Battlemage
Designed by
• Art by (zix72 main class) (Stu Harrington Offensive study) (Rudi Indra A Defensive study)
About this class
As a battlemage you synergies body of martial and mind of magician to bring fear upon enemies and hope for beloveds.
Domains
Blade
Arcana
Starting stats
Hope feature
Class features
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Miraculous hands
Your magic flows naturally through your fingertips, allowing you to imbue mundane objects with subtle magical effects. With a touch, you may create any small unharmful magical effect of your choice, such as causing an object to emit a soft glow, filling the cloth with a familiar scent, or making a blade hum with a resonant tone.
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Enchanter
Your martial training and arcane knowledge are inseparable. When you deal damage with a physical weapon, you may change its damage type to magical.
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Lethal theurgy
Your connection to magic sharpens every strike with arcane force. Whenever you roll any magical damage, add one additional die to the result based on your current Tier:
Tier 1(level 1) D4
Tier 2(level 2-4) D6
Tier 3(level 5-7) D8
Tier 4(level 8-10) D10
Class items
- Heart shaped locket with picture of a close person or a broken dagger of a with sign of sworn enemy.
Character questions
Background prompts
- What are making you physically gifted and magically talanted?
- Who taught you or were you always this way?
- Why you chosee this life instead of any other?
Connection prompts
- What exploit I made to be respected by you?
- Who am I for you in your lifepath?
- Why do I make you to be better, than you were before?
Subclass cards
Printable via header menu
Offensive study
Foundation
SPELLCAST TRAIT: Agility
Attacking training: Add half of your tier to your attack rolls
Harassment: you can mark 1 stress to give disadvantage for target's current roll, within far range
Offensive study
Specialization
Turning magic point: When you rolled a maximum possible number on one of the damaging dice with magical damage type, mark 1 stress and roll additional dice of same type for additional damage.
Dangerous critic: When you roll critical success on you attack with magic damage, instead of additional damage from critical hit, make target vulnerable.
Offensive study
Mastery
Hyperfocus: Once per short rest you may mark 2 stress to gain the following benefits until your next short rest:
1) When swapping domain cards you may spend hope instead of marking stress, at the same cost
2) Choose one: +1 to proficiency, or add your spellcasting trait to the Difficulty of a reaction roll the spell causes the target to make.
Defensive study
Foundation
SPELLCAST TRAIT: Strength
Protective training: Add your Tier to all of your damage thresholds
I got you: Spend 2 hope, to make target's current duality roll's hope die into d20
Defensive study
Specialization
Brittle Confidence: When somebody misses attack on you, you gain +1 to evasion, you can add evasion no more than your proficency, and if you get hit, you loose all of your evasion from Brittle confidence
Decisive Miracle: When you score a critical success, all allies withing close range clears one stress, if they cant clear stress, then they get one hope
Defensive study
Mastery
Hyperfixation: Once per short rest you may spend 2 hope to gain the following benefits until your next short rest:
1)When using Lock in or I got you, you may mark one stress instead of spending hope.
2)Choose one: add half of your proficency to evasion, or add your spellcating trait to severe damage threshold
Battlemage
As a battlemage you synergies body of martial and mind of magician to bring fear upon enemies and hope for beloveds.
Domains
Blade + Arcana
Starting Evasion
11
Starting Hit Points
6
Class Items
- • Heart shaped locket with picture of a close person or a broken dagger of a with sign of sworn enemy.
Battlemage’s Hope Feature
Lock in : Spend 3 hope, to make current duality roll with d20 as your hope and fear die.
Class Features
Miraculous hands
Your magic flows naturally through your fingertips, allowing you to imbue mundane objects with subtle magical effects. With a touch, you may create any small unharmful magical effect of your choice, such as causing an object to emit a soft glow, filling the cloth with a familiar scent, or making a blade hum with a resonant tone.
Enchanter
Your martial training and arcane knowledge are inseparable. When you deal damage with a physical weapon, you may change its damage type to magical.
Lethal theurgy
Your connection to magic sharpens every strike with arcane force. Whenever you roll any magical damage, add one additional die to the result based on your current Tier: Tier 1(level 1) D4 Tier 2(level 2-4) D6 Tier 3(level 5-7) D8 Tier 4(level 8-10) D10
Battlemage Subclasses
Choose either the Offensive study or Defensive study subclass.
Offensive study
Play offensive study, to harass enemies by bringing death to their life and hex unpon their last lifetime
Spellcast Trait
Agility
Foundation Features
Attacking training: Add half of your tier to your attack rolls
Harassment: you can mark 1 stress to give disadvantage for target's current roll, within far range
Specialization Feature
Turning magic point: When you rolled a maximum possible number on one of the damaging dice with magical damage type, mark 1 stress and roll additional dice of same type for additional damage.
Dangerous critic: When you roll critical success on you attack with magic damage, instead of additional damage from critical hit, make target vulnerable.
Mastery Feature
Hyperfocus: Once per short rest you may mark 2 stress to gain the following benefits until your next short rest:
1) When swapping domain cards you may spend hope instead of marking stress, at the same cost
2) Choose one: +1 to proficiency, or add your spellcasting trait to the Difficulty of a reaction roll the spell causes the target to make.
Defensive study
Play defensive study, to use your gifts to benefit yourself and close ones
Spellcast Trait
Strength
Foundation Features
Protective training: Add your Tier to all of your damage thresholds
I got you: Spend 2 hope, to make target's current duality roll's hope die into d20
Specialization Feature
Brittle Confidence: When somebody misses attack on you, you gain +1 to evasion, you can add evasion no more than your proficency, and if you get hit, you loose all of your evasion from Brittle confidence
Decisive Miracle: When you score a critical success, all allies withing close range clears one stress, if they cant clear stress, then they get one hope
Mastery Feature
Hyperfixation: Once per short rest you may spend 2 hope to gain the following benefits until your next short rest:
1)When using Lock in or I got you, you may mark one stress instead of spending hope.
2)Choose one: add half of your proficency to evasion, or add your spellcating trait to severe damage threshold
Background Questions
Answer any of the following, or create your own.
- • What are making you physically gifted and magically talanted?
- • Who taught you or were you always this way?
- • Why you chosee this life instead of any other?
Connections
Ask one of the following, or improvise.
- • What exploit I made to be respected by you?
- • Who am I for you in your lifepath?
- • Why do I make you to be better, than you were before?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.