Battlemage

***Restriction:*** *Institute Mage*

Some mages specialize in spells that permit them to engage in combat from afar. Battlemages, by contrast, prefer to wade into the fray alongside their blade-wielding companions, close enough to read the fear in their opponents' eyes. Their spells primarily concern personal preservation as well as control of the elements in their immediate surroundings.

## Class Features

As a battlemage, you gain the following class features.

##### Hit Points

* **Hit Dice:** 1d6 per battlemage level
* **Hit Points at 1st Level:** 6 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per battlemage level after 1st

##### Proficiencies

* **Armor:** None
* **Weapons:** Staffs
* **Tools:** Herbalism kit, medicine kit
* **Saving Throws:** Intelligence, Wisdom
* **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

##### Equipment

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

* Your personal mage's staff (quarterstaff)
* (a) a scholar's pack or (b) an explorer's pack
* A spellbook

### Spellcasting

Born a mage, your connection to the Dreaming allows you to tap into its power. You have trained in the manipulation of its energies to wield the elements, the ethereum, and the other mystical forces of the universe.

#### Cantrips

At 1st level, you know three cantrips of your choice from the Battlemage spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Battlemage table.

#### Spell Slots

The Battlemage 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.

You prepare the list of battlemage spells that are available for you to cast, choosing from the battlemage spell list. When you do so, choose a number of battlemage spells equal to your Intelligence modifier + your Battlemage level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level Battlemage, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of battlemage spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

#### Spellcasting Ability

Intelligence is your spellcasting ability for your battlemage spells, since you learn your spells through dedicated study and academic instruction. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a battlemage spell you cast and when making an attack roll with one.

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 battlemage spell as a ritual if that spell has the ritual tag and you have the spell prepared.

#### Spellcasting Focus

Your mage's staff acts as a spellcasting focus for your battlemage spells.

### Arcane Recovery

You have learned to regain some of your magical energy by meditating. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Battlemage level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level Battlemage, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

### Arcane Deflection

At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to your AC against that attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast spells other than cantrips until the end of your next turn.

### Tactical Wit

Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier.

### 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.

### Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Power Surge

At 6th level, you can store magical energy within yourself to later empower your damaging spells.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one power surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, you gain one power surge.

Once per turn when you deal damage to a creature or object with a spell, you can spend one power surge to deal extra force damage to that target. The extra damage equals half your wizard level.

### Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

### Deflecting Shroud

At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures of your choice within 60 feet of you each take force damage equal to half your battlemage level.

### Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level battlemage spell and a 2nd-level battlemage spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending a short rest in study, you can exchange one or both of the spells you chose for different spells of the same levels.

### Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level battlemage spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.