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# School of the War Mage War Mages are a group apart from all other Wizards. While most wizards study one particular school, war mages focus on combining all aspects of magic to become a dangerous threat to any foe. War mages are the epitome of magical warfare, skilled with both spell and blade; they focus on keeping themselves alive while dealing maximum damage to their foes. ## War Mage Starting when you select this school at 2nd level, you gain proficiency with martial weapons. You add the Mage Armor spell to your spellbook, if it is not already there. If it is, you may instead add an abjuration spell of 1st level to your spellbook. ## Arcane Bond At 2nd level, you learn a ritual that lets you use a melee weapon as your arcane focus. 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 bond it to you. You cannot be disarmed of that weapon unless you are incapacitated. You can also store the weapon in a pocket dimension, allowing you to draw the weapon seemingly from thin air. Stowing or drawing the weapon requires a bonus action. You may have 2 bonded weapons at a time, if you bond yourself to another weapon your bond breaks with the one of the other weapons, you choose which one when you bond to the new weapon. If it is stored in the pocket dimension when this bond breaks the weapon is lost in the aether forever. ## Arcane Attacks At 6th level, when you hit with a melee weapon attack you may spend a spell slot to increase the damage. Doing so adds 2d6 Force damage for a 1st level slot, plus an additional 1d6 Force damage for each level above 1st. You must spend the spell slot before making the attack roll, and the slot is spent even if the attack misses. ## Improved Mage Armor Starting at 10th level when you cast the Mage Armor spell targeting only yourself, your base AC is 15 + your Dexterity modifier. Additionally, when you are struck by a critical hit you may expend a spell slot to reduce the incoming damage by an amount equal to 5x the expended spell slots level. Once you use this feature you cannot use it again until you finish a long rest. ## Reactive Defense Beginning at 14th level you are always considered to be under the effects of the Mage Armor spell, even if you are incapacitated. Once per round, when you are hit by a melee attack your Mage Armor overloads with magical energy. The creature who struck you takes force damage equal to half your Wizard level. That creature must then make a Strength saving throw against your spell save DC or be pushed 10 feet away from you. \pagebreakNum