{"name":"Battle Mage","overview":"[b]Quick Build.[\/b]\u00a0You can make a battlemage quickly by following these\u00a0suggestions. First, Strength or Dexterity should be your\u00a0highest ability score, followed by Intelligence. Second, choose\u00a0the Soldier or Sage background.\r\n","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:\r\n\r\n[ul]\r\n[li](a) A martial weapon and a shield or (b) Two martial weapons[\/li]\r\n[li](a) Scholar's Pack or (b) Explorer's Pack[\/li]\r\n[li](a) Scale Mail or (b) Chain Shirt or (c) Leather Armor[\/li]\r\n[li]Arcane Focus[\/li]\r\n[\/ul]\r\n","spellcasting":"[h1]Spellcasting[\/h1]\r\n\r\nThrough your innate curiosity, you have been able to glean\u00a0the essence of magic. Starting at 2nd level, you can cast and\u00a0learn spells from the battlemage Spell List\r\n\r\n[h2]Cantrips[\/h2]\r\n\r\nAt 2nd level, you know two cantrips of your choice from the\u00a0battlemage spell list. You learn an additional cantrip at 6th\u00a0level, and again at 15th level. You learn more spells as you\u00a0obtain levels in the battlemage class, as shown in the\u00a0battlemage table.\r\n\r\n[h2]Spell Known of 1st Level & Higher[\/h2]\r\n\r\nYou know two 1st level spells of your choice from the\u00a0battlemage spell list. The spells known column of the\u00a0Battlemage table shows when you learn more Battlemage\u00a0spells of your choice. Each of these spells must be of a level\r\nfor which you have spell slots.\r\n\r\nAdditionally, when you gain a level for this class, you can\u00a0choose one of the Battlemage spells you know and replace it\u00a0with another spell from the Battlemage spell list, which also\u00a0must be of a level for which you have spell slots.\r\n\r\n[h2]Spellcasting Ability[\/h2]\r\n\r\nIntelligence is your spellcasting ability for your Battlemage\u00a0spells, since they were learned through reading and studying\u00a0their essence. Additionally, you use your Intelligence modifier\u00a0when determining your saving throw DC for a Battlemage\u00a0spell you cast and when making an attack roll with one.\r\n\r\nSpell Save DC = 8 + your proficiency bonus + your\u00a0Intelligence Modifier\r\n\r\nSpell Attack Modifier = your proficiency bonus + your\u00a0Intelligence Modifier\r\n\r\n[h1]Spellcasting Focus[\/h1]\r\n\r\nYou can use an arcane focus (see chapter 5 in PHB\u00a0\"Equipment\") as your spellcasting focus for casting\u00a0Battlemage spells.","class_features":"[h1]Mana[\/h1]\r\n\r\nStarting at 1st level, your study of the arcane has allowed you\u00a0to harness the power of the weave directly. Your ability to\u00a0manipulate raw arcane energy is measured in Mana Points.\u00a0The number of Mana points you carry at each level is equal to\u00a0your battlemage level. You can spend these points to fuel\u00a0various Mana features, such as your Battle Magic detailed\u00a0below. The maximum number of mana points you're allowed\u00a0to spend on a mana feature is in the Mana features & Mana\u00a0points table.\r\n\r\n[h2]Mana Features & Mana Points[\/h2]\r\n\r\n[table]\r\n[tr]\r\n[th]Character Level[\/th]\r\n[th]Maximum Mana Points\u00a0 for a Feature[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st - 4th[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th - 8th[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th - 12th[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th - 16th[\/td]\r\n[td]4[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th - 20th[\/td]\r\n[td]5[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\nYou 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.\u00a0\r\n\r\n[h1]Battle Magic[\/h1]\r\n\r\nIn combat, you fight with pure arcane energy coursing\u00a0through your body that makes your weapons & armor feel\u00a0lighter and sharpens your mind, giving you a distinct edge in\u00a0the fight. You can activate Battle Magic as a bonus action on\u00a0your turn.\r\n\r\nWhile Battle Magic is active, you gain the following\u00a0benefits when you spend the listed number of mana points:\r\n\r\nAny Number:\r\n\r\n[ul]\r\n[li]Your melee weapon attacks are considered magical for the\u00a0purpose of overcoming resistances & immunities to\u00a0nonmagical bludgeoning, piercing, and slashing damage.[\/li]\r\n[li]You can add your choice of your Dexterity or Intelligence\u00a0Modifier when determining your AC.[\/li]\r\n[\/ul]\r\n1 mana point: You gain a +1 bonus to weapon attack rolls,damage rolls, and Armor Class.\r\n\r\n3 mana points: You gain a +2 bonus to weapon attack\u00a0rolls, damage rolls, and Armor Class.\r\n\r\n5 mana points: You gain a +3 bonus to weapon attack\u00a0rolls, damage rolls, and Armor Class.\r\n\r\nBattle Magic lasts for 1 minute, and ends early if you are\u00a0knocked unconscious, targeted by a counterspell upon\u00a0activation, or enter an area of magic cancellation.\r\n\r\n[h1]Studious Path[\/h1]\r\n\r\nAt 1st level, your study of the natural world has given you\u00a0greater insight on how everything really works. You gain\u00a0proficiency in your choice of Arcana, History, Nature, or\u00a0Religion.\r\n\r\n[h1]Fighting Style[\/h1]\r\n\r\nAt 2nd level, you adopt a particular style of fighting as your\u00a0specialty. Choose one of the following options. You can't take\u00a0a Fighting Style option more than once, even if you later get\u00a0to choose again.\r\n\r\n[h3]Defense[\/h3]\r\n\r\nWhile you are wearing Armor, you gain a +1 bonus to AC\r\n\r\n[h3]Dueling[\/h3]\r\n\r\nWhen you are wielding a melee weapon in one hand and no\u00a0other weapons, you gain a +2 bonus to damage rolls with that\u00a0weapon.\r\n\r\n[h3]Great Weapon Fighting[\/h3]\r\n\r\nWhen you roll a 1 or 2 on a damage die for an attack you\u00a0make with a melee weapon that you are wielding with two\u00a0hands, you can reroll the die and must use the new roll. The\u00a0weapon must have the two-handed or versatile property for\u00a0you to gain this benefit.\r\n\r\n[h3]Two-Weapon Fighting[\/h3]\r\n\r\nWhen you engage in two-weapon fighting, you can add your\u00a0ability modifier to the damage of the second attack.\r\n\r\n[h1]Mana Recovery[\/h1]\r\n\r\nStarting at 2nd level, you are able to recover your mana\u00a0points before taking a long rest. As a bonus action on your\u00a0turn, you regain a number of mana points corresponding to\u00a0the spell slot expended as shown in the Mana Recovery table.\r\n\r\n[h3]Mana Recovery[\/h3]\r\n\r\n[table]\r\n[tr]\r\n[th]Slot Level[\/th]\r\n[th]Mana Points[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]5[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]6[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]7[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\nYou have three uses of this feature. You regain expended\u00a0uses once you complete a short or long rest.\r\n\r\nAdditionally, upon completing a short rest, you may regain\u00a0a number of mana points that correspond to the highest level\u00a0spell slot available to you in the Mana Recovery table. For\u00a0example, as a 5th level battlemage, you have two 2nd level\u00a0spell slots and four 1st-level spell slots. If you take a short\u00a0rest, you may regain up to 3 mana points corresponding to\u00a0your 2nd level spell slot. Even if you expend both 2nd level\u00a0spell slots, you may still recover up to 3 mana points from a\u00a0short rest.\r\n\r\n[h1]Area of Study[\/h1]\r\n\r\nAt 3rd level, you choose an Area of Study.\u00a0Your choices range from the Study of the Vanguard, Study\u00a0of the Defender, Study of the Devout, the Study of Elements,\u00a0and the Study of Mortality. Each area of study provides youwith unique features & ways to utilize your Mana points\u00a0differently.\r\n\r\nYour Area of Study grants you features at 3rd level and\u00a0again at 6th, 10th, and 14th level.\r\n\r\n[h1]Battle Magic Features[\/h1]\r\n\r\nAt 3rd level, your control over arcane energy becomes\u00a0stronger, allowing you to produce unique effects. You gain 3\u00a0features that you can use while Battle Magic is active:\u00a0Concussive Strike, Arcane Readiness, and Jarring Strike. All\u00a0saving throw DC's for these features are equal to your\u00a0battlemage Spell save DC.\r\n\r\n[h3]Concussive Strike[\/h3]\r\n\r\nWhen you hit a creature with a melee weapon attack, you can\u00a0spend 1 mana point to attempt to disorient them with a\u00a0concussive blast of energy. The creature takes 1d6 force\u00a0damage in addition to the weapon's damage and must make a\u00a0Constitution saving throw. On a failed save, the creature has\u00a0disadvantage on all attack rolls and ability checks until it\u00a0takes damage or the start of your next turn, whichever comes\u00a0first. Additionally, while the creature has disadvantage on\u00a0attack rolls and ability checks, attack rolls against the\u00a0creature have advantage.\r\n\r\n[h3]Arcane Readiness[\/h3]\r\n\r\nYou can use your control of the arcane to ready yourself for\u00a0any sort of magical assault. As a bonus action, you can spend\u00a01 mana point to grant yourself advantage on saving throws\u00a0against spells & other magical effects until the start of your\u00a0next turn.\r\n\r\nAdditionally, if you are targeted by a magic missile spell\u00a0while this is active, you are unaffected.\r\n\r\n[h3]Jarring Strike[\/h3]\r\n\r\nWhen you hit a Large or smaller creature with a melee\u00a0weapon attack, you can spend 1 mana point to try and force\u00a0their footing to become uneven. The creature takes 1d6 force\u00a0damage in addition to the weapon's damage and must make a\u00a0Strength or Dexterity saving throw (their choice). On a failed\u00a0save, the creature is knocked prone.\r\n\r\n[h1]Ability Score Improvement[\/h1]\r\n\r\nWhen you reach 4th level, and again at 8th, 12th, 16th and\u00a019th level, you can increase one ability score of your choice\u00a0by 2, or you can increase two ability scores of your choice by\u00a01. As normal, you can't increase an ability score above 20\u00a0using this feature.\r\n\r\n[h1]Improved Battle Magic[\/h1]\r\n\r\nBeginning at 5th level, whenever Battle Magic is active, you can attack twice, instead of once, when you take the Attack action on your turn.\r\n\r\n[h1]Arcane Sense[\/h1]\r\n\r\nBeginning 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 [i]detect magic [\/i]or [i]identify[\/i]\u00a0without expanding a spell slot. You can use this feature a number of times equal to 1 + your Intelligence Modifier.\r\n\r\nYou regain expended uses after you complete a long rest.\r\n\r\n[h1]Tenacious Concentration[\/h1]\r\n\r\nAt 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.\r\n\r\n[h1]Magic Resilience[\/h1]\r\n\r\nAt 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.\r\n\r\n[h1]Mana Feature Improvements[\/h1]\r\n\r\nStarting 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:\r\n\r\n[ul]\r\n[li]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.[\/li]\r\n[li]If you take the attack action, you can make one melee weapon attack as a bonus action for 1 Mana points.[\/li]\r\n[li]Your movement speed increases by 5 x your bonus to attack rolls, damage rolls, and AC if you are not wearing heavy armor.[\/li]\r\n[li]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.[\/li]\r\n[\/ul]\r\n[h1]Arcane Disruption[\/h1]\r\n\r\nStarting at 14th level, As an action, you can spend 1 mana\u00a0point to create a pulse of disrupting arcane energy that\u00a0extends out to 20 feet from you in all directions. This pulse\u00a0can be blocked by 1 foot of stone, 1 inch of common metal, a\u00a0thin sheet of lead, or 3 feet of wood or dirt. Any creature,\u00a0except for you, concentrating on a spell while within the\u00a0pulse's area must make a concentration check equal to your\u00a0spell save DC to maintain concentration on that spell.\r\n\r\nAdditionally, the moment that you create the pulse, any\u00a0creature under the effects of a spell that you are not\u00a0concentrating on can choose to make an additional saving\u00a0throw against the spell save DC of the creature that cast that\r\nspell to end the spell's effect on themselves. The saving throw\u00a0type is identical to the saving throw required upon the casting\u00a0of the spell. If the creature is unconscious or incapacitated\u00a0due to the effects of a spell that did not require a saving\u00a0throw, such as sleep, they make a Constitution saving throw\u00a0against the caster's spell save DC.\r\n\r\nIf there is a glyph of warding nearby that has not been\u00a0activated yet, then the glyph is deactivated for 1 minute. If\u00a0there is a spell currently active from a glyph of warding, then\u00a0the creator of the glyph must make a concentration check\u00a0equal to your Spell Save DC or the spell fails.\r\n\r\n[h1]Quick Cantrip[\/h1]\r\n\r\nAt 15th level, your control over magic becomes significantly\u00a0stronger, allowing you to perform minor incantations very\u00a0quickly. You can spend 1 mana point to cast a cantrip with a\u00a0casting time of 1 action as a bonus action instead.\r\n\r\n[justify][h1]Esoteric Manifestation[\/h1]\r\n[\/justify]\r\nStarting at 18th level, you obtain an understanding of magic\u00a0unlike any other. You can cast battlemage spells without\u00a0expending a spell slot. The spells you cast can be any spell on\u00a0the Battlemage spell list. You have 8 spell levels worth of\u00a0casting for this ability. For example, you can either cast a 5th\u00a0level spell and a 3rd level spell, four 2nd-level spells, or any\u00a0other combination thereof without expending a spell slot. You\u00a0regain all expended spell levels once you complete a long\u00a0rest.\r\n\r\n[h1]Mana Master[\/h1]\r\n\r\nAt 20th level, you obtain mastery over your usage of mana.\u00a0Whenever you use your action to cast a battlemage spell, you\u00a0can use your bonus action to activate Battle Magic for no\u00a0additional cost.\r\n\r\nAdditionally, you can use your Mana Recovery feature\u00a0whenever you have spell slots available.\r\n\r\nMoreover, you can use Arcane Disruption and Quick\u00a0Cantrip without spending any mana points.\r\n\r\n\r\n[h1]Battlemage Spell List[\/h1]\r\n\r\n[h3]Cantrips (0 Level)[\/h3]\r\n\r\nAcid Splash\r\nBlade Ward\r\nChill Touch\r\nControl Flames\r\nCreate Bonfire\r\nDancing Lights\r\nFire Bolt\r\nFrostbite\r\nGust\r\nLight\r\nMending\r\nMessage\r\nMold Earth\r\nPrestidigitation\r\nRay of Frost\r\nShape Water\r\nShocking Grasp\r\nThunderclap\r\nToll the Dead\r\nTrue Strike\r\n\r\n[h3]1st Level[\/h3]\r\n\r\nAbsorb Elements\r\nAlarm\r\nCatapult\r\nCharm Person\r\nColor Spray\r\nDetect Magic\r\nFalse Life\r\nFog Cloud\r\nIdentify\r\nJump\r\nLongstrider\r\nMage Armor\r\nShield\r\nSleep\r\nThunderous Smite\r\nThunderwave\r\nUnseen Servant\r\nWrathful Smite\r\n\r\n[h3]2nd Level[\/h3]\r\n\r\nAlter Self\r\nBlindness\/Deafness\r\nBlur\r\nBranding Smite\r\nContinual Flame\r\nEnlarge\/Reduce\r\nHold Person\r\nInvisibility\r\nLevitate\r\nMagic Weapon\r\nMisty Step\r\nPhantasmal Force\r\nRope Trick\r\nSee Invisibility\r\nShadow Blade\r\nSuggestion\r\nSpider Climb\r\nWeb\r\n\r\n[h3]3rd Level[\/h3]\r\n\r\nBestow Curse\r\nBlinding Smite\r\nBlink\r\nCounterspell\r\nDispel Magic\r\nElemental Weapon\r\nFear\r\nFly\r\nHaste\r\nHypnotic Pattern\r\nLeomund's Tiny Hut\r\nMajor Image\r\nPhantom Steed\r\nProtection from Energy\r\nRemove Curse\r\nSending\r\nSleet Storm\r\nSlow\r\nThunder Step\r\nVampiric Touch\r\nWater Breathing\r\n\r\n[h3]4th Level[\/h3]\r\n\r\nArcane Eye\r\nBanishment\r\nConfusion\r\nConjure Minor Elementals\r\nControl Water\r\nDimension Door\r\nElemental Bane\r\nFire Shield\r\nFreedom of Movement\r\nGreater Invisibility\r\nMordenkainen's Faithful\r\nHound\r\nMordenkainen's Private\r\nSanctum\r\nOtiluke's Resilient Sphere\r\nStaggering Smite\r\nStoneskin\r\nWall of Fire\r\n\r\n[h3]5th Level[\/h3]\r\n\r\nBanishing Smite\r\nConjure Elemental\r\nDominate Person\r\nFar Step\r\nHold Monster\r\nRary's Telepathic Bond\r\nSkill Empowerment\r\nSteel Wind Strike\r\nWall of Force\r\nWall of Stone\r\n\r\n","subclass_options":"[h1]Area of Study[\/h1]\r\n\r\nYour Area of study determines your role on the battlefield as\u00a0a Battlemage, and truly reflects upon your reasons for\u00a0undertaking rigorous study of the arcane. Is it personal\u00a0intrigue, or is there some greater purpose for aquiring such\u00a0poentially dangerous power? While every Battlemage can tap\u00a0into the vast potential of mana, each and every Battlemage\u00a0does different things with that mana. Battlemages adopt their\u00a0area of study from their role on a battlefield, their intrigues in\u00a0a personal life, or a combination of the two.\r\n\r\n[h2]Study of the Defender[\/h2]\r\n\r\nA student of the Defender is a warrior that loves to get into\u00a0the very front of the battle. Their magic is closely related to\u00a0the Abjuration school of magic. They wear heavy armor & use\u00a0their magic to draw attention away from their allies & onto\u00a0themselves. The study of the defender is perfect for those\u00a0looking to enter the middle of the fight, stay there, and outlast\u00a0nearly any foe that crosses your path.\r\n\r\n[h3]Bonus Proficiency[\/h3]\r\n\r\nStarting at 3rd level upon taking the Study of the Defender,\u00a0you gain proficiency with heavy armor.\r\n\r\n[h3]Goading Mark[\/h3]\r\n\r\nStarting at 3rd level, you can goad your foes into attacking\u00a0you instead of your allies. When you hit a creature with a\u00a0melee weapon attack, you can spend 1 mana point to attempt\u00a0to provoke your target. The creature must make a Wisdom\u00a0saving throw equal to your spell save DC. On a failed save,\u00a0the creature has disadvantage on all attack rolls against\u00a0targets other than you until the end of your next turn.\u00a0Moreover, if that creature targets a creature other than you\u00a0while the mark is in effect, that creature has resistance to the\u00a0damage of that attack.\r\n\r\n[h3]Mana Feature: Absorb Blows[\/h3]\r\n\r\nStarting at 6th level, you can use your Mana to soften\u00a0otherwise fatal blows. Whenever you or a creature within 10\u00a0feet of you are critically hit or fail a saving throw against a\u00a0harmful effect, you can use your reaction to reduce the\u00a0incoming damage by 1d10 + your Intelligence modifier + your\u00a0Battlemage level for 1 mana point. You reduce the damage by\u00a0another 1d10 for every mana point you spend to reduce the\u00a0damage. Additionally, upon using your Absorb Blows feature,\u00a0your next melee weapon attack made within 1 minute deals\u00a0an additional 1d6 force damage for every 1d10 of damage\u00a0reduced. The range of this feature increases to 30 feet at 10th\u00a0level, and to 60 feet at 14th level.\r\n\r\n[h3]Dependable[\/h3]\r\n\r\nBeginning at 10th level, your keen adherence to protecting\u00a0your team is deeply seeded into your very nature. You have\u00a0advantage on saving throws against being charmed &\u00a0frightened, and can add your Intelligence modifier instead of\u00a0Wisdom or Charisma when making these saving throws.\u00a0Additionally, if you are commanded to attack an ally, you may\u00a0make an additional saving throw for each command issued.\r\n\r\nFurthermore, if you roll a 1 or 2 on a damage reduction die\u00a0from your Absorb Blows feature, you may reroll that die.\r\n\r\n[h3]Barrier[\/h3]\r\n\r\nAt 14th level, the protective nature of your mana truly begins\u00a0to shine. Once per short or long rest, when you activate Battle\u00a0Magic, you can create a protective arcane force field around\u00a0you. This barrier has hit points equal to twice your\u00a0battlemage level + your Intelligence modifier. Whenever you\u00a0take damage, the barrier takes damage instead. If this\u00a0damage reduces the barrier to 0 hit points, you take any\u00a0remaining damage.\r\n\r\nWhile the barrier has 0 hit points, it cannot absorb\u00a0damage, but the magic remains. If you spend mana points for\u00a0your Absorb Blows feature while your barrier is at 0 hit\u00a0points, your barrier regains hit points equal to 3 x the\r\nnumber of points spent.\r\n\r\nOnce the barrier is created, another cannot be created until\u00a0you complete a short or long rest. Any remaining hit points\u00a0on a barrier vanish once you complete a short or long rest.\r\n\r\n[h2]Study of the Devout\u00a0[\/h2]\r\n\r\nBattlemages that undertake the study of the Devout are\u00a0individuals that look at the powers that gods have, and seek\u00a0to understand the kind of magic they wield. These individuals\u00a0are not necessarily devoted to a god in particular. Devout\u00a0Battlemages do not obtain power from worship. They learn\u00a0how this magic works & apply it to themselves in a very direct\u00a0and straightforward manner.\r\n\r\n[h3]Healing Touch[\/h3]\r\n\r\nStarting at 3rd level, you are able to channel healing energy\u00a0through your hands. As an action, you can spend 1 mana\u00a0point to restore an additional 1d8 hit points to a creature that\u00a0you touch. Each additional mana point you spend increases\u00a0the healing done by 1d8.\r\n\r\n[h3]Divine Magic[\/h3]\r\n\r\nAt 3rd level, you learn an additional spell when you reach\u00a0certain levels in this class, as shown in the Study of the\u00a0Devout spells table. The spell counts as a battlemage spell for\u00a0you, but doesn't count against the number of battlemage\u00a0spells you know.\r\n\r\nStudy of the Devout Spells\r\n\r\n[table]\r\n[tr]\r\n[th]Battlemage Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td][i]cure wounds, healing word[\/i][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td][i]aid, lesser restoration[\/i][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td][i]revivify, beacon of hope[\/i][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td][i]aura of life, death ward[\/i][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td][i]mass cure wounds, raise dead[\/i][\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h3]Improved Healing Touch[\/h3]\r\n\r\nStarting at 6th level, your skill with healing has greatly\u00a0improved. Whenever you use your Healing Touch feature to\u00a0restore hit points, the targeted creature regains 1d6\u00a0additional hit points per mana point spent.\r\nOptionally, instead of restoring hit points, you can instead\u00a0choose to end one disease or poison affecting the targeted\u00a0creature for 1 mana point. Spending additional mana points\u00a0cures one disease or poison per mana point spent.\r\n\r\nStarting at 10th level, you can use your Healing Touch\u00a0feature to end one condition afflicting a creature that you\u00a0touch for 1 mana point. The condition can be blinded,\u00a0deafened, paralyzed, poisoned, or stunned.\r\n\r\nStarting at 14th level, you can use your Healing Touch\u00a0feature to end one spell of 5th level or lower on yourself or\u00a0one willing creature that you touch for 4 mana points.\r\n\r\n[h3]Spiritual Sense[\/h3]\r\n\r\nStarting at 10th level, your experimentation with the divine\u00a0gives you moderate awareness of good & evil presences.\u00a0Whenever you use one of your Arcane Senses to cast detect\u00a0magic, the effects of detect evil & good are also in effect, as\u00a0your attunement to the divine increases.\r\n\r\n[h3]Almighty Strike[\/h3]\r\n\r\nStarting at 14th level, you can channel an intense burst of\u00a0radiant energy to sear your enemies with divine light. Once\u00a0per turn, when you hit a creature with a melee weapon\u00a0attack, you can spend 4 mana points to deal 4d8 radiant\u00a0damage in addition to your weapon's damage. If the target is a\u00a0fiend or undead, the strike deals an additional 1d8 radiant\u00a0damage.\r\n\r\n[h2]Study of Elements[\/h2]\r\n\r\nBattlemages that take the Study of the Elements are\u00a0individuals that are drawn to a particular aspect of nature.\u00a0The destructive power of a roaring inferno, the staggering\u00a0shock of a lightning bolt, the deafening crack of thunder.Some aspect of nature has drawn these individuals to study it\u00a0& to be able to channel its essence through their own blades\u00a0& armor, as opposed to pure magical energy.\r\n\r\n[h3]Elemental Affinity[\/h3]\r\n\r\nChoose one of the following damage types: Acid, Cold, Fire,\u00a0Lightning, Poison, or Thunder. Your choice will give you\u00a0benefits regarding that damage type. At 6th level, you may\u00a0change your Elemental Affinity, but cannot do so again for 7\u00a0days. Starting at 14th level, you may change your Elemental\u00a0affinity after completing a long rest.\r\n\r\n[h3]Weapon of the Elements[\/h3]\r\n\r\nStarting at 3rd level, you can channel the very essence of\u00a0primordial energy through your weapon. When you activate\u00a0Battle Magic, you can spend 1 mana point to deal an\u00a0additional 1d4 of your Elemental Affinity damage type on\r\neach of your melee weapon attacks for 1 minute.\r\n\r\nThe bonus damage becomes 1d6 for 3 mana points, 1d8\u00a0for 4 mana points, and 1d10 for 5 mana points.\r\n\r\n[h3]Armor of the Elements[\/h3]\r\n\r\nStarting at 6th level, whenever you take Acid, Cold, Fire,\u00a0Lightning, Poison, or Thunder damage while your Battle\u00a0Magic is active, you may use your reaction to grant yourself\u00a0resistance to that damage type until the start of your next\u00a0turn for 1 mana point.\r\n\r\nAdditionally, while your Weapon of the Elements feature is\u00a0active, you gain resistance to your Elemental Affinity's\u00a0damage type.\r\n\r\n[h3]Natural Soul[\/h3]\r\n\r\nAt 6th level, you can treat any 1 on a damage die as a 2 if\u00a0those dice deal the damage type of your Elemental Affinity.\r\n\r\nSentinel of Matter\r\n\r\nStarting at 10th level, whenever your Weapon of the\u00a0Elements feature is active, each creature within 10 feet of you\u00a0has resistance to your Elemental Affinity damage type.\u00a0Additionally, if you see a creature within 30 feet of you take\u00a0Acid, Cold, Fire, Lightning, Poison, or Thunder damage you\u00a0can use your Armor of the Elements feature as a reaction to\u00a0grant that creature resistance to that damage type until the\u00a0start of your next turn for 1 mana point.\r\n\r\n[h3]Primordial Fury[\/h3]\r\n\r\nBeginning at 14th level, you are able to let the very fabric of\u00a0the primal elemental energies run rampant through you. As\u00a0an action, you channel massive amounts of energy through\u00a0you. For the next minute, each of your melee weapon attacks\u00a0deal an additional 1d6 of your Elemental Affinity damage.\u00a0Additionally, if you take damage from a melee weapon attack,\u00a0then your attacker takes 1d6 of your Elemental Affinity\u00a0damage. Moreover, if a hostile creature ends its turn within 5\u00a0feet of you, they also take 1d6 of your Elemental Affinity\u00a0damage.\r\n\r\nIf your Elemental Affinity is Thunder, then each time you\u00a0hit a creature with a melee weapon attack, each hostile\u00a0creature within 10 feet of your target also takes 1d6 thunder\u00a0damage, and if a creature hits you with a melee weapon\u00a0attack, then each hostile creature within 10 feet of you also\u00a0takes 1d6 thunder damage, and if a creature ends its turn\u00a0within 5 feet of you, it does not take additional damage.\r\n\r\nOnce you use this feature, you must complete a short or long\u00a0rest before you can use it again.\r\n\r\n[h2]Study of Mortality[\/h2]\r\n\r\nFew Battlemages are morally twisted enough to undertake\u00a0such a study. In many places, the things you learn are\u00a0considered illegal or forbidden knowledge. In your studies,\u00a0you\u2019ve focused mainly on necromancy & the study of the\u00a0energy that concern life & death. Perhaps it was once for a\u00a0noble cause, but onlookers will seldom assume so. More\u00a0powerful battlemages of this study learn how to channel\u00a0necrotic energy through their blades, becoming terrifying\u00a0presences on the battlefield.\r\n\r\n[h3]Bonus Cantrip[\/h3]\r\n\r\nStarting at 3rd level, you're more adept at minimizing\u00a0casualties. You learn the spare the dying cantrip. This does\u00a0not count against your cantrips known.\r\n\r\n[h3]Deathly Disposition[\/h3]\r\n\r\nAt 3rd level, you learn an additional spell when you reach\u00a0certain levels in this class, as shown in the Study of Mortality\u00a0spells table. The spell counts as a battlemage spell for you,\u00a0but doesn't count against the number of battlemage spells\u00a0you know.\r\n\r\nStudy of Mortality Spells\r\n[table]\r\n[tr]\r\n[th]Battlemage Level[\/th]\r\n[th]Spells[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td][i]inflict wound, ray of sickness[\/i][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td][i]gentle repose, ray of enfeeblement[\/i][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td][i]animate dead, vampiric touch[\/i][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td][i]blight, shadow of moil[\/i][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td][i]danse macabre, raise dead[\/i][\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h3]Siphon[\/h3]\r\n\r\nStarting at 6th level, you can steal life energy after striking a\u00a0creature with your weapon. If you hit a creature with a melee\u00a0weapon attack, you can deal an additional 1d6 necrotic\u00a0damage to the creature for 1 mana point. Each additional\u00a0mana point spent deals an extra 1d6 necrotic damage. If your\u00a0target has less than its hit point maximum, the damage die of\u00a0this feature becomes a d8. You regain hit points equal to half\u00a0of the necrotic damage dealt by this feature if your target is\u00a0not undead or a construct. When you reduce a creature to 0\u00a0hit points with your Siphon feature, you regain hit points\u00a0equal to the full necrotic damage dealt by your Siphon\u00a0feature if the target was not an undead or construct.\r\n\r\n[h3]Necrotic Blade[\/h3]\r\n\r\nAt 10th level, whenever you cast a spell that requires a spell\u00a0attack roll, as an action, you can instead make a single melee\u00a0weapon attack roll if your target is within reach. If the attack\u00a0hits, you may add the spell's effect on a hit to your weapon\u00a0damage. If the spell you had cast was vampiric touch, then\u00a0you may make a melee weapon attack roll in place of each of\u00a0the melee spell attack rolls that the spell requires.\r\n\r\n[h3]Forme Macabre[\/h3]\r\n\r\nStarting at 14th level, you can fundamentally alter yourself to\u00a0gain the benefits of being an undead. As an action, you can\u00a0change your creature type from humanoid to undead for 1\u00a0hour. While undead, you are immune to poison, disease,\u00a0exhaustion, and resistant to necrotic damage. While this is\u00a0active, you cannot have your hit point maximum reduced. If\u00a0you are poisoned, diseased, or take points of exhaustion when\u00a0you enter the forme macabre, the effect is suspended for the\u00a0duration of this feature. Undead with an intelligence score of\u00a08 or less cannot freely target you. If they are directly\u00a0commanded to do so, they must succeed on a Wisdom saving\u00a0throw equal to your spell save DC every time they make an\u00a0attack roll. On a failed save, they cannot attack you. You are\u00a0considered undead for features that detect undead such as a\u00a0paladin\u2019s divine sense. Once you use this feature, you must\u00a0complete a short or long rest before you can use it again.\r\n\r\n[h2]Study of Vanguard[\/h2]\r\n\r\nSomeone who has undertaken the study of the Vanguard\u00a0focuses on perfecting the balance of wielding a blade with\u00a0magical prowess. Students of the Vanguard learn how to\u00a0channel magic more effectively through any weapon, making\u00a0these students among the most devastating on any battlefield.\r\n\r\n[h3]Evoke[\/h3]\r\n\r\nStarting at 3rd level, you can use Mana to send a surge of\u00a0powerful magical energy into your target. If you hit a creature\u00a0with a melee weapon attack, you may deal 1d8 force damage\u00a0in addition to the weapon's damage for 1 mana point. Each\u00a0mana point you spend adds an additional 1d8 force damage\u00a0to the attack.\r\n\r\n[h3]Deadly Strikes[\/h3]\r\n\r\nBeginning when you choose this Area of Study at 3rd level,\u00a0whenever Battle Magic is active, your melee weapon attack\u00a0rolls score a critical hit on a roll of 19 or 20. At 14th level,\u00a0when Battle Magic is active, your melee weapon attacks\u00a0score a critical hit on a roll of 18-20.\r\n\r\n[h3]Arcane Deflect[\/h3]\r\n\r\nStarting at 6th level, your control of mana can be used\u00a0defensively. When you are hit by an attack roll, you can use\u00a0your reaction to grant yourself a +3 bonus to AC until the\u00a0start of your next turn for 1 mana point.\r\n\r\n[h3]Evoke[\/h3]\r\n\r\nStarting at 3rd level, you can use Mana to send a surge of\u00a0powerful magical energy into your target. If you hit a creature\u00a0with a melee weapon attack, you may deal 1d8 force damage\u00a0in addition to the weapon's damage for 1 mana point. Each\u00a0mana point you spend adds an additional 1d8 force damage\u00a0to the attack.\r\n\r\n[h3]Deadly Strikes[\/h3]\r\n\r\nBeginning when you choose this Area of Study at 3rd level,\u00a0whenever Battle Magic is active, your melee weapon attack\u00a0rolls score a critical hit on a roll of 19 or 20. At 14th level,\u00a0when Battle Magic is active, your melee weapon attacks\u00a0score a critical hit on a roll of 18-20.\r\n\r\n[h3]Arcane Deflect[\/h3]\r\n\r\nStarting at 6th level, your control of mana can be used\u00a0defensively. When you are hit by an attack roll, you can use\u00a0your reaction to grant yourself a +3 bonus to AC until the\u00a0start of your next turn for 1 mana point.\r\n\r\n","table_data":"Level | Proficiency Bonus | Features | Mana Points | Spells Known | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th\r\n1 | +2 | Mana, Studious Path, Battle Magic | 1 | - | - | - | - | - | - | -\u00a0\r\n2 | +2 | Fighting Style, Spellcasting, Mana Recovery | 2 | 2 | 2 | 2 | - | - | - | -\r\n3 | +2 | Area of Study, Battle Magic Features | 3 | 3 | 2 | 3 | - | - | - | -\r\n4 | +2 | Ability Score Improvement | 4 | 4 | 2 | 3 | - | - | - | -\r\n5 | +3 | Improved Battle Magic | 5 | 5 | 2 | 4 | 2 | - | - | -\r\n6 | +3 | Area of Study Aspect | 6 | 6 | 3 | 4 | 2 | - | - | -\r\n7 | +3 | Arcane Sense, Tenacious Concentration | 7 | 7 | 3 | 4 | 3 | - | - | -\r\n8 | +3 | Ability Score Improvement, Magic Resilience | 8 | 8 | 3 | 4 | 3 | - | - | -\r\n9 | +4 | - | 9 | 9 | 3 | 4 | 3 | 2 | - | -\r\n10 | +4 | Area of Study Aspect | 10 | 10 | 3 | 4 | 3 | 2 | - | -\r\n11 | +4 | Mana Feature Improvements | 11 | 11 | 3 | 4 | 3 | 3 | - | -\r\n12 | +4 | Ability Score Improvement | 12 | 11 | 3 | 4 | 3 | 3 | - | -\r\n13 | +5 | - | 13 | 12 | 3 | 4 | 3 | 3 | 1 | -\r\n14 | +5 | Area of Study Aspect, Arcane Disruption | 14 | 12 | 3 | 4 | 3 | 3 | 1 | -\r\n15 | +5 | Quick Cantrip | 15 | 13 | 4 | 4 | 3 | 3 | 2 | -\r\n16 | +5 | Ability Score Improvement | 16 | 13 | 4 | 4 | 3 | 3 | 2 | -\r\n17 | +6 | - | 17 | 14 | 4 | 4 | 3 | 3 | 3 | 1\r\n18 | +6 | Esoteric Manifestation | 18 | 14 | 4 | 4 | 3 | 3 | 3 | 1\r\n19 | +6 | Ability Score Improvement | 19 | 15 | 4 | 4 | 3 | 3 | 3 | 2\r\n20 | +6 | Mana Master | 10 | 15 | 4 | 4 | 3 | 3 | 3 | 2","jsondata":"","tags":"","templateId":"5460","blockId":"594671","world":"89e0dd74-fffe-4bd6-a579-d3ad616891d3","folder":"3630","isShared":"on"}