds and shield. The Armsmage Level Proficiency Bonus Arcane Attack Features Cantrips Known 1st 2nd 3rd 4th 5th 1st +2 - Arcane Impression, Spellcasting 2 2 - - - - 2nd +2 1d4 Arcane Attack, Armsmage Faculty 2 2 - - - - 3rd +2 1d4 Magical Quickness, Spell Parry (one use) 2 3 - - - - 4th +2 1d4 Ability Score Improvement 2 3 - - - - 5th +3 2d4 Armsmagic 3 4 2 - - - 6th +3 2d4 Armsmage Faculty Feature 3 4 2 - - - 7th +3 2d4 - 3 4 3 - - - 8th +3 3d4 Ability Score Improvement 3 4 3 - - - 9th +4 3d4 Spell Parry (two uses) 3 4 3 2 - - 10th +4 3d4 Armsmage Faculty Feature 3 4 3 2 - - 11th +4 4d4 - 4 4 3 3 - - 12th +4 4d4 Ability Score Improvement 4 4 3 3 - - 13th +5 4d4 - 4 4 3 3 1 - 14th +5 5d4 Armsmage Faculty Feature, Magical Quickness Improvement 4 4 3 3 1 - 15th +5 5d4 Spell Parry (three uses) 4 4 3 3 2 - 16th +5 5d4 Ability Score Improvement 4 4 3 3 2 - 17th +6 6d4 - 5 4 3 3 3 1 18th +6 6d4 Armsmage Faculty Feature 5 4 3 3 3 1 19th +6 6d4 Ability Score Improvement 5 4 3 3 3 2 20th +6 7d4 Mastered Inscription 5 4 3 3 3 2

Class Features As an armsmage, you gain the following features. Hit Points Hit Dice: 1d8 per armsmage level

1d8 per armsmage 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 armsmage level after 1st Proficiencies Armor: Light armor, shields

Light armor, shields Weapons: Simple weapons, martial weapons

Simple weapons, martial weapons Tools: Smith's tools, woodcarver's tools Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose two from Athletics, Acrobatics, Arcana, History, Insight, Investigation, Perception, Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) a longbow and a quiver of 20 arrows

(a) a martial weapon or (b) two daggers

(a) a dungeoneer's pack, (b) an explorer's pack, or (c) a scholar's pack

Learther armor, smith's tools, and woodcarer's tools Arcane Impression At 1st level, you can use an action to concentrate, as with a spell, and sense the presence of nearby magic. As long as you maintain concentration, you know whether there are any magical effects within 15 feet of you, but do not know the source. When you activate this ability, you can choose to exclude effects that you already know to be magical. Spellcasting You have learned to wield arcane magic through intense study and practice, much as wizards do. You can find the list of armsmage spells at the end of this document. Arcane Arm You prepare your armsmage spells by inscribing them onto a weapon with which you are proficient, creating a special weapon called an arcane arm. You do not need to inscribe all of your spells onto the same arcane arm, but you can not inscribe the same spell more than once. An arcane arm acts as a spellcasting focus for your armsmage spells. To cast an armsmage spell of 1st level or higher, you must be holding an arcane arm inscribed with the spell that you wish to cast. Cantrips At 1st level, you know two cantrips of your choice from the armsmage spell list. You learn additional armsmage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Armsmage table. When you gain a level in this class, you can replace one of the armsmage cantrips you know with another from the armsmage spell list. Preparing and Casting Spells The Armsmage table shows how many spell slots you have to cast your armsmage spells. To cast one of these spells of 1st level or higher, 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 armsmage spells that are available for you to cast, choosing from the armsmage spell list. When you do so, choose a number of armsmage spells equal to your Intelligence modifier + half your armsmage level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level armsmage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination, chosen from the armsmage spell list. If you prepare the 1st-level spell magic missile, 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 armsmage spells requires time spent replacing the sigils on your arcane arm: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your armsmage spells; the more fully you comprehend a spell, the better you can cast it. 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 an armsmage 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 an armsmage spell as a ritual if that spell has the ritual tag and you have the spell prepared. Arcane Attack At 2th level, choose one of the following damage types: acid, cold, fire, lightning, poison, or thunder. Once on each of your turns when you deal damage with an arcane arm, you can deal an additional 2d4 damage of the chosen type. Whenever you finish a long rest, you can change the damage type to another available option. The damage of this ability increases as you gain levels in this class, as shown in the Arcane Attack column of the Armsmage table. Armsmage Faculty When you reach 2nd level, you focus your studies on one of the following faculties: Faculty of Steel, Faculty of Weave, and Faculty of War. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 18th level.

Magical Quickness At 3rd level, you have learned to move quickly when you have to. Your movement speed increases by 5 feet, and you can use your bonus action to take the dash action. At 14th level, your movement speed increases by a further 10 feet. Spell Parry Starting at 3rd level, if you fail a saving throw against a spell or magical effect while holding an arcane arm, you can use your reaction to reroll the die and use the new result. Once you have used this feature, you must finish a long rest before you can do so again. You can use this feature twice between long rests at 9th level, and three times at 15th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of you 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. Armsmagic At 5th level, if you use your action to cast an armsmage spell, you can use a bonus action to make a single weapon attack with an arcane arm. Mastered Inscription Starting at 20th level, whenever you finish a long rest, choose one first level spell you have prepared. Until your next long rest, you can cast this spell without expending a spell slot. Armsmage Faculties All armsmagi dedicate their studies to martial applications of magic, but their specific faculties focus on distinct flavors of battle. Faculty of Steel Those of the Faculty of Steel hone their bodies as well as their minds, more at home at the center of a fight than other armsmagi. They learn to wield their weapons and magic in brilliant unison. Staunch defenders and warriors, armsmages of this faculty frequently find themselves as soldiers or mercenaries on the front lines of battle. Steel Training When you choose this faculty at 2nd level, you gain proficiency in medium armor. Additionally, whenever you make an attack with an arcane arm, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. Arcane Armor Starting at 2nd level, you can inscribe armsmage spells onto armor as you would a weapon, creating a suit of arcane armor. You can perform the somatic components of an armsmage spell cast through a suit of arcane armor even if you do not have a free hand. Extra Attack At 6th level, you can attack twice whenever you take the attack action with an arcane arm on your turn. Arcane Defense At 10th level, you gain resistance to the damage type chosen for your Arcane Attack feature. Rush Through At 14th level, whenever you use the bonus action granted by Magical Quickness to take the dash action, you can move through the space of hostile creatures as if they were difficult terrain. You can force creatures you move through in this way to make a Strength saving throw against your Spell Save DC, knocking them prone on a failed save. Enhanced Armory Starting at 18th level, whenever you finish a long rest, choose an arcane arm or a suit of arcane armor. Until the end of your next long rest, it gains a bonus depending on whether it is a weapon or suit of armor. Weapon. You can add your Intelligence modifier to the damage rolls of this weapon (minimum of +1) Armor. While wearing this armor, any damage you take is reduced by an amount equal to your Intelligence modifier (minimum of 1). Faculty of Weave The Faculty of Weave focuses heavily on the development of an armsmage’s spellcasting, supported by your already formidable physical talents. Your magic is honed to a fine edge, making for a martial mage often sought for their versatility and effectiveness in battle. Heightened Impression When you join this faculty at 2nd level, your ability to sniff out magic becomes more accurate. If you sense magic with your Arcane Impression feature, you can use an action to determine the source. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Cantrip Inscription At 2nd level, whenever you finish a long rest, you can inscribe one armsmage cantrip onto an arcane arm as you would a spell. This cantrip does not count against your cantrips known. If you inscribe a second cantrip onto an arcane arm, the first vanishes. At 10th level, you can have up to two armsmage cantrips inscribed at the same time, neither counting against your cantrips known.

Inscribed Power When you reach 6th level, you can add your Intelligence modifier (minimum of +1) to one damage roll of any armsmage spell you cast. Null Spell At 10th level, you have learned to combat the magic of hostile spells. If a creature that you can see within 15 feet of you casts a spell, you can use your reaction to disrupt it. You make an Intelligence check contested by your target’s spellcasting ability check, with a bonus to their roll equal to the level of spell slot that they expended. If you succeed, their spell fails and their spell slot is not consumed. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. Flash Step Starting at 14th level, you can use the bonus action granted by your magical quickness feature to teleport up to your movement speed to an unoccupied spot that you can see. Grand Inscription When you reach 18th level, choose one 6th-level spell from the Wizard spell list to inscribe onto an arcane arm. You can cast this spell once without expending a spell slot, but must finish a long rest before you can do so again. You can change the chosen spell by performing a special six-hour ritual, during which you research and inscribe a suitable new spell of your choice. Faculty of War This faculty studies tactics and strategy, leveraging their keen intellects to shape battles and wars. More than any other faculty, these armsmages lead allies to victory and enemies to surest defeat. Leaders and officers, those of the Faculty of War are prized additions to any fighting force. Allied Arms At 2nd level, you are able to channel your magic through allies. If a creature within 30 feet of you holds one of your arcane arms, you can cast one of the spells inscribed on it through that creature. The spell’s effects originate at the creature and behave as if they had cast it. Tactical Acumen At 2nd level, when you roll initiative, you can use your reaction to grant yourself and a number of friendly creatures equal to your Intelligence modifier (minimum of 1) advantage on the roll. These creatures must be within 30 feet and must be able to hear you. Armsmage's Edict Starting at 6th level, whenever you cast a spell that targets an ally within 30 feet, you can use your bonus action to call them to action. That creature can immediately use their reaction to make a single weapon attack. Inscribed Link When you reach 10th level, while a creature holds one of your arcane arms, you and that creature can communicate telepathically as long as you are both on the same plane of existence. Reposition At 14th level, whenever you use the bonus action granted by Magical Quickness to take the dash action, you can direct your allies to better positions. Choose a number of friendly creatures equal to your Intelligence modifier (minimum of 1) within 30 feet of you that can hear you. They can immediately use their reaction to move up to half their speed without provoking opportunity attacks. Channeled Edict Starting at 18th level, if you use Armsmage’s Edict to grant an attack to a creature holding one of your arcane arms, that attack benefits from your Arcane Attack feature. Credits Brewed By: Septic Sausuage

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