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The War Magus
\pagebreakNum ## Arcane Tradition ### The War Magus In lands filled with warfare and strife, special wizards known as War Magus' rise up to meet the call to battle. Followers of this unique tradition of War Magus focus their studies on infusing their weapons with their spells, concentrating their energy into their blows, known as a Spellstrike. #### Combative Savant *2nd-level War Magus feature* Beginning when you select this tradition at 2nd level, you have become trained in the art of warfare. You gain proficiency with one type of one-handed melee weapon of your choice. When you attack with this weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. You can use this weapon as a spellcasting focus for your wizard spells. In addition, you learn two cantrips from any spell list. These cantrips do not count against your number of cantrips known, and are considered wizard spells for you. When your Spellcasting feature lets you learn or replace a wizard cantrip, you can choose the new cantrip from any spell list. You must otherwise obey all the restrictions for selecting the cantrip and it becomes a wizard spell for you. Whenever you take a long rest, you can replace one cantrip you learned from this feature with another wizard cantrip. #### Spellstriker *2nd-level War Magus feature* Your arcane prowess, mixed with your martial training grants you the following benefits: - ***Magus' Defense.*** When you aren't wearing armor, your Armor Class equals 13 + your Dexterity modifier. You can use a shield and still gain this benefit. Whenever you roll initiative, you gain temporary hit points equal to your wizard level. As a bonus action on each of your turns, you can gain temporary hit points equal to your intelligence modifier. These temporary hit points stack with each other (but not with temporary hit points gained from another source), to a maximum amount equal to your wizard level. - ***Infuse Weapon.*** Whenever you hit with a weapon attack, you can infuse your weapon with minor spellpower. Choose one cantrip you know - The attack deals the cantrip’s damage type and additional effects. You can choose to deal the cantrip's damage dice instead of the weapon's damage dice. This attack counts as magical, and cannot be used with the Empowered Spellstrike or Extra Attack features. - ***Arcane Style.*** You gain the benefit of one of the following Arcane Styles of your choice: Blaster, Deflector, Interceptor, or Striker. You can't take the same Arcane Style option more than once, even if you get to choose again. \columnbreak #### Magical Warfare *6th-level War Magus feature* When you use your action to cast a cantrip, you can make one weapon attack as a bonus action. In addition, whenever you deal damage with a one handed weapon, and infuse it with a cantrip or spell, you ignore resistance to the damage type dealt. #### Empowered Spellstrike *10th-level War Magus feature* You can channel spells into your weapon strikes. Choose a spell you know of 6th level or lower with a casting time of one action that expends a spell slot, and spend a spell slot as if you were casting it as normal. The spell must be capable of targeting a hostile creature or have an area of effect in the shape of a cone, cube, cylinder, line, or sphere. As part of the action, you then make a single weapon attack with the chosen weapon. If the attack hits, the target suffers the attack's normal effects and the effects of the spell. The target has disadvantage on all saving throws made against the spell (if any). If the spell has an area of effect, it instead only affects the target. If the attack does not hit, the spell slot is not expended. #### Battle Magic *14th-level War Magus feature* You have mastered the art of weaving spellcasting and sword use in combat into a single harmonious act. When you use your action to cast a spell, you can make one weapon attack as a bonus action.
#### Arcane Styles ##### Blaster When you cast a wizard cantrip, or make a weapon attack empowered by Infuse Weapon, you can increase its damage die by one step, to a maximum of d12. A cantrip or infused weapon attack that initially deals 1d12 damage instead deals an additional 1d4 damage per damage die. (Die progression is as follows: d4 → d6 → d8 → d10 → d12.) ##### Deflector When you have one hand free and a creature hits you with an attack, you can use your reaction to add your proficiency bonus to your AC, potentially causing the attack to miss. ##### Interceptor When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. ##### Striker When you roll a 1 or 2 on a damage die for a wizard cantrip you cast, or a weapon attack empowered by Infuse Weapon, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. \pagebreakNum
##### Credits Written by drogn#0797 ___ **Cover Image:** Disentangler Saoirse, by [BillCreative](https://www.deviantart.com/billcreative/art/Disentangler-Saoirse-753199578 "title") ___ Inspired by the Swordmage from the Arcane Athenaeum, the Minimus Magus by /u/darude11, the Warmage class by Middle Finger of Vecna, and the Arcane Knight from Yorviing's Arcane Grimoire. ___ Many thanks to the people of the [Discord of Many Things](https://discord.gg/by3deKx "title") server, for providing feedback and balance help.
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