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## Battlemage An elf points her palm at the barricaded door as it bursts open, a hail of arrows are shot but a wave of her hand and the arrows are deflected by a magical veil. She dashes carried by a gust of wind past the barricade into the mass of enemy soldiers where a pulse of lighting releases around her. In the fray she deflects blows and blasts them aside until she is the only one left standing. A human in long robes over a breastplate is charged upon by pack of wolves, he enters a stance almost meditating as the air around him begins to burn. As he waves his hand a large blade made of fire forms in his grip sweeping the entire pack in a single arcing swing. Battlemages are students of magic interwoven with martial arts, channelling the elemental forces of their world and shaping them into spells made for battle. While they pursue the studies of the primordial elements, their mental and physical training allow them to be stronger conduits to channel the magic to aid their spell casting. Battlemages ascertain their magic through years of study and they connect with a plane in order to wield the elements shaping it. They learn to tap into other planes such as The Primordial Planes, Astral Sea, limbo, Shadowfell, Celestia to control different elements. ##### Warrior Mages Battlemages are warrior magicians harnessing the elemental power from the prime material plane but as the material plane is connected to other worlds they can learn to harness power from them as well. Their mind and body are trained to conduct the raw elemental energy and shape them into spells. While not practitioners of traditional spells, their magic specialises in controlling the elements and sculpting them into tools for battle. Battlemages will utilise amulets, staves, gauntlets etc to enhance their primordial spells just as a traditional fighter would wield magical weapons to enhance their swordsmanship. While wielding spells consumes some inner magical energy their training lets them wield primordial magic as natural as consuming stamina for physical activity. Shaping the elements and casting the spells with advanced spell crafting techniques is more taxing however. The talent of a Battlemage first and foremost comes from their arcane studies and strength of mind. The exposure to combat and their martial art is to further strengthen their mind to enable them to be stronger conduites for primordial magic.
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##### Arcane Discovery From large arcane academies in busy cities to secluded dojos or temples, the Battlemages study the raw basic form of magic to understand how they form the world around them. Though to truly understand these magical forces they must learn to be one with them. While this includes years of academic study it also requires personal growth through philosophy and exercising inner strength as one must learn to be one with these forces. Many begin their training studying tomes and martial arts but at a certain point in their training they must see the living breathing world to form a connection with the primordial forces. The material plane is connected to many different planes across the multiverse and through the Battlemage's training they may also learn to tap into these different planes as well. Battlemages will often adventure to pursue their magical research and return to their academic base to archive their findings. Though as warriors along their journeys they may take jobs in the military or mercenary work to fund their studies. They may pursue adventures to hone their skills as well. Delving into dungeons, fighting monsters, tyrants and helping others are ways a Battlemage test their skills. Part of being a Battlemage is seeing the world and how its chaotic forces harmonise to sustain the balance inorder to control those forces effectively. Going on adventures is one of the many ways Battlemages choose to deepen that understanding. ##### Creating A Battlemage When creating your Battlemage character, think about how your character was trained and how it relates to how you got your connection to your planar source. You may have spent years studying at an academy about the Primordial Planes to understand what the base elemental forces shape the material plane. You may simply wish to seek to understand the brightest light or deepest darkness from the upper or lower planes to understand the light or darkness within people. You may have cultural or personal ties to a certain plane and seek to understand the nature of that world. Perhaps a stranger from another world took you in and taught you a world outside your own. A strange phenomenon opened your eyes to a world far bigger than you imagined and you've been tirelessly researching ever since Talk to your DM on how your connection with a particular plane affects your character's journey, does their quest involve visiting the plane. They could seek certain temples or shrines that act as conduits of energy from that plane, they may seek out artefacts or powerful figures from that plane. There may also be a powerful villain from another plane and you wish to stop it from crossing or learn how to defeat it. You may only need to connect to the prime material plane, in which case they may journey to find titans, primordial entities or beings that threaten the balance. Your connection to a particular plane can change your world view and now feel you have higher callings or new responsibilities. \columnbreak
##### The Battlemage | Level | Proficiency | Feature | Spells Known |Spell Crafts Known | Mana Points | | ----- |:-------------:| :-----------------------------------------------: |:------------:|:-----------------:|:-----------:| | 1st | +2 | Primordial Magic, Unarmored Defense |1 |- |- | | 2nd | +2 | Mana Points, Mana Surge, Spell Craft Techniques |2 |2 |2 | | 3rd | +2 | Planar Source |2 |2 |3 | | 4th | +2 | Ability Score Improvement |2 |2 |4 | | 5th | +3 | Chain Spell |3 |3 |5 | | 6th | +3 | Primordial Adept |3 |3 |6 | | 7th | +3 | Planar Source |3 |4 |7 | | 8th | +3 | Ability Score Improvement |3 |4 |8 | | 9th | +4 | Primordial Adept (x2) |4 |5 |9 | | 10th | +4 | Mage Sense |4 |5 |10 | | 11th | +4 | Greater Primordial Magic (1 dice) |4 |5 |11 | | 12th | +4 | Ability Score Improvement |4 |6 |12 | | 13th | +5 | Planar Source |4 |6 |13 | | 14th | +5 | Primordial Adept (x3) |5 |6 |14 | | 15th | +5 | Greater Mage Sense |5 |7 |15 | | 16th | +5 | Ability Score Improvement |5 |7 |16 | | 17th | +6 | Greater Primordial Magic (2 dice) |6 |7 |17 | | 18th | +6 | Planar Source |6 |8 |18 | | 19th | +6 | Ability Score Improvement |6 |8 |19 | | 20th | +6 | Spell Crafting Master |6 |8 |20 |
##### Quick Build You can make a Battlemage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by constitution or dexterity. Second choose the Sage background. \pagebreak
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## Class Features As a Battlemage, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per Battlemage level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Battlemage level after 1st #### Proficiencies ___ - **Armor:** light armour, medium armour, shields - **Weapons:** simple weapons - **Tools:** none ___ - **Saving Throws:** Dexterity and Intelligence - **Skills:** Choose two from Acrobatics, Arcana, Insight, Investigation, Medicine, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - any simple weapon, and two daggers - *(a)* studded leather armor or *(b)* scale mail - *(a)* a scholar's pack or *(b)* a dungeoneer's pack #### Arcane Defense Beginning at 1st level, while you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. #### Primordial Magic At 1st level, your studies of the arcane from other worlds have allowed you to harness the base elemental forces shaping them. Select 2 spells from the Primordial Magic table. All Primordial Spells have the versatile property (excluding primordial blade spell), if one hand is holding a shield, weapon or anything preventing somatic component the damage dice is reduced. (e.g. d10 becomes d8) When a target provokes an opportunity attack you may instead cast a Primordial Spell. #### Mana Starting at 2nd level, you gain access to Mana which is represented as the Mana Points column of the Battlemage table. You spend these points to apply Spell Crafts to augment your Primordial Spells in various ways. When you spend a Mana Point, it is unavailable until you finish a short or long rest. #### Spell Crafts You learn two Spell Craft from the Spell Craft List, as you gain more levels as a Battlemage you learn more Spell Craft as shown in the Battlemage table. Only 1 spell craft can be applied in a single instance. ## Some of your Spell Crafts or features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: ## Spell save DC = 8 + your proficiency bonus + your Intelligence modifier. ## Some Spell Crafts require concentration as though you were concentrating on a spell, however your concentration cannot be broken as a result of taking damage while concentrating on a Spell Craft. ## When using Spell Crafts the maximum amount of Mana Points that can be used as part of a single action is equal to your proficiency bonus which can be referred to as your Mana Cap. Casting a Primordial Spell or making an attack is considered spending 1 Mana Point for the purposes of your Mana Cap. ## For example at 5th level you can use an action to cast a Primordial Spell twice as part of your Chain Spell feature but you may only spend 1 Mana Point to augment a single Primordial Spell. Or at 5th level you may cast a single Primordial Spell, apply a Spell Craft costing 2 Mana Points as part of the same action and be unable to cast your next Primordial Spell due to reaching your Mana Cap. ## While concentrating on a Spell Craft, on subsequent turns your Mana Cap is reduced by the cost of the Spell Craft. You cannot concentrate on a Spell Craft that meets or exceeds your Mana Cap. ## #### Mana Surge Starting at 2nd level, Once during your turn you can increase your Mana Cap by half your proficiency modifier for the remainder of your turn and gain Mana Points equal to your proficiency modifier. These additional Mana Points are lost at the end of your turn if not spent. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. #### Planar Source When you reach 3rd level, you choose a Planar Source, drawing on new other worldly planes and harnessing new elements to broaden your understanding of the base magical elements and expand your arcane arts. Your choice grants you new features at 3rd level and again at 7th, 13th and 18th 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 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. #### Primordial Versatility Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace primordial spells you know with another spell from the primordial spell table. Additionally, you can replace Spell Crafts you know with another technique from the Spell Crafts table. #### Chain Spell Beginning at 5th level, when casting a primordial spell as a action you can cast the same primordial spell as part of the same action. \pagebreak
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#### Primordial Adept Beginning at 6th level, select a Primordial Spell you know, you ignore resistances to the damage of the chosen type and effects that resist damage of spells. In addition when casting a spell you can treat the spell as a non-magical natural force of the environment for the purposes of overcoming resistance or immunity to spells, anti-magic, counterspell or similar effects. A non-magical primordial attack would still be subject to resistances. You can select an additional Primordial Spell to benefit from this feature when you reach 9th level and 14th level. #### Mage Sense Starting at 10th level, you can cast Detect Magic at will, additionally you can add your proficiency or double your proficiency if already proficiency to any ability check made to analyse, craft or tinker with magical items, spells or effects. #### Greater Primordial Magic Starting at 11th level, your Primordial Spells deal one additional damage dice. At 17th level your Primordial Spells instead deal two additional two damage dice. #### Improved Mage Sense Starting at 15th level, your attunement to the raw primordial energies has enabled you to sense tiny residual energy that all creatures and objects emit. You have weak blindsight of 30ft, enabling you to detect the presence of objects and creatures that would not otherwise be seen, herd, smelt but know their rough position, attacking a target detected with weak blindsight is made with disadvantage. You have a normal blindsight range of 10ft. #### Spell Crafting Master When you gain this feature or after you complete a long rest, choose 3 spell crafts you know that cost 1 Mana Point. When casting a primordial spell you can apply one of those spell crafts to your primordial spell at zero cost. If the spell craft has the option to expend additional Mana Points then the additional Mana Points must to be spent. ### Astral Battlemage Astral Battlemages seek knowledge into the void, harnessing energy from the Astral Sea. The Astral Sea is what lies between planes and an Astral Battlemage are equipped with knowledge of inter planar travel, provided they have access to the right equipment. Their battle style involves redirecting Astral energy towards their target and small controlled breaches in reality. Their knowledge and skill allows them to perform these feats safely. This knowledge comes at knowing that the Astral Sea is the border between worlds and thus act as protectors against inter-planer threats. #### Nether Lance You know the Nether Lance spell and the Void Orb spell, they do not count towards the number of spells known. #### Planer Dash Beginning at 3rd level, as a bonus action, you can teleport up to half your current movement speed to a position you can see. #### Planar Banish Beginning at 7th level, when targeting an object large or smaller with Nether Lance, you can spend a Mana Point to transport that object into a pocket dimension. At the start of your next turn when casting Nether Lance you can summon the banished object to the target location, the target must instead make a dexterity saving throw, on failure the target and the object take the spells normal damage plus an additional 2d8 force damage if the object is medium or smaller, 2d12 if the object is large. The object is returned to its original position if it remains in the pocket dimension for 1 minute or if you use this feature on another object. #### Enhanced Planer Dash Starting at 13th level, when you use Planer Dash you can bring a creature within 5ft of you, when targeting an unwilling creature they must succeed on a charisma saving throw or be transported with you. Additionally you can instead use an action to bring an additional creature with you or an object large or smaller. #### Astral Cage Starting at 18th level, as an action you can spend 4 Mana Points and select a number of creatures equal to your intelligence modifier, you and the selected creatures are transported into a pocket dimension within the Astral Plane. Creatures appear in a 60ft dome and cannot leave the dome without magical means and when attempting to do so the creature must succeed a charisma saving throw. The pocket dimension lasts until the end of your next turn, afterwards the dimension collapses violently around you. As streams of Astral energy crash through the dimensional barrier make 5 spell attacks against all other creatures on each hit deals damage equal to your Nether Lance Spell. You must complete a long rest before you can use this feature again. ### Dark Battlemage You've descended into darkness and your heart has found a new home in the Shadowfell. Your studies have shown the darkness within that world isn't the absence of light but the presence of a magic the light cannot reach. Battlemages of this study are able to use the darkness to commune with the Shadowfell and the dark layer of reality to perform feats. They may be warriors of the night, they find strength drawing upon the darkness in their hearts or they may seek balance from one side of the spectrum. #### Primordial Shadow Starting at 3rd level you have darkvision with a range of 120 feet. You know the Shadow Blast spell and the Shadow Claw spell, they do not count towards the number of spells known. \pagebreak
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#### Shadow Curse Once per turn when casting a primordial spell after spending a mana point you can create a 15ft radius a darkness at the target location until the end of your next turn, this darkness cannot be illuminated by non magical means in which case it becomes dim light. Creatures of your choice that start their turn within the radius must succeed a charisma saving throw or be cursed receiving a penalty to their attack rolls and ability checks equal to your proficiency modifier. This curse lasts until the end of your next turn. This penalty does not stack with similar features, if the target already has a penalty only apply the highest penalty on the creature. #### Dark Stalker Starting at 7th level, you can see normally in darkness, both magical and non-magical, to a distance of 120 feet. While in dim light or darkness you can teleport to a position you can see within 60ft of you as a bonus action. If the dim light or darkness teleported to was created by your primordal spells, your next attack roll is made with advantage and you deal an additional 1d10 damage on the next attack that hits. #### Shadow Mail Starting at 13th level, you can bend the shadows to cling to you becoming one with them. When starting your turn in dim light or darkness you gain temporary hit points equal to your intelligence modifier. If the dim light or darkness was created by your primordial spells you gain an additional 1d10 temporary hit points. #### Shadow Reach Starting at 18th level, you can cast primordial spells originating from the very shadow of the target. Once per turn if you miss an attack or the target succeeds a dexterity saving throw you can reroll the attack or force a target to reroll their saving throw. ### Light Battlemage These Battlemages connect to the upper planes such as Celestia and Elysyum, they learn to harness the radiant light abundant in that realm. Some tapping into this planar source walk a holy path, seeking to bless and show guidance to others, following certain religions help some Battlemages to tap into the plane's radiant energy. Other Battlemages may tap into this power to fight the darkness or study the light to learn more about the nature of one's heart and soul. #### Primordial Light You know the Shining Spear spell and Radiant Flare spell, they do not count towards the number of spells known. #### Blinding Light Starting at 3rd level, you can unleash a blinding bright light from your palm or arcane focus at your target, reducing their vision when facing you. Once per turn when hitting with a primordial spell dealing radiant damage you can choose to reduce the damage dealt by the spell by your proficiency modifier. When doing so the target gets a penalty to their attack rolls when targeting you or a creature within 5ft of you until the start of your next turn. Ignore this penalty if the target attacks without using their vision. This penalty does not stack, if the target already has a penalty to their attack rolls only apply the highest penalty. #### Guardian Light Starting at 7th level, your studies in divine magic grant innate abilities to protect others from harmful effects. When you or a creature within 30ft of you fail a saving throw you can use your reaction to make that creature reroll and take the new value instead. #### Radiant Veil Starting at 13th level, as an action you can spend 3 Mana Points to illuminate yourself in a shining bright light, you emit bright light within a 15ft radius and dim light within an additional 15ft radius. You are considered obscured as you are enveloped by blinding bright light. When you are hit with an attack within 5ft the attacker receives 1d8 radiant damage. Once you use this feature you must complete a short or long rest. #### Shining Aegis Starting at 18th level, as an action you can spend 5 Mana Points to create a 30ft radius of bright light around you. The light penetrates magical darkness cast up to 6th level and all creatures within the radius cannot benefit from being invisible. Additionally when you and creatures you specify are damaged within 30ft of you, the damage taken is reduced by an amount equal to your intelligence modifier (minimum 1 damage). This feature lasts for 10 minutes and you must complete a long rest before using this feature again. ### Prime Elemental Battlemage Your studies prioritise the base elements that shape the material plane. Some Battlemages may expand their mastery of the base elements by connecting to the Elemental Chaos, the Primordial Planes of Air, Earth Fire and Water, some may deepen their connection to the Material Plane. When you focus your magic you feel the heartbeat of the world. The lightning as tingling at as if it where at the tips of your fingers, fire in you veins, earth in your bones, the coolness in your breath you feel the chaos and harmony between these elements and how they shape the world around you. #### Elemental Bending Starting at 3rd level, you learn one additional primordial spell, it does not count towards th number of spells known. You can use an arcana check to bend the surrounding elements to your will to a degree as if you were performing skill or wielding a tool. You have a range of 30 feet and can manipulate natural elements such as fire, ice, wind, lightning and earth to varying degrees depending on your roll. \pagebreak
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Examples of things you can manipulate are: natural fires, flowing water, ice, arcs of lightning, running electric current, strong winds, stone, soft earth, etc. Elements that are part of a spell such as Wall of Fire cannot be targeted with this feature. A low roll may allow just lantern lights to go out, slowly dig holes in the ground like you would with a shovel, help thaw ice. High rolls may allow you to move heavy stones or carve detailed shapes out of stone or ice, part strong roaring fires or rapid rivers, convert severe winds to gentle breeze in a small area or create strong gusts of wind. What you choose to manipulate and how you do so comes at your DM’s discretion. #### Scorched Earth Starting at 3rd level, after casting a primordial spell you either scorch a 10ft radius around yourself or a 5ft area at the spells target location. The spell causes the area to be hazardous to anything within the area that you specify. The area remains scorched until the start of your next turn, when a target you specify ends its turn in the scorched area, it takes the primordial spell’s damage equal to your intelligence modifier. #### Elemental Deflection Starting at 7th level, as a reaction when you or a target within 10ft of you take acid, cold, fire, lightning, or thunder you can reduce the damage by 1d10 plus your intelligence modifier plus your Battlemage level. #### Elemental Investiture Starting at 13th level, as an action you can spend 3 Mana Points cast one of the following spells: Investiture of Flame, Investiture of Ice, Investiture of Stone and Investiture of Wind. Once per turn when casting a primordial spell you can instead use the action associated with Investiture spells. Once you use this feature you must complete a short rest before using this feature again. #### Elemental Chaos Starting at 18th level, as an action you can spend 4 Mana Points to cast Prismatic Wall, when casting prismatic wall using this feature you instead create 3 layers in any order, Red, Blue, Yellow and the prismatic wall does not blind targets. Additionally each wall can be destroyed by dealing 40 points of damage from a spell or magical weapon, each wall is immune to damage of its own type. Once you use this feature you must complete a long rest before using this feature again. ### Psionic Battlemage Mages who study the Feywild, Limbo, Pandemonium, planes and phenomenon that attack the mind learn it's mind altering energies and discover psionic spells and techniques. These Battlemage may have learned to access the cognitive realm, a layer of reality made of the cognition of intelligent beings. Battlemages will harness these techniques to psychically and telekinetically attack their foes or conjure illusions in their mind to play tricks on them. #### Psycho Blast You know the spell Psycho Blast spell and Psycho Cut spell, they do not count towards the number of spells known. #### Telekinetic Hand Starting at 3rd level, you can interact with targets using your mind. You can perform non delicate feats of strength such as lifting, breaking, pushing, grabbing etc on a target. When using this feature to perform acts of strength use your intelligence modifier instead of strength. The range of your telekinesis is equal to your intelligence modifier * 10 feet. When using this feature to grapple a target the target can attempt to escape the grapple each time you damage the target during your turn. #### Telepathic Sensitivity Starting at 7th level, You gain additional information when performing an insight check due to your psionic ability. You are proficient in insight checks if you are not already, additional information includes thoughts, feelings etc, the amount of information gained is based on your insight roll. This feature cannot penetrate further than surface level thoughts without the target allowing. #### Psionic Defense Starting at 7th level you've trained to bolster your defenses have given you resistance to certain mind altering effects. You have resistance to psychic damage and you can use your action to end an effect causing you to be charmed or frightened. #### Telekinetic Catapult Starting at 13th level, when casting Psycho Blast you can target a loose object that is within 60ft of you and telekinetically throw it to a point within 60ft of you. If the object is small or medium you spend 1 Mana Point, if the object is large or huge you instead spend 2 Mana Points. Depending on the size of the object thrown will determine the impact. * If the object is small or medium, a single creature is targeted and takes bludgeoning damage equal to your Psycho Blast spell plus an additional 1d8 for every 10ft the object travels in a straight line or arc. * If the object is large, then all targets within a 10ft square must succeed a dexterity saving throw or take bludgeoning damage equal to your Psycho Blast spell plus an additional 1d10 for every 10ft the object travels in a straight line or arc. * If the object is huge, then all targets within a 15ft square must succeed a dexterity saving throw or take bludgeoning damage equal to your Psycho Blast spell plus an additional 1d12 for every 10ft the object travels in a straight line or arc. The object thrown using this feature also takes the damage when hitting it's target or colliding with a surface. The maximum amount of additional dice added by the object traveling is equal to your proficiency modifier. \pagebreak
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#### Temporary Foresight Starting at 18th level, As a bonus action you can spend 4 Mana Points to enter a trance allowing you to briefly see a creature’s future. When activating this feature select one creature that you can see, you gain the benefits of the dodge action against that creature until the start of your next turn and the first attack roll made against the create this turn is made with advantage. As a bonus action on subsequent turns you can select a different creature that you can see. This trance lasts for 1 minute and once used you must complete a short or long rest before using this feature again. ### Steel Battlemage Your training casting spells in combat extended to include weapons for these Battlemages. These Battlemages learn to weave their magic into their weapons creating new magical sword techniques. Battlemages of this school may connect with planes such as Ysgard, Limbo's Warrior's Rest, planes of existence where fallen warriors are reborn to fight all eternity or welcome those that die honorably in battle. These planes are shaped by warrior virtues and way of the blade, the primordial forces that draw those qualities to its plane the Battlemages learn those forces when attuning to that world and quickly learn to weave their magic around the blade. #### Primordial Blade Starting at 3rd level, you know Primordial Blade spell, it does not count towards the known number of spells. Additionally you become proficient with one artisan tool of your choice #### Primordial Warrior Starting at 3rd level, you are proficient in martial weapons and heavy armour. Additionally when casting a primordial spell, you can instead make a weapon attack. Spell Crafts that apply on hit may be used for weapon attacks made by you. #### Dueled Parry Starting at 7th level, when hit with a melee attack that you can see, you can use your reaction to reduce the damage taken by 1d8 plus your intelligence modifier. #### Great Primordial Blade Starting at 13th level, as a bonus action you can spend 2 Mana Points to summon a weapon you've bonded with as part of your Primordial Blade spell, the weapon to remain by your side for 1 minute. You gain the following features while wielding it: * You are proficient with this weapon and you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. * The weapon can be resummoned to your grip as a bonus action. * When taking the attack action you can make 2 additional weapon attacks using this weapon as part of the same action. This does not stack with features like Extra Attack that grant additional attacks. * When casting a primordial spell (excluding primordial blade) you can target this weapon imbuing it. The next attack that hits with this weapon deals additional damage equal to the primordial spell used. #### Sword Veil Starting at 18th level, when casting Primordial Blade you can instead spend up to 4 Mana points to create weapons that orbits around you, 1 Mana point per weapon. You gain a bonus to your AC equal to the number of weapons orbiting you. When hitting a target during your turn you can send an orbiting weapons to the target location and make a melee weapon attack against the target. On hit it deals the weapon’s normal dice plus your intelligence modifier, after which the weapon disappears. The weapons are considered magical and receive a bonus to their attack and damage equal to your spell attack and damage bonus. If an orbiting weapon used is a light weapon you can as a bonus action send 1 additional light weapon if there is an additional light weapon available. If the orbiting weapon is a heavy weapon the target must be within melee range. The orbiting weapons remain active for 10 minutes.
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## Primordial Spells Extra spells that can only be taken by a Battlemage. Some spells listed are only accessible to certain Battlemage Subclasses. Primordial Spells are typically cast with both hands available, if one hand is holding a shield, weapon or item not an arcane focus the damage dice is reduced has that hand is not available to perform the somatic component. (d8 becomes d6, d10 becomes d8). Primoridla Spells come with additional abilities describing practical uses outside of combat. Many of these effects are similar to tool proficiencies where the strength of the effect is relative to the caster's skill, experience and background. If a user wishes to push the boundaries described in the spell then consider the caster's level, background and certain ability checks. #### Aero Slash Primordial Spell **Casting Time: 1 action** **Range: Touch** **Components: S** **Duration: Instantaneous** ## You swing and a translucent blade of air slashes in front of you, make a melee spell attack, against a target within reach. On a hit the target takes 1d10 + intelligence modifier slashing damage. Alternatively when casting this spell you can create a point blank burst of wind, a creature in front of you must make a strength saving throw or be knocked prone. #### Blazing Palm Primordial Spell **Casting Time: 1 action** **Range: Touch** **Components: S** **Duration: Instantaneous** ## A whirling torrent of fire spins and extends from your fist, make a melee spell attack, against a target within reach. On a hit the target takes 1d10 + intelligence modifier fire damage. This spell deals double damage to non-magical frozen or flammable objects. This spell burns flammable objects, and heats objects to high temperatures not worn or carried. This spell can grant a bonus when performing crafting involving metals as you can produce enough heat to melt metals controllably, (melting metals may not happen instantaneously but over time). The impact the spell has on crafting is at your DM's discretion. #### Blizzard Primordial Spell **Casting Time: 1 action** **Range: 30 feet** **Components: S** **Duration: Instantaneous** ## Frozen mist gathers around your target before icicle shard bursts forth, make a ranged spell attack, against a target within reach. On a hit the target takes 1d8 + intelligence modifier cold damage. Alternatively when casting this spell you can create frozen shapes no larger than a 5ft cube. The maximum number of frozen structures that can be active at a time is equal to your proficiency modifier-1. Each frozen structure can last up to 10 minutes. Extreme heat will cause the frozen structure to melt quicker, extreme cold will cause the frozen structure to last longer. Each frozen structure has an AC equal to 10 + intelligence modifier and has hit points equal to half your proficiency modifier * 10. #### Burning Spire Primordial Spell **Casting Time: 1 action** **Range: 30ft** **Components: S** **Duration: Instantaneous** ## A column of fire bursts at a location within range, make a ranged spell attack, against a target within reach. On a hit the target takes 1d8 + intelligence modifier fire damage. This spell deals double damage to non-magical frozen or flammable objects. Alternatively this spell can be used to quell fires or cause fires to burn brighter and more intensely within range. You can summon small subtle embers at a location within range causing fire on flammable surface within range. #### Corrosive Strike Primordial Spell **Casting Time: 1 action** **Range: Touch** **Components: S** **Duration: Instantaneous** ## A thick layer of acid wraps around your fist, make a melee spell attack, against a target within reach. On a hit the target takes 1d10 + intelligence modifier acid damage. This spell deals double damage to non magical plants and biological objects. When casting this spell you can etch distinctive marks on from stone, metallic or similar material. Additionally this spell can dissolve metallic material such links in a chain, bolts and screws or eat away a metalic surface. #### Erosion Primordial Spell **Casting Time: 1 action** **Range: 30 feet** **Components: S** **Duration: Instantaneous** ## Corrosive beam is blasted from your palm, make a ranged spell attack, against a target within reach. On a hit the target takes 1d8 + intelligence modifier acid damage. Additionally acid created from the spell can be used to aid alchemical brewing, potentially reducing material costs or potentially producing a higher quality product, the extent of which is at your DM's discretion. \pagebreak This spell deals double damage to non magical plants and biological objects.
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#### Glacial Blade Primordial Spell **Casting Time: 1 action** **Range: Touch** **Components: S** **Duration: Instantaneous** ## Frozen Shards gather together forming a weapon before you strike, make a melee spell attack, against a target within reach. On a hit the target takes 1d10 + intelligence modifier cold damage. Alternatively when casting this spell you can freeze liquid or defrost ice, create frost surfaces no larger than a 5ft square by 1ft thick surface one cast at a time or defrost a 5ft square by 1ft thick surface one cast at a time. #### Lightning Strike Primordial Spell **Casting Time: 1 action** **Range: Touch** **Components: S** **Duration: Instantaneous** ## Lightning courses through you ready to jolt towards a target within reach, make a melee spell attack, against a target within reach. On a hit the target takes 1d10 + intelligence modifier lightning damage. This spell can travel along surfaces that conduct electricity and can jump 5ft from one surface to another or to a target. The spell cannot travel further than 120ft via this method. The spell can intensely heat a metallic object or similar object that conducts electricity. The spell can charge objects that can harness electricity. #### Neather Lance Requirement: Astral Battlemage **Casting Time: 1 action** **Range: Touch** **Components: S** **Duration: Instantaneous** ## You create a breach in reality in the palm of your hand, make a melee spell attack, against a target within reach. On a hit the target takes 1d10 + intelligence modifier Force damage. Alternatively you can target an object small or tiny within reach that is not worn or carried you can instead banish it to a pocket dimension for 1 minute, until you use this feature again or until you release the object as a free action. The object returns to the object’s original position before it was banished. #### Primordial Blade Requirement: Steel Battlemage **Casting Time: 1 action** **Range: Touch** **Components: S** **Duration: Instantaneous** ## When casting this spell you can conjure a melee weapon and immediately make a weapon attack and you may use intelligence for attack and damage rolls. Additionally you can perform a 15 minute ritual bonding with a melee weapon within 5ft of you. After the ritual is complete the weapon is absorbed into your spirit becoming a part of you. When casting the spell you can instead summon the bonded weapon to attack with. The weapon fades into your form afterwards. If using a greatsword your Greater Primordial Magic feature may instead grant 2 additional damage dice instead of 1. The maximum number of weapons you can be bonded with using this spell is equal to half your proficiency. #### Psycho Blast Requirement: Psionic Battlemage **Casting Time: 1 action** **Range: 30 feet** **Components: S** **Duration: Instantaneous** ## Upon striking your target you invade its form shocking it, make a ranged spell attack, against a target within reach. On a hit the target takes 1d8 + intelligence modifier Psychic damage. Alternatively you can create sensory input inside a creature's mind that you can see within 60ft, this can be images no larger than a 5ft square within their eyesight, sounds, smells or touch. The illusion cannot cause any form of damage, if the target believes this to be an illusion they can use an action to make an investigation check against your spell save dc. On success the illusion is dispelled from their mind. The illusion is maintained via concentration. When you reach 5th level you can target up to two creatures with a single cast, at 11th level you can target up to three creatures with a single cast and at 17th level you can target up to four creatures with a single cast. #### Psycho Cut Requirement: Psionic Battlemage **Casting Time: 1 action** **Range: Touch** **Components: S** **Duration: Instantaneous** ## Upon striking your target you invade its form shocking it, make a melee spell attack, against a target within reach. On a hit the target takes 1d10 + intelligence modifier Psychic damage. Alternatively when casting the spell you can communicate telepathically with a creature you are aware the position of within 120ft of you. After communicating with the creature using this spell they can respond telepathically. \pagebreak
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#### Quake Primordial Spell **Casting Time: 1 action** **Range: 30 feet** **Components: S** **Duration: Instantaneous** ## You wave your hand summoning a seismic force to a position within range, make a ranged spell attack, against a target within reach. On a hit the target takes 1d8 + intelligence modifier bludgeoning damage. This spell deals double damage to non magical objects and structures. Alternatively when casting the spell you can also instead create a stone shape or create a hollow pit no larger than a 5ft cube made from soft earth within 30ft of you. Stone shapes created from this lasts for 10 minutes after which it crumbles if otherwise not supported. The maximum number of stone shapes that can be active at a time is equal to your proficiency modifier -1. If this effect would cause the surrounding structure to collapse or be severally compromised, the surface instead takes damage equal to the spell. When targeting solid stone or similar surfaces you can use this spell to shape or carve into the surface as you would with stone masonry tools. #### Radiant Flare Requirement: Light Battlemage **Casting Time: 1 action** **Range: 30 feet** **Components: S** **Duration: Instantaneous** ## A bright spire of light shoots down at a target within range, make a ranged spell attack, against a target within reach. On a hit the target takes 1d8 + intelligence modifier Radiant damage. Alternatively you can create a tiny orb of light emitting 10ft of bright light and an additional 30ft of dim light at a position within 60ft. As a bonus action on subsequent turns you can move the orb an additional 30ft, the orb of light is dispelled if it moves further than 120ft from you or you use this spell to create another orb of light. #### Shadow Blast Requirement: Dark Battlemage **Casting Time: 1 action** **Range: 30 feet** **Components: S** **Duration: Instantaneous** ## The shadows around you darken and grow and lash out, make a melee spell attack, against a target within reach. On a hit the target takes 1d8 + intelligence modifier Necrotic damage. Alternatively you can siphon light within a 15ft radius at a point within 60ft of you, within the radius dim light is converted to darkness and bright light is converted to dim light for 1 minute or until this effect is used again. Any new light sources that enter the radius may illuminate the area again. Any light sources that where in the area when the spell was cast and leave the radius emit light as normal. #### Shadow Claw Requirement: Dark Battlemage **Casting Time: 1 action** **Range: Touch** **Components: S** **Duration: Instantaneous** ## The shadows around you darken and grow and lash out, make a melee spell attack, against a target within reach. On a hit the target takes 1d10 + intelligence modifier Necrotic damage. Alternatively you can siphon light within a 20ft radius around you, within the radius dim light is converted to darkness and bright light is converted to dim light for 1 minute or until this effect is used again. Any new light sources that enter the radius may illuminate the area again. Any light sources that where in the area when the spell was cast and leave the radius emit light as normal. #### Shining Spear Requirement: Light Battlemage **Casting Time: 1 action** **Range: Touch** **Components: S** **Duration: Instantaneous** ## A bright spire of light shoots down in front of you, make a melee spell attack, against a target within reach. On a hit the target takes 1d10 + intelligence modifier Radiant damage. Alternatively you can touch an object to cause it to emit bright light at a 30ft range and an additional 30ft of dim light from an object you touch. The effect lasts for 10 minutes or until you use this effect again. #### Sonic Blast Primordial Spell **Casting Time: 1 action** **Range: 30 feet** **Components: S** **Duration: Instantaneous** ## You slam down releasing a violent shockwave on impact, make a ranged spell attack, against a target within reach. On a hit the target takes 1d8 + intelligence modifier thunder damage. When casting this spell you can create a thunderous boom at the target location that can be heard up to 300ft away. When casting the spell you can choose to instead create sounds originating at a point within 60ft such as loud thunder, howling wind, crackling fire, smashing of stone. \pagebreak #### Stone Fist Primordial Spell **Casting Time: 1 action** **Range: Touch** **Components: S** **Duration: Instantaneous**
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You conjure a stone shards around your hand forming an obsidian gauntlet, make a melee spell attack, against a target within reach. On a hit the target takes 1d10 + intelligence modifier bludgeoning damage. Alternatively when casting the spell within reach you can instead attempt to grapple the target, you may use intelligence instead of strength. When casting this spell you can instead move an object within 30ft of you made of stone, earth, crystal or similar material within the spell’s range 30ft at a time. The spell can move objects medium or smaller. #### Thunder Crash Primordial Spell **Casting Time: 1 action** **Range: Touch** **Components: S** **Duration: Instantaneous** ## You slam down releasing a violent shockwave on impact, make a melee spell attack, against a target within reach. On a hit the target takes 1d10 + intelligence modifier thunder damage. When casting this spell you can create a thunderous boom that can be heard up to 300ft away. This spell can create violent vibrations along the ground and surfaces causing internal damage to complex mechanical devices and objects such as locks, machinery as well as crystal like structures. #### Void Orb Requirement: Astral Battlemage **Casting Time: 1 action** **Range: 30 feet** **Components: S** **Duration: Instantaneous** ## An orb made of tear in reality shoots out towards your target, make a ranged spell attack, against a target within reach. On a hit the target takes 1d8 + intelligence modifier Force damage. Alternatively when casting the spell you can target an object is not worn or carried weighing no more than 50 pounds within 30ft of you, it teleports to a position within 30ft of you. The object teleported emerges in a stasis before re-materialising as such it cannot be used to attack a target, such as dropping a weight on top of someone, exceptions may apply at your DM's discretion. Moving objects this way is relative to your own magic strength, when targeting heavier objects use an athletics check using intelligence instead of strength, you are proficient in athletics when using the spell this way. #### Voltaic Pulse Primordial Spell **Casting Time: 1 action** **Range: 30 feet** **Components: S** **Duration: Instantaneous** ## Lightning courses through you ready to jolt towards a target within reach, make a ranged spell attack, against a target within reach. On a hit the target takes 1d8 + intelligence modifier lightning damage. Alternatively this spell can be used to move a metallic object within 60ft medium or smaller that is not being worn or carried 30ft at a time. The spell can charge objects that can harness electricity. #### Wind Blast Primordial Spell **Casting Time: 1 action** **Range: 30 feet** **Components: S** **Duration: Instantaneous** ## You summon a whirling slicing anything caught inside, make a ranged spell attack, against a target within reach. On a hit the target takes 1d8 + intelligence modifier slashing damage. Alternatively when casting this spell you can create a gust of wind at a position within 30ft of you, if starting a creature the creature must succeed a Strength Saving Throw or be pushed 10ft away from you. Non heavy objects targeted by the spell are pushed back 10ft. ## Spell Crafts ### #### Arcing Spell Mana Cost: 1 When hitting a target with a primordial spell the spell arcs of to another target within 10ft, use the same attack roll to determine if the arced attack hits. #### Armour Spell Mana Cost: 1 When casting a primordial spell you gain a bonus to your AC equal to half your intelligence modifier rounded up. This effect lasts until the start of your next turn and this effect does not stack. When you reach 11th level in this class your AC increases by your intelligence modifier instead. #### Baneful Spell Mana Cost: 1 When dealing necrotic damage you deal an additional 1d8 damage and the target is cursed, receiving disadvantage on the next saving throw against your spell Crafts until the end of its next turn #### Booming Spell Mana Cost: 1 When dealing thunder damage you deal an additional 1d8 damage and the target must succeed a strength saving throw or be deafened until the start of their next turn and be pushed 10ft back. \pagebreak
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#### Breath Spell Mana Cost: 2 When casting a primordial spell, you either force all targets within a 5ft by 30ft line or 15ft cone (5ft by 60ft line or 30ft cone if original spell has a ranged spell attack) originating from yourself to make a dexterity saving throw, on failure they take the spell's normal damage plus an additional 1d8 damage. #### Burning Spell Mana Cost: 1 When dealing fire damage you deal an additional 1d8 damage and the target must make a dexterity saving throw, on failure the target takes an additional 1d8 fire damage at the start of its turn. #### Burst Spell Mana Cost: 2 When casting a primordial spell, you can target all other creatures and objects within a 20ft radius at a point within the spells range, on hit they take an additional 1d8 damage. #### Charged Spell Mana Cost: 1~2 When casting a Primordial Spell you can expend a Mana Point and your movement speed to charge your next attack until the end of your turn. For every 10ft of movement you have expended when using this spell craft adds an additional 1d10 damage to your next attack. When expending at least 30ft you can expend an additional Mana Point to attack with advantage. The Maximum amount of movement speed you can expend using this feature is equal to your proficiency modifier * 10. #### Delayed Spell Mana Cost: 0~2 When casting a Primordial Spell you can choose to hold the spell until and release it on a subsequent turn. You cannot cast a spell or make an attack without dropping or casting the held spell. When casting the held spell you can then expend 1 mana point and 30ft of movement to make a ranged spell attack up to 120ft. If the attack hits you can expend 1 mana point to roll a number of 1d10 dice equal to 1 plus your proficiency modifier as additional damage. #### Dissolving Spell Mana Cost: 1 When dealing acid damage you deal an additional 1d8 damage and the target must make a dexterity saving throw, on failure the target’s AC is reduced by your intelligence modifier. This penalty to AC does not stack with similar effects, only applying the highest penalty. A target’s AC cannot be reduced below 10 from this method. #### Enpower Spell Mana Cost: 1~3 When hitting a target with a primordial the spell deals an additional 1d10 damage. Each additional Mana Point spent adds an additional 1d10 damage. #### Enchanted Spell Mana Cost: 1~2 When casting a primordial spell you can first enchant yourself to empower your attacks for up to 1 minute maintained by concentration. When damaging a target with a primordial spell or attack you deal an additional 1d4 damage. The damage dice increases as you gain levels in this class, the damage is increased to 1d6 at 5th level, 1d8 at 11th level, 1d10 at 17th level. Additionally you can spend an additional point when activating this craft to increase the bonus given by 1 dice. On a subsequent turn you can reduce the bonus damage dice by 1 to reduce the penalty to your Mana Cap by 1. #### Freezing Spell Mana Cost: 1 When dealing cold damage you deal an additional 1d8 damage and the target must succeed a dexterity saving throw or its movement speed is halved. #### Gale Spell Mana Cost: 1 When dealing slashing damage you deal an additional 1d8 damage and the target must succeed a strength saving throw or be knocked prone. #### Gleaming Spell Mana Cost: 1 When dealing radiant damage you deal an additional 1d8 damage and the target must succeed a constitution saving throw, on failure the target is blinded until the start of their next turn. #### Grasping Spell Mana Cost: 1 When damaging a target your primordial spell can push or pull a target up to 10ft. #### Hasten Form Mana Cost: 1 When casting a primordial spell you gain a burst of speed for 1 minute maintained by concentration. While using this spell craft, your movement speed increases by 5 times your intelligence modifier, your AC increases by 1 plus half your proficiency. After moving 15ft in a line you you gain a bonus to your melee attack rolls equal to half your intelligence modifier (rounded up) and damage rolls equal to your intelligence modifier. #### Homing Spell Mana Cost: 1 When casting a primordial spell it gains an additional 40ft range and the attack is delayed till the end of your target's turn. If the target is still within range of the spell the attack is made with advantage, ignores up to 3 quarters cover and ignores disadvantage if a hostile creature is within 5ft of you. \pagebreak
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#### Insighting Spell Mana Cost: 1 When dealing psychic damage against a creature, you deal an additional 1d8 damage and the target must succeed on an intelligence saving throw or have disadvantage on its next attack roll against you. #### Launching Spell Mana Cost: 1 When casting a primordial spell you can propel yourself up to 5 times your spell casting modifier as feet and then immediately release the primordial spell. #### Marking Spell Mana Cost: 1~2 When damaging a target with a primordial spell you can mark the target which lasts for 1 minute maintained by concentration. When damaging the target while marked, the target takes an additional 1d6 damage. This damage increases as you gain levels in this class, the damage is increased to 1d8 at 5th level, 1d10 at 11th level and 1d12 at 17th level. Additionally you can spend an additional point when activating this craft to increase the bonus given by 1 dice. On a subsequent turn you can reduce the bonus damage dice by 1 to reduce the penalty to your Mana Cap by 1. #### Rapid Spell Mana Cost: 2 When hitting a target with a primordial spell you can use a bonus action to cast the same primordial spell at the same target. #### Seeking Spell Mana Cost: 1 Your primordial spell gains a bonus to its attack roll equal to your spell casting modifier. #### Sentry Spell Mana Cost: 1 When casting a primordial spell you hold the spell for 1 minute as the energy orbits around you. At the start of your next turn if a hostile creature is within the spells range, you can use your reaction to release any primordial spells held by this ability. The maximum number of spells that can be held using this ability is equal to your proficiency. #### Shielding Spell Mana Cost: 1 When casting a primordial spell you gain temporary hit points equal to your spell casting modifier. These temporary hit points last for 1 minute and while active you have resistance to the damage of the chosen primordial spell. (Magical weapons ignore resistance to bludgeoning, piercing and slashing). Additionally when activating this craft you can concentrate on this craft for up to 1 minute, when doing so at the start of each of your turns you gain temporary hit points equal to your spell casting modifier. #### Shocking Spell Mana Cost: 1 When dealing lightning damage you deal an additional 1d8 damage and the target must make a constitution saving throw, on failure the target cannot use their reaction. #### Storming Spell Mana Cost: 2 When casting a primordial spell you can target a space within 60ft of you and conjure a 20ft radius of a hazardous storm based on the spell chosen. When a creature enters or starts their turn in the area must make a constitution saving throw or take damage equal to the primordial spell cast. The area is considered difficult terrain. On subsequent turns when you cast a primordial spell you can cast it from a point within the storm against a target inside the storm. The target takes an additional 1d8 damage. This effect lasts for 1 minute and is maintained by concentration. #### Sundering Spell Mana Cost: 1 When damaging a target you deal an additional 1d6 damage and reduce the target’s AC equal to your spell casting modifier. This effect lasts for 1 round or you can maintain this effect for 1 minute while concentrating. This effect does not stack with similar effects and the target’s AC cannot be reduced below 10 using this method. #### Trap Spell Mana Cost 2 When casting a primordial spell you can target an unoccupied 5ft by 5ft position within 60ft of you and place a trap in the form of an explosive rune. When a creature enters the area or begins their turn in the area the creature must succeed a dexterity saving throw or be hit by the primordial spell plus an additional number of 1d10 dice equal to your proficiency modifier, the trap is expended when it damages a target. Additionally when casting a primordial spell you can instead trigger the trap early. Make a melee spell attack against all creatures within the 5ft space, on hit they are hit they take damage equal to the primordial spell plus a number of 1d10 dice equal to your proficiency bonus. The trap is expended of using it this way. The rune lasts for 1 minute or until the caster creates a new explosive rune using this craft. At 11th level you can have up to two explosive runes active at a time. Two runes cannot occupy the same space. As a bonus action, on subsequent turns you can make the explosive runes reappear to a new unoccupied position within 30ft, but cannot be moved further than 60ft from you. #### Tremor Spell Mana Cost: 1 When dealing bludgeoning damage you deal an additional 1d8 damage and the target must succeed on a dexterity saving throw or be knocked prone. \pagebreak
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> ###### Multiclassing > You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class. > ###### GM Note: Battlemage Weapons & Spells > Primordial Spells are made to work similarly to weapon attacks. > ## > When creating magical weapons for a Battlemage you may model it after a typical magical weapon but instead have it apply to Battlemage's Primordial Spells. For example a +1 Battlemage Staff may add +1 to a Battlemages Attack and Damage rolls made with a primordial spell. It may also include their Spell Save DC. A Flametounge Staff for a Battlemage may add an additional 2d6 fire damage to a Battlemage's Primordial Spells. >## > Unique Battlemage items may also involve the Battlemage's Mana Points and their Mana Cap. >## > Magical items, spells or features from other sources that apply on weapons attacks may apply to Battlemages using Primordial Spells. e.g. Haste, Holy Weapon. This may help with synergy between party members and with multiclassing. (comes at DM's discretion). > > ###### GM Note: Moving between Attacks > In the player's handbook (p.190) there is a rule titled "Moving between Attacks", it specifies that if you have more than one weapon attack you can split your movement between attacks. Since Battlemage spells are made to work like weapon attacks allow Battlemage spells to also benefit from this rule. > ###### Art Credit > Page 1: Magic the Gethering - Chandra Ablaze > Page 7: Fextralife - Freezing Battlemage