Battlemage - Combat Form v1

by Rain-Junkie

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Battlemage

As a battlemage, you fight with bolts of pure magical
energy as well as simple spells, casting them with relative
ease. With your understanding of the arcane, you can supplement your skill in combat with magical prowess.

Magical Clarity

At 1st level, you can grasp basic arcane magic. You learn the prestidigitation cantrip, and the total number of its non-instantaneous effects you can have at once is increased by an amount equal to your exemplar ability modifier.

Arcane Bolt

Beginning at 1st level, you can pull at the strands of magic within you, striking out with it.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged attack with a range of 30 feet. It counts as both a ranged weapon attack and a ranged spell attack. You are proficient with it, and you add your exemplar ability modifier to its attack and damage rolls. Its damage is force, and its damage die are 2d4.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

When you gain the Heroic Will feature, you can add your choice of either your Strength or Dexterity modifier to the damage roll of your Arcane Bolt.

Adaptive Magic

Also at 1st level, you can easily grasp basic spell theory. You can cast a 1st-level spell of your choice that appears on the wizard spell list. You can do so a number of times equal to your proficiency bonus. You regain expend uses at the end of a long rest. When you cast a spell using this feature, you can't cast that same spell again using this feature until the end your next long rest. You don't require material components for spells you cast this way, unless the spell's component is consumed or has a gold cost.

When you reach certain levels in this class, you can cast higher level spells by expending a number of uses of this feature equal to the level of the spell. You can cast 2nd-level spells at 6th level, 3rd-level spells at 11th level, and 4th-level spells at 17th level.

Finally, you use your chosen exemplar ability whenever a spell refers to your spellcasting ability. In addition, you use your exemplar ability modifier when setting the saving throw DC for a seasonal spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your exemplar ability modifier

Spell attack modifier = your proficiency bonus +

your exemplar ability modifier

Credits

Arcane Bolt Improvement

At 6th level, you can choose one of the following features, which enhances your Arcane Bolt feature.

Fusion Bolt. You don't suffer disadvantage on attack rolls you make against creatures within 5 feet of you with your Arcane Bolt, and when you hit a creature within 10 feet of you with your Arcane Bolt, it takes an additional d4 force damage.

Seeking Bolt. The range of your Arcane Bolt increases to 150 feet, and attacks you make with it ignore half and three-quarters cover

Arcane Strike

At 11th level, you can strike at your foes, even when performing more complicated spells. When you use your Action to cast a spell or activate a magical item, you can make a single weapon attack as a bonus action.

Magical Aptitude

Also at 11th level, you count as a wizard for the purposes of any magical items that require attunement. You don't need access to a class' spell list to make use of spell scrolls, and use your exemplar ability modifier as your spellcasting ability for any spell you cast for a scroll, regardless of the class the spell is from.

Mastery of Magic

At 17th level, you can cast spells from any spell list using your Adaptive Magic feature, and don't require material components for spells you cast, including components that are consumed or require a gold cost when you cast them this way.