Battle Mage

*Either through innate magical abilities that can be trained to become stronger or through magical study. Battle Mages focus on combining the art of swordplay and the art of magic together. Battle mages have learned to cast spells and spell like abilities through the swing of their weapon. Battle Mages are a special blend of warriors and mages. They learn enough spells to be quite useful in combat; from the lifesaving false life to the occasional sleep spell. These warriors aren’t limited to evocation and abjuration magic in the same way that Eldritch Knights are; However, their breadth of spell knowledge is around the same. They use their knowledge of magic as a way of augmenting their martial capabilities, making them useful assets or dangerous enemies on the battlefield*

### **Class Restrictions**

*You must be one of the Following Races: Island Orc, Standard Elf, Metal Skala, or Evolvi*

## Class Features

As a Battle Mage you gain the following class features.

Hit Points
**Hit Dice:** 1d10 per Battle Mage level

**Hit Points at 1st Level:** 10 + Constitution modifier

**Hit Points at Higher Levels:** 1d10 (or 6) + Constitution modifier per Battle Mage level after 1st

Proficiencies
**Armor:** Light armor, medium armor, shields

**Weapons:** Simple weapons, martial weapons

**Tools:** None

**Saving Throws:** Constitution, Intelligence

**Skills:** Choose two from Arcana, athletics, history, insight, and investigation

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

* (*a*) two Martial weapons and a shield or (*b*) three martial weapons
* (*a*) Explorer's pack or (*b*) Scholar's pack
* (*a*) Scale mail or (*b*) Chain Shirt or (*c*) Leather Armor

### Arcane Surge

In combat, you can channel arcane energy through your weapons & armor as you fight, causing your martial abilities to be enhanced with raw arcane magic. You can activate Arcane Surge as a bonus action on your turn. While Arcane Surge is active, you gain the benefits listed below.

* You can use your Intelligence modifier to determine your armor class in place of your Dexterity modifier. The limit you can add this bonus still applies to medium armor.

* You can add half of your Intelligence modifier (rounded up) as a bonus to attack rolls and damage rolls made with melee weapon attacks.

* Your melee weapon attacks are considered magical.

* You can sense magical presences within 30 feet of you, but cannot discern what the school of magic is. Magical presences appear as a fuzzy aura that radiate off of magical objects that form the shape of the object in your vision. You can see these presences through either 1 foot of wood or dirt, 1 inch of stone, or a thin sheet of common metal, such as through a set of plate.

Arcane Surge lasts for 1 minute, and ends early if you are knocked unconscious, affected by the *dispel magic* spell at any time for the duration, or enter an area of similar magic cancellation. As you gain more levels in the Battle Mage class, your Arcane Surge grows stronger & grants you more powerful features. You have 2 uses of this feature, and gain an additional use at 5th, 9th, 13th, and 17th level. You regain all expended uses after finishing a long rest.

### Spellcasting

Through your innate curiosity, you have been able to glean the essence of magic. Starting at 2nd level, you can cast and learn spells from the Battle Mage Spell List

**Spell Slots**
The Battle Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

**Spells Known of 1st level and Higher**
You know two 1st level spells of your choice from the Battle Mage Spell List. The spells known column of the Battle Mage table shows when you learn more Battle Mage spells of your choice. Each of these spells must be of a level for which you have spell slots.

Additionally, when you gain a level for this class, you can choose one of the Battle Mage spells you know and replace it with another spell from the Battle Mage Spell List, which also must be of a level for which you have spell slots.

**Spellcasting Ability**
Intelligence is your spellcasting ability for your Battle Mage spells, since they were learned through reading and studying their essence. Additionally, you use your Intelligence modifier when determining your saving throw DC for a Battle Mage spell you cast and when making an attack roll with one.

**Spell save DC**
Your spell save DC = 8 + your proficiency bonus + your Intelligence modifier

**Spell attack modifier**
Your spell attack modifier = your proficiency bonus + your Intelligence Modifier

**Spellcasting Focus**
You can use any melee weapon/Shields/Armor as your spellcasting focus for casting Battle Mage spells.

### Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

* **Arcane Warrior:** You learn two cantrips of your choice from the wizard spell list. They count as Battle Mage spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the wizard spell list.

* **Defense:** While you are wearing armor, you gain a +1 bonus to armor class

* **Dueling:** When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls 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. The weapon must have the two-handed or versatile property for you to gain this benefit.

* **Two-Weapon Fighting:** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

### Area of Study

At 3rd level, you choose an Area of Study with regards to your Battle Mage magic. Your choice of one of the Areas of Study determines what kind of spells you learn, and in what ways your magic manifests about you. Your Area of Study grants you features at 3rd level, and again at 6th, 10th, and 14th level.

* The Defender -- A student of the Defender is a warrior that loves to get into the very front of the battle. Their magic is closely related to the Abjuration school of magic, deflecting blows from themselves & protecting their allies.
* The Elements -- Battle Mages that take the Study of the Elements are individuals that are drawn to a particular aspect of nature. The destructive power of a roaring inferno, the staggering shock of a lightning bolt, or the freezing cold of a blizzard.
* The Vanguard -- Students of the Vanguard learn how to channel magic more effectively through any weapon, making these Battle Mages among the most devastating on any battlefield.

### 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/Spell

Beginning at 5th level, whenever you take the attack action on your turn, one of two effects can be present

* You can attack twice, instead of once.
* You can cast a spell with the duration of instantaneous.

### Tenacious Concentration

At 7th level, your ability to concentrate on spells in combat is bolstered by repeated practice of concentration in dire situations. If you take an instance of damage less than or equal to your Constitution score while concentrating on a Battle Mage spell, you do not need to make a concentration check to maintain your spell.

Starting at 18th level, once per turn, when you fail a concentration check to maintain concentration on a Battle Mage spell, you can choose to reroll the concentration check, but must choose the new roll instead.

### Spellsword

Starting at 11th level, the magical energy that you draw from begins to directly empower your fighting & empowers your strikes in battle. On each of your turns, if your Arcane Surge is active, the first melee weapon attack or melee spell attack roll on each of your turns has advantage. Additionally, if that attack hits, the attack deals an additional 1d8 force damage.

### Surge Master

At 15th level, you obtain mastery over your Arcane Surge. You regain 1 expended use of your Arcane Surge whenever you complete a short rest.

Additionally, upon activating your Arcane Surge, choose one of the following effects to happen as you do so:

* Each creature within 10 feet of you must make a Dexterity saving throw equal to your spell save DC or take 3d6 force damage on a failed save, or half as much on a successful save.

* Your next melee weapon attack that hits a creature deals an additional 3d8 force damage.

* You can teleport up to 30 feet to an unoccupied space that you can see.

You can only use Surge Master features a maximum of once per minute, even if you activate your Arcane Surge more than once within a minute.

### Esoteric Manifestation

At 20th level, you attain the pinnacle of immersing yourself with the weave. While you are conscious, your Arcane Surge feature is always active. Your Arcane Surge does not end early as a result of being targeted by the *dispel magic* spell, or entering an area of magic cancellation, such as the area created by the *anti-magic field* spell. Additionally, once per minute, while your Arcane Surge is active, you can invoke one of your Surge Master features as a bonus action without expending one of your uses of Arcane Surge. If you are dropped to 0 hit points, the Arcane Surge ends, and you must reactivate it with one of your uses of Arcane Surge. When you reactivate your Arcane Surge in this way, the Arcane Surge is also active until you become unconscious again