Quick Build. You can make a battlemage quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Intelligence. Second, choose the Soldier or Sage background.
hit dice:
1d10
hit points at 1st level:
10 + Constitution Modifier
hit points at higher levels:
1d10 + Constitution Modifier per level after first
armor proficiencies:
Light Armor, Medium Armor, Shields
weapon proficiencies:
Simple Weapons, Martial Weapons
tools:
None
saving throws:
Strength, Intelligence
skills:
Choose two from Acrobatics, Arcana, Athletics, History, and Investigation
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A martial weapon and a shield or (b) Two martial weapons
- (a) Scholar's Pack or (b) Explorer's Pack
- (a) Scale Mail or (b) Chain Shirt or (c) Leather Armor
- Arcane Focus
spellcasting:
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 battlemage Spell List
Cantrips
At 2nd level, you know two cantrips of your choice from the battlemage spell list. You learn an additional cantrip at 6th level, and again at 15th level. You learn more spells as you obtain levels in the battlemage class, as shown in the battlemage table.
Spell Known of 1st Level & Higher
You know two 1st level spells of your choice from the battlemage spell list. The spells known column of the Battlemage table shows when you learn more Battlemage 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 Battlemage spells you know and replace it with another spell from the Battlemage spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Intelligence is your spellcasting ability for your Battlemage 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 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
Spellcasting Focus
You can use an arcane focus (see chapter 5 in PHB "Equipment") as your spellcasting focus for casting Battlemage spells.
class features:
Mana
Starting at 1st level, your study of the arcane has allowed you to harness the power of the weave directly. Your ability to manipulate raw arcane energy is measured in Mana Points. The number of Mana points you carry at each level is equal to your battlemage level. You can spend these points to fuel various Mana features, such as your Battle Magic detailed below. The maximum number of mana points you're allowed to spend on a mana feature is in the Mana features & Mana points table.
Mana Features & Mana Points
Character Level |
Maximum Mana Points for a Feature |
1st - 4th |
1 |
5th - 8th |
2 |
9th - 12th |
3 |
13th - 16th |
4 |
17th - 20th |
5 |
You regain all spent mana points after completing a long rest. You must spend at least 30 minutes of that rest not doing anything mentally taxing. You can never have more mana points than shown on the battlemage table for your level.
Battle Magic
In combat, you fight with pure arcane energy coursing through your body that makes your weapons & armor feel lighter and sharpens your mind, giving you a distinct edge in the fight. You can activate Battle Magic as a bonus action on your turn.
While Battle Magic is active, you gain the following benefits when you spend the listed number of mana points:
Any Number:
- Your melee weapon attacks are considered magical for the purpose of overcoming resistances & immunities to nonmagical bludgeoning, piercing, and slashing damage.
- You can add your choice of your Dexterity or Intelligence Modifier when determining your AC.
1 mana point: You gain a +1 bonus to weapon attack rolls,damage rolls, and Armor Class.
3 mana points: You gain a +2 bonus to weapon attack rolls, damage rolls, and Armor Class.
5 mana points: You gain a +3 bonus to weapon attack rolls, damage rolls, and Armor Class.
Battle Magic lasts for 1 minute, and ends early if you are knocked unconscious, targeted by a counterspell upon activation, or enter an area of magic cancellation.
Studious Path
At 1st level, your study of the natural world has given you greater insight on how everything really works. You gain proficiency in your choice of Arcana, History, Nature, or Religion.
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.
Defense
While you are wearing Armor, you gain a +1 bonus to AC
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.
Mana Recovery
Starting at 2nd level, you are able to recover your mana points before taking a long rest. As a bonus action on your turn, you regain a number of mana points corresponding to the spell slot expended as shown in the Mana Recovery table.
Mana Recovery
Slot Level |
Mana Points |
1st |
2 |
2nd |
3 |
3rd |
5 |
4th |
6 |
5th |
7 |
You have three uses of this feature. You regain expended uses once you complete a short or long rest.
Additionally, upon completing a short rest, you may regain a number of mana points that correspond to the highest level spell slot available to you in the Mana Recovery table. For example, as a 5th level battlemage, you have two 2nd level spell slots and four 1st-level spell slots. If you take a short rest, you may regain up to 3 mana points corresponding to your 2nd level spell slot. Even if you expend both 2nd level spell slots, you may still recover up to 3 mana points from a short rest.
Area of Study
At 3rd level, you choose an Area of Study. Your choices range from the Study of the Vanguard, Study of the Defender, Study of the Devout, the Study of Elements, and the Study of Mortality. Each area of study provides youwith unique features & ways to utilize your Mana points differently.
Your Area of Study grants you features at 3rd level and again at 6th, 10th, and 14th level.
Battle Magic Features
At 3rd level, your control over arcane energy becomes stronger, allowing you to produce unique effects. You gain 3 features that you can use while Battle Magic is active: Concussive Strike, Arcane Readiness, and Jarring Strike. All saving throw DC's for these features are equal to your battlemage Spell save DC.
Concussive Strike
When you hit a creature with a melee weapon attack, you can spend 1 mana point to attempt to disorient them with a concussive blast of energy. The creature takes 1d6 force damage in addition to the weapon's damage and must make a Constitution saving throw. On a failed save, the creature has disadvantage on all attack rolls and ability checks until it takes damage or the start of your next turn, whichever comes first. Additionally, while the creature has disadvantage on attack rolls and ability checks, attack rolls against the creature have advantage.
Arcane Readiness
You can use your control of the arcane to ready yourself for any sort of magical assault. As a bonus action, you can spend 1 mana point to grant yourself advantage on saving throws against spells & other magical effects until the start of your next turn.
Additionally, if you are targeted by a magic missile spell while this is active, you are unaffected.
Jarring Strike
When you hit a Large or smaller creature with a melee weapon attack, you can spend 1 mana point to try and force their footing to become uneven. The creature takes 1d6 force damage in addition to the weapon's damage and must make a Strength or Dexterity saving throw (their choice). On a failed save, the creature is knocked prone.
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.
Improved Battle Magic
Beginning at 5th level, whenever Battle Magic is active, you can attack twice, instead of once, when you take the Attack action on your turn.
Arcane Sense
Beginning at 7th level, you've become so attuned to the weave of magic that determining magical presences becomes trivial to you. As an Action, you can cast detect magic or identify without expanding a spell slot. You can use this feature a number of times equal to 1 + your Intelligence Modifier.
You regain expended uses after you complete a long rest.
Tenacious Concentration
At 7th level, your Battle Magic feature enhances your ability to concentrate on spells in combat by giving you a more direct connection to the weave itself. Whenever you make a concentration check to maintain a battlemage spell while Battle Magic is active, you can add your proficiency bonus to the total roll. Moreover, if you take an instance of damage less than or equal to your Intelligence score, you do not need to make a concentration check to maintain a battlemage spell you are concentrating on.
Magic Resilience
At 8th level, your familiarity with the arcane allows you to anticipate how magical effects will transpire. Whenever you must make a saving throw against a spell or a magical effect while Battle Magic is active, you can add your proficiency bonus to the roll if you are not already proficient in that saving throw.
Mana Feature Improvements
Starting at 11th level, your Battle Magic & mana features granted by your Area of Study undergo significant improvements. When Battle Magic is active, you gain the following benefits on top of the bonus to attack rolls, damage rolls, and Armor Class:
- You gain a bonus to saving throw against spells and harmful effects equal to the bonus granted to attack rolls, damage rolls, and Armor Class.
- If you take the attack action, you can make one melee weapon attack as a bonus action for 1 Mana points.
- Your movement speed increases by 5 x your bonus to attack rolls, damage rolls, and AC if you are not wearing heavy armor.
- Absorb Blows, Evoke, Healing Touch, Weapon of the Elements, and Siphon cost 1 less mana point to produce a desired effect, and can be done for no cost at their lowest level.
Arcane Disruption
Starting at 14th level, As an action, you can spend 1 mana point to create a pulse of disrupting arcane energy that extends out to 20 feet from you in all directions. This pulse can be blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Any creature, except for you, concentrating on a spell while within the pulse's area must make a concentration check equal to your spell save DC to maintain concentration on that spell.
Additionally, the moment that you create the pulse, any creature under the effects of a spell that you are not concentrating on can choose to make an additional saving throw against the spell save DC of the creature that cast that
spell to end the spell's effect on themselves. The saving throw type is identical to the saving throw required upon the casting of the spell. If the creature is unconscious or incapacitated due to the effects of a spell that did not require a saving throw, such as sleep, they make a Constitution saving throw against the caster's spell save DC.
If there is a glyph of warding nearby that has not been activated yet, then the glyph is deactivated for 1 minute. If there is a spell currently active from a glyph of warding, then the creator of the glyph must make a concentration check equal to your Spell Save DC or the spell fails.
Quick Cantrip
At 15th level, your control over magic becomes significantly stronger, allowing you to perform minor incantations very quickly. You can spend 1 mana point to cast a cantrip with a casting time of 1 action as a bonus action instead.
Esoteric Manifestation
Starting at 18th level, you obtain an understanding of magic unlike any other. You can cast battlemage spells without expending a spell slot. The spells you cast can be any spell on the Battlemage spell list. You have 8 spell levels worth of casting for this ability. For example, you can either cast a 5th level spell and a 3rd level spell, four 2nd-level spells, or any other combination thereof without expending a spell slot. You regain all expended spell levels once you complete a long rest.
Mana Master
At 20th level, you obtain mastery over your usage of mana. Whenever you use your action to cast a battlemage spell, you can use your bonus action to activate Battle Magic for no additional cost.
Additionally, you can use your Mana Recovery feature whenever you have spell slots available.
Moreover, you can use Arcane Disruption and Quick Cantrip without spending any mana points.
Battlemage Spell List
Cantrips (0 Level)
Acid Splash
Blade Ward
Chill Touch
Control Flames
Create Bonfire
Dancing Lights
Fire Bolt
Frostbite
Gust
Light
Mending
Message
Mold Earth
Prestidigitation
Ray of Frost
Shape Water
Shocking Grasp
Thunderclap
Toll the Dead
True Strike
1st Level
Absorb Elements
Alarm
Catapult
Charm Person
Color Spray
Detect Magic
False Life
Fog Cloud
Identify
Jump
Longstrider
Mage Armor
Shield
Sleep
Thunderous Smite
Thunderwave
Unseen Servant
Wrathful Smite
2nd Level
Alter Self
Blindness/Deafness
Blur
Branding Smite
Continual Flame
Enlarge/Reduce
Hold Person
Invisibility
Levitate
Magic Weapon
Misty Step
Phantasmal Force
Rope Trick
See Invisibility
Shadow Blade
Suggestion
Spider Climb
Web
3rd Level
Bestow Curse
Blinding Smite
Blink
Counterspell
Dispel Magic
Elemental Weapon
Fear
Fly
Haste
Hypnotic Pattern
Leomund's Tiny Hut
Major Image
Phantom Steed
Protection from Energy
Remove Curse
Sending
Sleet Storm
Slow
Thunder Step
Vampiric Touch
Water Breathing
4th Level
Arcane Eye
Banishment
Confusion
Conjure Minor Elementals
Control Water
Dimension Door
Elemental Bane
Fire Shield
Freedom of Movement
Greater Invisibility
Mordenkainen's Faithful
Hound
Mordenkainen's Private
Sanctum
Otiluke's Resilient Sphere
Staggering Smite
Stoneskin
Wall of Fire
5th Level
Banishing Smite
Conjure Elemental
Dominate Person
Far Step
Hold Monster
Rary's Telepathic Bond
Skill Empowerment
Steel Wind Strike
Wall of Force
Wall of Stone
subclass options:
Area of Study
Your Area of study determines your role on the battlefield as a Battlemage, and truly reflects upon your reasons for undertaking rigorous study of the arcane. Is it personal intrigue, or is there some greater purpose for aquiring such poentially dangerous power? While every Battlemage can tap into the vast potential of mana, each and every Battlemage does different things with that mana. Battlemages adopt their area of study from their role on a battlefield, their intrigues in a personal life, or a combination of the two.
Study of 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. They wear heavy armor & use their magic to draw attention away from their allies & onto themselves. The study of the defender is perfect for those looking to enter the middle of the fight, stay there, and outlast nearly any foe that crosses your path.
Bonus Proficiency
Starting at 3rd level upon taking the Study of the Defender, you gain proficiency with heavy armor.
Goading Mark
Starting at 3rd level, you can goad your foes into attacking you instead of your allies. When you hit a creature with a melee weapon attack, you can spend 1 mana point to attempt to provoke your target. The creature must make a Wisdom saving throw equal to your spell save DC. On a failed save, the creature has disadvantage on all attack rolls against targets other than you until the end of your next turn. Moreover, if that creature targets a creature other than you while the mark is in effect, that creature has resistance to the damage of that attack.
Mana Feature: Absorb Blows
Starting at 6th level, you can use your Mana to soften otherwise fatal blows. Whenever you or a creature within 10 feet of you are critically hit or fail a saving throw against a harmful effect, you can use your reaction to reduce the incoming damage by 1d10 + your Intelligence modifier + your Battlemage level for 1 mana point. You reduce the damage by another 1d10 for every mana point you spend to reduce the damage. Additionally, upon using your Absorb Blows feature, your next melee weapon attack made within 1 minute deals an additional 1d6 force damage for every 1d10 of damage reduced. The range of this feature increases to 30 feet at 10th level, and to 60 feet at 14th level.
Dependable
Beginning at 10th level, your keen adherence to protecting your team is deeply seeded into your very nature. You have advantage on saving throws against being charmed & frightened, and can add your Intelligence modifier instead of Wisdom or Charisma when making these saving throws. Additionally, if you are commanded to attack an ally, you may make an additional saving throw for each command issued.
Furthermore, if you roll a 1 or 2 on a damage reduction die from your Absorb Blows feature, you may reroll that die.
Barrier
At 14th level, the protective nature of your mana truly begins to shine. Once per short or long rest, when you activate Battle Magic, you can create a protective arcane force field around you. This barrier has hit points equal to twice your battlemage level + your Intelligence modifier. Whenever you take damage, the barrier takes damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.
While the barrier has 0 hit points, it cannot absorb damage, but the magic remains. If you spend mana points for your Absorb Blows feature while your barrier is at 0 hit points, your barrier regains hit points equal to 3 x the
number of points spent.
Once the barrier is created, another cannot be created until you complete a short or long rest. Any remaining hit points on a barrier vanish once you complete a short or long rest.
Study of the Devout
Battlemages that undertake the study of the Devout are individuals that look at the powers that gods have, and seek to understand the kind of magic they wield. These individuals are not necessarily devoted to a god in particular. Devout Battlemages do not obtain power from worship. They learn how this magic works & apply it to themselves in a very direct and straightforward manner.
Healing Touch
Starting at 3rd level, you are able to channel healing energy through your hands. As an action, you can spend 1 mana point to restore an additional 1d8 hit points to a creature that you touch. Each additional mana point you spend increases the healing done by 1d8.
Divine Magic
At 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Study of the Devout spells table. The spell counts as a battlemage spell for you, but doesn't count against the number of battlemage spells you know.
Study of the Devout Spells
Battlemage Level |
Spells |
3rd |
cure wounds, healing word |
5th |
aid, lesser restoration |
9th |
revivify, beacon of hope |
13th |
aura of life, death ward |
17th |
mass cure wounds, raise dead |
Improved Healing Touch
Starting at 6th level, your skill with healing has greatly improved. Whenever you use your Healing Touch feature to restore hit points, the targeted creature regains 1d6 additional hit points per mana point spent.
Optionally, instead of restoring hit points, you can instead choose to end one disease or poison affecting the targeted creature for 1 mana point. Spending additional mana points cures one disease or poison per mana point spent.
Starting at 10th level, you can use your Healing Touch feature to end one condition afflicting a creature that you touch for 1 mana point. The condition can be blinded, deafened, paralyzed, poisoned, or stunned.
Starting at 14th level, you can use your Healing Touch feature to end one spell of 5th level or lower on yourself or one willing creature that you touch for 4 mana points.
Spiritual Sense
Starting at 10th level, your experimentation with the divine gives you moderate awareness of good & evil presences. Whenever you use one of your Arcane Senses to cast detect magic, the effects of detect evil & good are also in effect, as your attunement to the divine increases.
Almighty Strike
Starting at 14th level, you can channel an intense burst of radiant energy to sear your enemies with divine light. Once per turn, when you hit a creature with a melee weapon attack, you can spend 4 mana points to deal 4d8 radiant damage in addition to your weapon's damage. If the target is a fiend or undead, the strike deals an additional 1d8 radiant damage.
Study of Elements
Battlemages 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, the deafening crack of thunder.Some aspect of nature has drawn these individuals to study it & to be able to channel its essence through their own blades & armor, as opposed to pure magical energy.
Elemental Affinity
Choose one of the following damage types: Acid, Cold, Fire, Lightning, Poison, or Thunder. Your choice will give you benefits regarding that damage type. At 6th level, you may change your Elemental Affinity, but cannot do so again for 7 days. Starting at 14th level, you may change your Elemental affinity after completing a long rest.
Weapon of the Elements
Starting at 3rd level, you can channel the very essence of primordial energy through your weapon. When you activate Battle Magic, you can spend 1 mana point to deal an additional 1d4 of your Elemental Affinity damage type on
each of your melee weapon attacks for 1 minute.
The bonus damage becomes 1d6 for 3 mana points, 1d8 for 4 mana points, and 1d10 for 5 mana points.
Armor of the Elements
Starting at 6th level, whenever you take Acid, Cold, Fire, Lightning, Poison, or Thunder damage while your Battle Magic is active, you may use your reaction to grant yourself resistance to that damage type until the start of your next turn for 1 mana point.
Additionally, while your Weapon of the Elements feature is active, you gain resistance to your Elemental Affinity's damage type.
Natural Soul
At 6th level, you can treat any 1 on a damage die as a 2 if those dice deal the damage type of your Elemental Affinity.
Sentinel of Matter
Starting at 10th level, whenever your Weapon of the Elements feature is active, each creature within 10 feet of you has resistance to your Elemental Affinity damage type. Additionally, if you see a creature within 30 feet of you take Acid, Cold, Fire, Lightning, Poison, or Thunder damage you can use your Armor of the Elements feature as a reaction to grant that creature resistance to that damage type until the start of your next turn for 1 mana point.
Primordial Fury
Beginning at 14th level, you are able to let the very fabric of the primal elemental energies run rampant through you. As an action, you channel massive amounts of energy through you. For the next minute, each of your melee weapon attacks deal an additional 1d6 of your Elemental Affinity damage. Additionally, if you take damage from a melee weapon attack, then your attacker takes 1d6 of your Elemental Affinity damage. Moreover, if a hostile creature ends its turn within 5 feet of you, they also take 1d6 of your Elemental Affinity damage.
If your Elemental Affinity is Thunder, then each time you hit a creature with a melee weapon attack, each hostile creature within 10 feet of your target also takes 1d6 thunder damage, and if a creature hits you with a melee weapon attack, then each hostile creature within 10 feet of you also takes 1d6 thunder damage, and if a creature ends its turn within 5 feet of you, it does not take additional damage.
Once you use this feature, you must complete a short or long rest before you can use it again.
Study of Mortality
Few Battlemages are morally twisted enough to undertake such a study. In many places, the things you learn are considered illegal or forbidden knowledge. In your studies, you’ve focused mainly on necromancy & the study of the energy that concern life & death. Perhaps it was once for a noble cause, but onlookers will seldom assume so. More powerful battlemages of this study learn how to channel necrotic energy through their blades, becoming terrifying presences on the battlefield.
Bonus Cantrip
Starting at 3rd level, you're more adept at minimizing casualties. You learn the spare the dying cantrip. This does not count against your cantrips known.
Deathly Disposition
At 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Study of Mortality spells table. The spell counts as a battlemage spell for you, but doesn't count against the number of battlemage spells you know.
Study of Mortality Spells
Battlemage Level |
Spells |
3rd |
inflict wound, ray of sickness |
5th |
gentle repose, ray of enfeeblement |
9th |
animate dead, vampiric touch |
13th |
blight, shadow of moil |
17th |
danse macabre, raise dead |
Siphon
Starting at 6th level, you can steal life energy after striking a creature with your weapon. If you hit a creature with a melee weapon attack, you can deal an additional 1d6 necrotic damage to the creature for 1 mana point. Each additional mana point spent deals an extra 1d6 necrotic damage. If your target has less than its hit point maximum, the damage die of this feature becomes a d8. You regain hit points equal to half of the necrotic damage dealt by this feature if your target is not undead or a construct. When you reduce a creature to 0 hit points with your Siphon feature, you regain hit points equal to the full necrotic damage dealt by your Siphon feature if the target was not an undead or construct.
Necrotic Blade
At 10th level, whenever you cast a spell that requires a spell attack roll, as an action, you can instead make a single melee weapon attack roll if your target is within reach. If the attack hits, you may add the spell's effect on a hit to your weapon damage. If the spell you had cast was vampiric touch, then you may make a melee weapon attack roll in place of each of the melee spell attack rolls that the spell requires.
Forme Macabre
Starting at 14th level, you can fundamentally alter yourself to gain the benefits of being an undead. As an action, you can change your creature type from humanoid to undead for 1 hour. While undead, you are immune to poison, disease, exhaustion, and resistant to necrotic damage. While this is active, you cannot have your hit point maximum reduced. If you are poisoned, diseased, or take points of exhaustion when you enter the forme macabre, the effect is suspended for the duration of this feature. Undead with an intelligence score of 8 or less cannot freely target you. If they are directly commanded to do so, they must succeed on a Wisdom saving throw equal to your spell save DC every time they make an attack roll. On a failed save, they cannot attack you. You are considered undead for features that detect undead such as a paladin’s divine sense. Once you use this feature, you must complete a short or long rest before you can use it again.
Study of Vanguard
Someone who has undertaken the study of the Vanguard focuses on perfecting the balance of wielding a blade with magical prowess. Students of the Vanguard learn how to channel magic more effectively through any weapon, making these students among the most devastating on any battlefield.
Evoke
Starting at 3rd level, you can use Mana to send a surge of powerful magical energy into your target. If you hit a creature with a melee weapon attack, you may deal 1d8 force damage in addition to the weapon's damage for 1 mana point. Each mana point you spend adds an additional 1d8 force damage to the attack.
Deadly Strikes
Beginning when you choose this Area of Study at 3rd level, whenever Battle Magic is active, your melee weapon attack rolls score a critical hit on a roll of 19 or 20. At 14th level, when Battle Magic is active, your melee weapon attacks score a critical hit on a roll of 18-20.
Arcane Deflect
Starting at 6th level, your control of mana can be used defensively. When you are hit by an attack roll, you can use your reaction to grant yourself a +3 bonus to AC until the start of your next turn for 1 mana point.
Evoke
Starting at 3rd level, you can use Mana to send a surge of powerful magical energy into your target. If you hit a creature with a melee weapon attack, you may deal 1d8 force damage in addition to the weapon's damage for 1 mana point. Each mana point you spend adds an additional 1d8 force damage to the attack.
Deadly Strikes
Beginning when you choose this Area of Study at 3rd level, whenever Battle Magic is active, your melee weapon attack rolls score a critical hit on a roll of 19 or 20. At 14th level, when Battle Magic is active, your melee weapon attacks score a critical hit on a roll of 18-20.
Arcane Deflect
Starting at 6th level, your control of mana can be used defensively. When you are hit by an attack roll, you can use your reaction to grant yourself a +3 bonus to AC until the start of your next turn for 1 mana point.
Level | Proficiency Bonus | Features | Mana Points | Spells Known | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
---|
1 | +2 | Mana, Studious Path, Battle Magic | 1 | - | - | - | - | - | - | - |
2 | +2 | Fighting Style, Spellcasting, Mana Recovery | 2 | 2 | 2 | 2 | - | - | - | - |
3 | +2 | Area of Study, Battle Magic Features | 3 | 3 | 2 | 3 | - | - | - | - |
4 | +2 | Ability Score Improvement | 4 | 4 | 2 | 3 | - | - | - | - |
5 | +3 | Improved Battle Magic | 5 | 5 | 2 | 4 | 2 | - | - | - |
6 | +3 | Area of Study Aspect | 6 | 6 | 3 | 4 | 2 | - | - | - |
7 | +3 | Arcane Sense, Tenacious Concentration | 7 | 7 | 3 | 4 | 3 | - | - | - |
8 | +3 | Ability Score Improvement, Magic Resilience | 8 | 8 | 3 | 4 | 3 | - | - | - |
9 | +4 | - | 9 | 9 | 3 | 4 | 3 | 2 | - | - |
10 | +4 | Area of Study Aspect | 10 | 10 | 3 | 4 | 3 | 2 | - | - |
11 | +4 | Mana Feature Improvements | 11 | 11 | 3 | 4 | 3 | 3 | - | - |
12 | +4 | Ability Score Improvement | 12 | 11 | 3 | 4 | 3 | 3 | - | - |
13 | +5 | - | 13 | 12 | 3 | 4 | 3 | 3 | 1 | - |
14 | +5 | Area of Study Aspect, Arcane Disruption | 14 | 12 | 3 | 4 | 3 | 3 | 1 | - |
15 | +5 | Quick Cantrip | 15 | 13 | 4 | 4 | 3 | 3 | 2 | - |
16 | +5 | Ability Score Improvement | 16 | 13 | 4 | 4 | 3 | 3 | 2 | - |
17 | +6 | - | 17 | 14 | 4 | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Esoteric Manifestation | 18 | 14 | 4 | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Ability Score Improvement | 19 | 15 | 4 | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Mana Master | 10 | 15 | 4 | 4 | 3 | 3 | 3 | 2 |