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Battle Mage

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.  
LevelProficiency BonusFeaturesMana PointsSpells KnownCantrips Known1st2nd3rd4th5th
1+2Mana, Studious Path, Battle Magic1------
2+2Fighting Style, Spellcasting, Mana Recovery2222----
3+2Area of Study, Battle Magic Features3323----
4+2Ability Score Improvement4423----
5+3Improved Battle Magic55242---
6+3Area of Study Aspect66342---
7+3Arcane Sense, Tenacious Concentration77343---
8+3Ability Score Improvement, Magic Resilience88343---
9+4-993432--
10+4Area of Study Aspect10103432--
11+4Mana Feature Improvements11113433--
12+4Ability Score Improvement12113433--
13+5-131234331-
14+5Area of Study Aspect, Arcane Disruption141234331-
15+5Quick Cantrip151344332-
16+5Ability Score Improvement161344332-
17+6-1714443331
18+6Esoteric Manifestation1814443331
19+6Ability Score Improvement1915443332
20+6Mana Master1015443332

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