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# The Battlemagi
##### A 5e class by platinumsketch
\pagebreak ## Battlemagi As he enters the fray, a heavily armored human warrior begins to blast shields towards his allies, keeping his enemy's assault at bay. Far from the front lines, a tiefling archer stands, looking onto the field. As she sees an opening, she fires an arrow coating a purple aura, which explodes into a cloud of poison, blocking off that opening. Wielding his blade, an Elvish man stalks his target. As his target walks through a entry way, two guards exit, and then are swiftly, and silently, killed by the elven man using a sweeping strike. ### Might and Magic Battlemagi use a combination of blade, bow and magic to defeat their foes. This can range from creating wards around their allies, to using magic to sweep through a crowd of foes with your blade, and to possibly even using a bow to instill fear into your foes. ### Enchanting Runes Though Battlemagi have the ability to cast arcane magic, the majority of their magical talent goes into the enchantments they may apply to an item. These enchantments cause the item to become magical, and may give it properties that allow the wielder to do something that would otherwise be impossible. ### Creating a Battlemagi When making a Battlemagi, it is important to consider where they got their magic and their training. Did they learn their ability to fight and utilize magic from two separate people? Or did they have one teacher? Are they self taught? Why do they want this power? How do they use it? Were they a specially trained soldier in an army? Or are they a contract killer, the person hired to hunt down criminals or people others simply don't like? #### Quick Build You can make a Battlemagi quickly by following these suggestions. First, make Strength, Dexterity, or Constitution your highest score, followed by Intelligence. Second choose the soldier background. \pagebreak
##### Battlemagi | Level | Proficiency Bonus | Features | Enchantments | Spells Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Enchantments, Magi's Weapon | 2 | — | — | — | — | — | — | | 2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | 2 | — | — | — | — | | 3rd | +2 | School of War | 2 | 3 | 3 | — | — | — | — | | 4th | +2 | Ability Score Increase | 2 | 3 | 3 | — | — | — | — | | 5th | +3 | Extra Attack | 3 | 4 | 4 | 2 | — | — | — | | 6th | +3 | Unbreakable Concentration | 3 | 4 | 4 | 2 | — | — | — | | 7th | +3 | School of War Feature | 3 | 5 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Increase | 3 | 5 | 4 | 3 | — | — | — | | 9th | +4 | Limitless Attunement | 4 | 6 | 4 | 3 | 2 | —| — | | 10th | +4 | Arcane Assault | 4 | 6 | 4 | 3 | 2 | — | — | | 11th | +4 | School of War Feature | 4 | 7 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Increase | 4 | 7 | 4 | 3 | 3 | — | — | | 13th | +5 | Improved Limitless Atunement | 5 | 8 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Arcanologist | 5 | 8 | 4 | 3 | 3 | 1 | — | | 15th | +5 | School of War Feature | 5 | 9 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Increase | 5 | 9 | 4 | 3 | 3 | 2 | — | | 17th | +6 | Improved Limitless Attunement | 6 | 10 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Unlimited Force | 6 | 10 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Increase | 6 | 11 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | School of War Feature | 6 | 11 | 4 | 3 | 3 | 3 | 2 |
## Class Features As a Battlemagi, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per Battlemagi level - **Hit Points at 1st Level:** 10 + your Constitution modifier. - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Battlemagi level after 1st #### Proficiencies ___ - **Armor:** light armor, medium armor, shield - **Weapons:** simple weapons, martial weapons - **Tools:** none ___ - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two from Acrobatics, Arcana, Athletics, History, Investigation, and Religion, #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* scale mail or *(b)* leather armor - *(a)* a martial weapon and shield, *(b)* a longbow and a quiver with 20 arrows, or *(c)* two martial weapons - *(a)* a scholar's pack or *(b)* an explorer's pack - Two simple weapons ### Enchantments You can use your knowledge of magic and martial combat to enhance your weapons, armor and shield with magic. You know two enchantments, which can be applied to non magical and magical weapons, shields and sets of armors. Items that are enchanted require attunement, though an item that already requires attunement and is enchanted only costs one attunement slot. Though you know all enchantments, you can only have two active at a time, with you being able to change them over the course of a long rest and the use of 50gp, or once for free with every level up in the Battlemagi class, with the exception being the first two runes you carve which are free. The number of enchantments you can have active at one time increases to 3 at 5th, 4 at 9th, 5 at 13th, and 6 at 17th level. \pagebreak ### Fighting Style At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following. You can't choose a fighting style more than once, even if you get to choose again. #### Archery You gain a +2 bonus to attack rolls #### Defense While 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 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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property to gain this benefit. #### Protection When a creature that 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. ### Spell Casting Once you reach 2nd level, you gain the ability to cast spells as your ability to control nature takes a sort of arcane form. #### Spell Slots The Battlemagi table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Battlemagi spells, you must expend a slot of the spell's level or higher. You regain all spell slots when you finish a long rest.
#### Preparing Spells The number of spells you know is shown in the Spells Known column of the Battlemagi chart.
#### Spell Casting Ability Intelligence is the spellcasting ability for you Battlemagi spells. Your magics come from an understanding of and ability to commune with spirits. You use your Intelligence whenever a Battlemagi spell refers to your spellcasting ability.
**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 Battlemagi spell as a ritual if that spell has the ritual tag and you have it prepared.
### School of War Once you reach 3rd level, you have learned your particular style of fighting when including magic, and have adjusted your spells accordingly. You choose a School of War, for which you will gain features from at 3rd, 7th, 11th, 15th, and 20th level. ### Ability Score increase 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. ### Extra Attack Beginning at 5th level, you attack twice, instead of once, when you take the attack action on your turn. ### Unbreakable Concentration By 6th level, your concentration has become uninterruptible. You have advantage on checks made to maintain your concentration. Additionally, you may maintain concentration on two spells at once, though you do not gain advantage on concentration checks while doing so, and if you lose concentration you drop both spells. ### Limitless Attunement Beginning at 9th level, you can attune to up to 4 items, instead of just 3. This number increases to 5 at 13th level and 6 at 17th level. ### Arcane Assault At 10th level, you have become quick enough to attack and cast spells. If you use your action to cast a spell, you may make a single attack using your bonus action. ### Arcanologist Starting at 14th level, you have studied the arcane arts enough to apply a increased number of enchantments. You can apply 2 enchantments per item, instead of just 1. This does not change the previously established attunement needed. ### Unlimited Force By 18th level, you've used so much magic that you are permanently imbued with some aspect of it. All attacks you make deal an additional 1d4 damage. Additionally, you may regain number of spell slots with a combined level of 3 on a short rest, such as one 3rd level spell slot, three 1st level spell slots, or any other combination. \pagebreak ## School of War Much as a wizard, Battlemagi temporary study a certain form of spellcasting, though theirs more so pertains to combat. The three primary schools are that of the Abjurant Champion, those who use magic to protect, the Swordmage, those who use magic to enhance their potency in melee, and the Arcane Archer, those who use magic to enhance their potency in ranged combat. Each school shows the participant's fighting style, as well as their particular use of magic. ### School of the Abjurant Champion Umong the strongest of the ranks of Battlemagi, the Abjurant Champions are always powerful, and ready for battle. Though they do not have abilities that directly assail their foes, they can provide extreme benefits to their allies in the form of their Magi's Aegis and auras. #### Magi's Aegis Once you choose this school at 3rd level, you ability to use the arcane to protect increases. You can use your reaction to give yourself a bonus to AC equal to your Intelligence modifier until the beginning of your next turn, alternatively, you may do this to an ally within 10 feet of you that you can see. If a creature still hits, they take 1d4 Force damage. You may do this once per long rest. Additionally, you and all allies within 10 feet of you gain a bonus to AC equal to half your proficiency bonus rounded down. #### Guardian By 7th level, you have learned how to better use your magic and defense to aid both yourself and your allies. *Magi's Aegis* may now be used twice per long rest, and deals 2d4 damage to a creature that hits. Additionally, when you cast a spell, you may gain a number of temporary hit points equal to the level of the spell slot expended. #### Ward Starting at 11th level, the passive arcane aura that surrounds you provides additional benefits to you and your allies. You and all allies within 10 feet of you gain a bonus on saving throws equal to half your proficiency bonus rounded down. Additionally, you may use *Magi's Aegis*** three times per long rest, and the damage increases to 3d4. #### Unbreachable Defense Beginning at 15th level, your protective magic becomes even stronger. You may use *Magi's Aegis* four times per long rest, with the damage increasing to 4d4. Additionally, the range of *Guardian* and *Ward* increases to 20 feet. #### True Defender At 20th level, you become a true bastion of the arcane, defending your allies with spell and iron will alike. You may use *Magi's Aegis* five times per long rest, with the damage increasing to 5d4. Additionally, all allies within 20 feet of you gain the same temporary hit points you gain from the *Guardian* Feature.
### School of the Swordmage Here excellency in melee is practiced, with each practitioner studying how to combine their already devastating martial capabilities with magic. This creates extremely effective front line attackers. #### Arcane Strike Once you choose this school at 3rd level, you learn how to use magic and attack at the same time, creating certain effects. As a bonus action, you may apply one of the following effects to a single melee weapon attack, doing so no more than a number of times per long rest equal to your Intelligence modifier (minimum of 1): ***Surging Blade.*** You bound with magical energy towards a foe. When you make the attack, you can move up to half your movement without expending any movement, and deal an additional 1d6 Force damage on hit. ***Wide Sweep.*** By using magic to carry your blade you can strike an additional time. After making a single attack, you can make another attack against a creature within range of your weapon. This attack deals force damage. This does not take the second attack in your attack action at 5th level and higher. ***Forceful Strike.*** With a concussive blast as you hit, you may force a creature backwards. Upon hitting a creature, you force them to make a Constitution save against you spell save DC or be pushed 15 feet in a direction of your choice. #### Potent Assault By 7th level, your attacks using magic have become superior. When you use *Arcane Strike* You deal an additional 1d6 of damage on the attack, this only applies to the first attack made if there are several. #### Adept Maneuvers Starting at 11th level, you become capable of using new magics to enhance your attacks. You can use *Arcane Strike* a number of times equal to twice your Intelligence modifier per long rest (minimum of 2), and gain the following variations of *Arcane Strike*: ***Unyielding Barrage.*** After making an attack, you may teleport up to half your speed away and attack another creature that you can see. This does not take the second attack in your attack action. ***Crippling Strike.*** You swing your blade at the target's leg, while sending a burst of magical energy. Upon hitting the target, they must make a Constitution save against your spell save DC or fall prone and have their movement speed reduced to 0 for the next round. ***Elemental Blade.*** You blade charges with energy you place within it. When you make an attack, you may also deal 2d6 damage of one of the following types: Cold, Fire, Force, Lightning, or Thunder. #### Improved Potent Assault Beginning at 15th level, your magical attacks deal even more damage. When you use *Arcane Strike*, you deal an additional 2d6 damage instead of just 1d6, though the previous restrictions still apply. \pagebreak #### Ultimate Warrior At 20th level, your become supreme with the weapons you use. You may now use your *Arcane Strikes* a number of times equal to three times your Intelligence modifier (minimum of 3) per day. ### School of the Arcane Archer Creating the best archers in the world, this school is renowned for its hyper effective marksman. Here, those same extremely accurate archers and crossbow man use magic to cause their attacks to have improved accuracy and special effects, like creating a cloud of poisonous gas. #### Infused Shot Once you choose this school at 3rd level, you learn how to infuse a piece of ammunition with magical properties. As as a bonus action, you can cause an arrow or bolt to become magical, making it a +1 version of whatever it previously was. This enchantment lasts an hour, and applies to one piece of ammunition with every use. You have a number of uses equal to your Intelligence modifier (minimum of 1) per short or long rest. #### Trick Shots By 7th level, you've learned how to further enhance your arrows. Whenever you use Infused Shot, you may forfeit the bonus to cause it to have one of the following effects: ***Mind Killer.*** On hit, the creature must make a Wisdom saving throw versus your spell save DC or become Feared for the next minute, with it making saving throws at the end of each of its turns. ***Pinning Shot.*** You fire the weapon at the creature's leg or wing. It must make a Constitution saving throw against your spell save DC or else have its speed reduced to 0 for the next round. If it is flying, it also falls up to half its flying speed. ***Explosive Delivery.*** The piece of ammunition becomes infused with explosive energy. On hit, all creatures within 10 feet of the target must make a Dexterity saving throw against your spell save DC or take 2d6 damage. #### Instant Quiver At 11th level, your connection to ranged weapons becomes greater. You may summon a quiver of 20 arrows or 20 bolts as a bonus action, which are magical for the purpose of overcoming resistances and last for 10 minutes. Additionally, the *Infused Shot*'s bonus increases to +2, and you may use it a number of times equal to twice your Intelligence modifier per long rest (minimum of 2). #### Arcane Fire Beginning at 15th level, you learn more effects with which you can imbue your arrows. When you use *Infused Shot*, you may replace its bonus with one of the following effects: ***Elemental Burst.*** Your shot explodes into elemental energy. It deals an additional 2d6 damage of one of the following types: Cold, Fire, Force, Thunder or Lightning. ***Lingering Death.*** Delivered alongside your ammunition is a burst of poisonous gas. All creatures within 15 feet of the creature must make a saving throw against your spell save DC or become poisoned for as long as they are in the gas. Additionally, all creatures that move into or end their turn in the gas cloud take 1d6 Poison damage. This effect lasts for 1 minute, or until blown away by winds over 20 miles per hour. ***Quick Fire.*** You may use this piece of ammunition as part of an attack using your bonus action. #### Supreme Archer At 20th level, your ability to infuse arrows with various benefits increases to the highest possible level. the bonus provided by Infused Arrow increases to +3, and you use this feature a number of times equal to three times your Intelligence modifier (minimum of 3). \pagebreak ## Enchantments The following are all enchantments listed in alphabetical order. ***Adagnitio.*** When applied to a weapon, shield, or set of armor you learn one new skill, or gain proficiency in a tool or instrument of your choice. ***Arma Procul.*** You scratch this onto a weapon, shield, or set of armor. Buy performing an hour long meditation with the item, you can summon that weapon to yourself as a bonus action so long as you and the weapon are on the same plane of existence. This enchantment can apply to no more than two weapons, two shields, two sets of armor, or any combination of the two. ***Arroganter Impetum.*** When this rune is applied to a weapon or shield, you can use your reaction to teleport to a creature who attacked you within 30 feet as if you casted *Misty Step*, and make a single weapon attack. If this is applied to a set of armor, it allows you to cast *Misty Step*. Either effect can only be done once per long rest, and does not use a spell slot. ***Contego.*** If scribed onto a weapon, this allows you to use your reaction to add your Intelligence modifier to your AC once per short or long rest. If it instead placed upon a shield or set of shield, it changes that item to a +1 version of itself. ***Corripio.*** When this rune is applied to a weapon, it allows you to cast *Ensnaring Strike* without expending a spell slot once per long rest. If it is applied to a shield or set of armor however, it allows you to attempt to grapple a creature that attacked you as a reaction. ***Denato.*** If applied to a weapon, you ignore the penalties of fighting underwater. If applied to a shield or set of armor, you gain swim speed of 20 ft. and can hold you breath for 10 minutes plus minutes equal to your Constitution modifier. ***Imperium.*** If applied to a weapon, shield or set of armor, you gain a +1 bonus to an ability score of your choice. ***Impetus.*** When applied to a weapon, if you move at least 15 feet towards a creature before attacking it you deal an additional 1d6 damage on the first attack made. If applied to a shield or set of armor, when you move 15 feet towards a creature, you may take the shove action as a bonus action. ***Mago Ferrum.*** When inscribed on any weapon, shield, or set of armor, this rune allows you to cast without needing a free hand, as the magic is concentrated through your weapons, shield and armor much as your body. ***Obfensatio.*** If etched upon a weapon, this rune causes it to become a +1 version of that weapon. If it is alternatively placed upon a shield or set of armor, it allows the user to make a single weapon attack against a creature that attacked it as a reaction. ***Projicio.*** If applied to a weapon, its reach increases by 5 feet, if it is range its ranged increments each increase by 10 feet. When applied shield or set of armor, you gain a climbing speed of 20 feet and ignore non magical difficult terrain. ***Salutem.*** If applied to a weapon, you may reroll one attack roll per long rest. If applied to a shield or set of armor, you may reroll one saving throw or skill check per long rest. ***Si Vocare Elementis.*** When etched into a weapon, this causes the weapon to deal 1d4 damage of one of the following types on hit: Acid, Cold, Fire, Force, Poison, Thunder or Lightning. If this is placed upon a shield or set of armor however, you gain resistance to one of the previously mentioned damage types. ***Umbra.*** If etched into a weapon, you deal an additional 1d6 to enemies with the surprised condition. If it is instead etched into a shield or set of armor, you may either remove the disadvantage on stealth from armor, or gain proficiency in stealth. ***Visus.*** If this enchantment is applied to a weapon, you ignore the disadvantage imposed by a creature you can not see, and cause a creature to become visible if you hit them no matter what. If this is applied to a shield or set of armor though, you gain 10 feet of Blindsight. ***Vita Furantur.*** When you hit with the weapon this is applied to, you heal a number equal to your Intelligence modifier. If this is applied to a shield or a set of armor, you reduce the damage you take from one attack as a reaction by your Battlemagi level + your Intelligence modifier, you can do this once per short or long rest. \pagebreak ## Battlemagi Spell List
##### 1st Level - Absorb Elements - Burning Hands - Catapult - Chromatic Orb - Detect Magic - Earth Tremor - Expeditious Retreat - False Life - Featherfall - Fog Cloud - Grease - Ice Knife - Identify - Jump - Longstirder - Mage Armor - Magic Missile - Protection from Evil and Good - Ray of Sickness - Shield - Sleep - Tasha's Hideous Laughter - Thunderwave - Witchbolt ##### 2nd Level - Aganazzar's Scorcher - Blur - Cloud of Daggers - Darkness - Earthbind - Enlarge/Reduce - Flaming Sphere - Hold Person - Levitate - Magic Weapon - Maximilian's Earthen Grasp - Melf's Acid Arrow - Misty Step - Ray of Enfeeblement - Scorching Ray - Shatter - Spider Climb - Warding Wind - Web ##### 3rd Level - Blink - Counterspell - Dispel Magic - Erupting Earth - Fear - Fireball - Flame Arrows - Fly - Gaseous Form - Haste - Lightning Bolt - Melf's Minute Meteors - Protection from Energy - Sleet Storm - Slow - Stinking Cloud - Thunder Step - Tidal Wave - Vampiric Touch - Wall of Sand - Wall of Water - Water Breathing ##### 4th Level - Arcane Eye - Banishment - Blight - Confusion - Dimension Door - Elemental Bane - Evard's Black Tentacles - Fire Shield - Otiluke's Resilient Sphere - Phantasmal Killer - Stoneskin - Storm Sphere - Vitriolic Sphere - Wall of Fire - Watery Sphere ##### 5th Level - Bigby's Hand - Cloudkill - Cone of Cold - Hold Monster - Immolation - Legend Lore - Telekinesis - Transmute Rock - Wall of Force - Wall of Stone
\pagebreak ## Multiclassing As with most homebrew, multiclassing can cause unexpected results. The following are rules on how to do so, though do so at your own risk. ### Prerequisites To qualify for your new class, you must meet both the prerequisites for your new class, shown in the Prerequisites table, and the prerequisites of your current class. ##### Prerequisites | Class | Ability Score Minimum | |:---:|:-----------:| | Battlemagi | Constitution and Intelligence 13 | ### Proficiencies When you gain a level in a class other than your first, you only gain some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table. ##### Multiclassing Porficiencies | Class | Proficiencies Gained | |:---:|:-----------:| | Battlemagi | light armor, medium armor, simple weapons, one skill from the class's skill list | ## Credits **Author:** u/platinumsketch
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