clash
2016-09-14, 02:05 PM
A little background, the idea of this class is a full caster who specializes in doing damage in combat and rather than spellslots uses mana which only regenerates in combat in case it is not clear below. I would love to hear any thoughts, criticisms or suggestions.
Battle mage:
Other casters draws their power from divine entities, arcane study, or fiendish pacts. The battlemage draws power from battle itself and turns it into an equally destructive force.
Hit Dice: 1d8 per battlemage level
Proficiencies
Armor: Light armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Int, Dex
Skills: Choose 2 from Arcana, Acrobatics, History, Intimidation, Investigation, Religion
Level
Features
Mana Limit
Mana Absorption
1
Battle Magic, Battlemage's Art
2
1
2
Spellcasting, Focus Energies
3
1
3
Mana Charge
4
1
4
Ability Score Improvement
4
1
5
Explosive Spells
5
2
6
Battlemage's Art
5
2
7
-
6
2
8
Ability Score Improvement
6
2
9
Arcane Awareness
7
3
10
Spell Effect
7
3
11
Battlemage's Art
8
3
12
Ability Score Improvment
8
3
13
-
9
4
14
Battlemage's Art
9
4
15
Spell Siphon
10
4
16
Ability Score Improvement
10
4
17
-
11
5
18
Battlemage's Art
11
5
19
Abiltiy Score Improvment
12
5
20
Master Mage
12
5
1 Battle Magic
Rising tensions, high emotions, the strike of a sword or the destructive power of a spell, all of these things generate an energy around them. That energy is called mana. A battlemage learns to harness this energy to become a destructive force of their own. This process is known as Battle Magic
Mana Limit - At level 1 a battle mage can absorb up to 2 mana without expending it, this is their limit and they cannot have more mana than this. This limit increases following the entry in the battlemage table.
Mana Absorbtion - Starting at level at the beginning of each turn in a combat a battlemage absorbs 1 mana increasing their current mana by 1 if it is not already at the limit. As the battlemage progresses the amount of mana they absorb each turn increases as shown in the table.
1 Battlemage's Art
A battlemage chooses to pursue either the art of war or the art of magecraft and receives abilities detailed later.
2 Spellcasting
Starting at level 2 a battlemage can use mana to cast spells from his list of prepared spells. Casting a spell expends a number of mana equal to the spells level + 2. As you gain access to higher levels you can prepare and cast spells with mana costs within your limit. Because of the stress of casting high level spells, you can only cast one spell of each level above 5th before taking a long rest. You can cast spells with the ritual tag as rituals.
Spellcasting focus - You may use a specially made light or finesse steel weapon with which you are proficient as a spellcasting focus. Because of its required quality it costs either 10gp or the normal cost of the weapon whichever is higher.
Preparing spells - *Functions as cleric*
2 Focus Energies
During a short rest you may focus on the enrgies around you as an action to fill your mana to the limit. Once you use this ability you cannot use it again until you complete a long rest.
3 Mana charge
If you are within 30ft of an enemy you may as an action in combat you may recover an additional amount of mana equal to your mana absorption rate
5 Explosive Spells
Your spells strike with an impressive speed and impact making them harder to dodge. Anytime you cast a spell that allows a dexterity save for half damage, add 1 to the dc.
9 Arcane Awareness
Your affinity for mana opens up your senses to all the magic in the world around you. You are treated as if always being under the effects of detect magic.
10 Spell Effect
When you cast a spell that deals damage and allows a save you can expend 1 extra mana to add a spell effect as a bonus action. Anyone who fails their save against the spell is affected by the effect until the start of your next turn.
Blinding Spell - blindness
Thundering Spell - deafness
Crippling Spell - half speed
Intimidating Spell - frightened
15 Spell Siphon
You learn to absorb mana from spells even as they are cast. Anytime you take damage from a spell you regain 1 mana.
20 Master Mage
You become so in tune with mana that you absorb it instinctively in response to danger. Gain 4 mana when you roll initiative.
The Art of War
1 Magestrike
You have learned to channel magic into your strikes. Before you attack with your focus weapon you can expend 1 mana to gain +1 to the attack roll and +1d4 damage on the attack. You may expend an additional mana to increase the damage to 2d4.
1 Bonus proficiencies
You gain proficiency in medium armor and shields and one-handed martial weapons
6 Extra attack
When you take the attack action on your turn you may attack twice instead of once.
11 Improved magestrike
The dmg bonus of magestrike increases to 1d6 per mana expended and you may expend an addtional mana per strike incresing the maximum to 3d6.
14 Spell strike
You have learned to channel spellcasting directly into your blade strikes. Before you make an attack you may cast a spell that requires an attack roll into your focus weapon as a bonus action. If the attack hits the target, they take the damage of the spell in addition to the attacks normal damage. If the attack misses the mana is still expended and the spell is cast as if it missed.
18 Body of Mana
You undergo a permanent change to your body from constantly absorbing mana. Your skin takes on a colored hue and your body changes to a semi solid state. Because of this you ignore any non-magical difficult terrain, and can even move through solid objects at half your normal speed.
The Art of Magecraft
1 Up cast
Your continual study of mana has taught you how to make even the simplest spells threatening. When you cast a cantrip that deals damage you can expend 2 mana to add one additonal die of damage.
1 Bonus proficiencies
You gain proficiency in intelligence(arcana) and intelligence(Religion) checks. If you are already proficient you instead add double your proficiency bonus.
6 Powerful magic
Whenever you cast a spell using mana, if that spell deals damage, add your intelligence modifier to the damage.
11 Spellcraft
When you cast a damage dealing area spell you can modify it by changing the area's shape to either a a 40-foot cone, a 20-foot-radius spread, or a 120-foot line. Additionally you can choose to exclude 5ft sqaures from the altered spells area.
14 Spell Channel
On the turn after you cast a spell of 5th level or lower you may cast the same spell again for a reduced cost. Instead of its normal cost you may cast the spell for a number of mana equal to the spells level + 1. You must concentrate on the spell to channel it like this following the nromal rules for concentration and spellcasting. You may continue channeling a spell in this way until you do not cast it in a turn or you lose concentration on the effect.
18 Expert Crafter
When using spellcraft you may double the dimensions of all the shapes you know. As well you gain access to the following shapes: cylinder (20-foot radius, 60 feet high), , four 10-foot cubes
Battlemage spell list:
Cantrips:
Acid Splash
Blade Ward
Chill Touch
Dancing lights
Fire Bolt
Message
Poison Spray
Ray of Frost
Spare the Dying
Shocking Grasp
True Strike
Level 1:
Alarm
Burning Hands
Chromatic orb
Color Spray
Detect Magic
Grease
Healing Word
Inflict Wounds
Mage Armor
Magic Missle
Shield
Thunderwave
Witch Bolt
Level 2:
Augery
Blur
Cloud of Daggers
Flame Blade
Flaming Sphere
Gust of Wind
Heat Metal
Melf's Acid Arrow
Mirror Image
Scorching Ray
Shatter
Silence
Web
Level 3:
Call Lightning
Fear
Fireball
Fly
Haste
Lightning bolt
Protection From Energy
Sending
Sleet Storm
Stinking Cloud
Level 4:
Banishment
Blight
Evard's black tentacles
Fire Shield
Greater Invisibility
Phantasmal Killer
Wall of Fire
Level 5:
Cloudkill
Cone of Cold
Contaigion
Flame Strike
Insect Plauge
Telekinises
Wall of Force
Level 6:
Blade Barrier
Chain Lightning
Circle of Death
Disintegrate
Harm
Otiluke’s Freezing Sphere
Sunbeam
True Seeing
Level 7:
Delayed Blast Fireball
Finger of Death
Fire Storm
Forcecage
Prismatic Spray
Reverse Gravity
Level 8:
Earthquake
Incendiary Cloud
Power Word Stun
Sunburst
Telepathy
Level 9:
Imprisonment
Meteor Swarm
Power Word Kill
Prismatic Wall
Storm of Vengeance
Time Stop
Weird
Battle mage:
Other casters draws their power from divine entities, arcane study, or fiendish pacts. The battlemage draws power from battle itself and turns it into an equally destructive force.
Hit Dice: 1d8 per battlemage level
Proficiencies
Armor: Light armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Int, Dex
Skills: Choose 2 from Arcana, Acrobatics, History, Intimidation, Investigation, Religion
Level
Features
Mana Limit
Mana Absorption
1
Battle Magic, Battlemage's Art
2
1
2
Spellcasting, Focus Energies
3
1
3
Mana Charge
4
1
4
Ability Score Improvement
4
1
5
Explosive Spells
5
2
6
Battlemage's Art
5
2
7
-
6
2
8
Ability Score Improvement
6
2
9
Arcane Awareness
7
3
10
Spell Effect
7
3
11
Battlemage's Art
8
3
12
Ability Score Improvment
8
3
13
-
9
4
14
Battlemage's Art
9
4
15
Spell Siphon
10
4
16
Ability Score Improvement
10
4
17
-
11
5
18
Battlemage's Art
11
5
19
Abiltiy Score Improvment
12
5
20
Master Mage
12
5
1 Battle Magic
Rising tensions, high emotions, the strike of a sword or the destructive power of a spell, all of these things generate an energy around them. That energy is called mana. A battlemage learns to harness this energy to become a destructive force of their own. This process is known as Battle Magic
Mana Limit - At level 1 a battle mage can absorb up to 2 mana without expending it, this is their limit and they cannot have more mana than this. This limit increases following the entry in the battlemage table.
Mana Absorbtion - Starting at level at the beginning of each turn in a combat a battlemage absorbs 1 mana increasing their current mana by 1 if it is not already at the limit. As the battlemage progresses the amount of mana they absorb each turn increases as shown in the table.
1 Battlemage's Art
A battlemage chooses to pursue either the art of war or the art of magecraft and receives abilities detailed later.
2 Spellcasting
Starting at level 2 a battlemage can use mana to cast spells from his list of prepared spells. Casting a spell expends a number of mana equal to the spells level + 2. As you gain access to higher levels you can prepare and cast spells with mana costs within your limit. Because of the stress of casting high level spells, you can only cast one spell of each level above 5th before taking a long rest. You can cast spells with the ritual tag as rituals.
Spellcasting focus - You may use a specially made light or finesse steel weapon with which you are proficient as a spellcasting focus. Because of its required quality it costs either 10gp or the normal cost of the weapon whichever is higher.
Preparing spells - *Functions as cleric*
2 Focus Energies
During a short rest you may focus on the enrgies around you as an action to fill your mana to the limit. Once you use this ability you cannot use it again until you complete a long rest.
3 Mana charge
If you are within 30ft of an enemy you may as an action in combat you may recover an additional amount of mana equal to your mana absorption rate
5 Explosive Spells
Your spells strike with an impressive speed and impact making them harder to dodge. Anytime you cast a spell that allows a dexterity save for half damage, add 1 to the dc.
9 Arcane Awareness
Your affinity for mana opens up your senses to all the magic in the world around you. You are treated as if always being under the effects of detect magic.
10 Spell Effect
When you cast a spell that deals damage and allows a save you can expend 1 extra mana to add a spell effect as a bonus action. Anyone who fails their save against the spell is affected by the effect until the start of your next turn.
Blinding Spell - blindness
Thundering Spell - deafness
Crippling Spell - half speed
Intimidating Spell - frightened
15 Spell Siphon
You learn to absorb mana from spells even as they are cast. Anytime you take damage from a spell you regain 1 mana.
20 Master Mage
You become so in tune with mana that you absorb it instinctively in response to danger. Gain 4 mana when you roll initiative.
The Art of War
1 Magestrike
You have learned to channel magic into your strikes. Before you attack with your focus weapon you can expend 1 mana to gain +1 to the attack roll and +1d4 damage on the attack. You may expend an additional mana to increase the damage to 2d4.
1 Bonus proficiencies
You gain proficiency in medium armor and shields and one-handed martial weapons
6 Extra attack
When you take the attack action on your turn you may attack twice instead of once.
11 Improved magestrike
The dmg bonus of magestrike increases to 1d6 per mana expended and you may expend an addtional mana per strike incresing the maximum to 3d6.
14 Spell strike
You have learned to channel spellcasting directly into your blade strikes. Before you make an attack you may cast a spell that requires an attack roll into your focus weapon as a bonus action. If the attack hits the target, they take the damage of the spell in addition to the attacks normal damage. If the attack misses the mana is still expended and the spell is cast as if it missed.
18 Body of Mana
You undergo a permanent change to your body from constantly absorbing mana. Your skin takes on a colored hue and your body changes to a semi solid state. Because of this you ignore any non-magical difficult terrain, and can even move through solid objects at half your normal speed.
The Art of Magecraft
1 Up cast
Your continual study of mana has taught you how to make even the simplest spells threatening. When you cast a cantrip that deals damage you can expend 2 mana to add one additonal die of damage.
1 Bonus proficiencies
You gain proficiency in intelligence(arcana) and intelligence(Religion) checks. If you are already proficient you instead add double your proficiency bonus.
6 Powerful magic
Whenever you cast a spell using mana, if that spell deals damage, add your intelligence modifier to the damage.
11 Spellcraft
When you cast a damage dealing area spell you can modify it by changing the area's shape to either a a 40-foot cone, a 20-foot-radius spread, or a 120-foot line. Additionally you can choose to exclude 5ft sqaures from the altered spells area.
14 Spell Channel
On the turn after you cast a spell of 5th level or lower you may cast the same spell again for a reduced cost. Instead of its normal cost you may cast the spell for a number of mana equal to the spells level + 1. You must concentrate on the spell to channel it like this following the nromal rules for concentration and spellcasting. You may continue channeling a spell in this way until you do not cast it in a turn or you lose concentration on the effect.
18 Expert Crafter
When using spellcraft you may double the dimensions of all the shapes you know. As well you gain access to the following shapes: cylinder (20-foot radius, 60 feet high), , four 10-foot cubes
Battlemage spell list:
Cantrips:
Acid Splash
Blade Ward
Chill Touch
Dancing lights
Fire Bolt
Message
Poison Spray
Ray of Frost
Spare the Dying
Shocking Grasp
True Strike
Level 1:
Alarm
Burning Hands
Chromatic orb
Color Spray
Detect Magic
Grease
Healing Word
Inflict Wounds
Mage Armor
Magic Missle
Shield
Thunderwave
Witch Bolt
Level 2:
Augery
Blur
Cloud of Daggers
Flame Blade
Flaming Sphere
Gust of Wind
Heat Metal
Melf's Acid Arrow
Mirror Image
Scorching Ray
Shatter
Silence
Web
Level 3:
Call Lightning
Fear
Fireball
Fly
Haste
Lightning bolt
Protection From Energy
Sending
Sleet Storm
Stinking Cloud
Level 4:
Banishment
Blight
Evard's black tentacles
Fire Shield
Greater Invisibility
Phantasmal Killer
Wall of Fire
Level 5:
Cloudkill
Cone of Cold
Contaigion
Flame Strike
Insect Plauge
Telekinises
Wall of Force
Level 6:
Blade Barrier
Chain Lightning
Circle of Death
Disintegrate
Harm
Otiluke’s Freezing Sphere
Sunbeam
True Seeing
Level 7:
Delayed Blast Fireball
Finger of Death
Fire Storm
Forcecage
Prismatic Spray
Reverse Gravity
Level 8:
Earthquake
Incendiary Cloud
Power Word Stun
Sunburst
Telepathy
Level 9:
Imprisonment
Meteor Swarm
Power Word Kill
Prismatic Wall
Storm of Vengeance
Time Stop
Weird