Battlemages practice magic as a physical discipline: a spell is a feint, a ward is a parry, and a weapon is another line in the same argument. They combine disciplined weapon attacks with a measured progression of prepared spells, excelling at close-quarters combat where they can defend themselves and answer threats with force. Their magic is potent but less varied than a full spellcaster's, and their durability depends on timing rather than heavy armor.
Make every spell a stance and every strike a spell.
Hybrid spellcaster and weapon combatant: tactical damage, self-defense, and flexible battlefield response.
BBattlemage
At a glance
Level
1
Proficiency
+2
bonus at this level
Measured Parry
Hit die d8
PrimaryIntelligenceDexterity
Features
22, levels 1 to 20
1Level 1, reached
Spellsteel Training
You gain proficiency with all Simple and Martial weapons, Light armor, Medium armor, and Shields. You can use an Arcane Focus or a weapon you're proficient with as a Spellcasting Focus for your Battlemage spells.
Measured Parry
When a creature you can see hits you with an attack, you can use your Reaction and expend one use of this feature to attempt a parry. Make a Dexterity saving throw: DC 10 for Bludgeoning, Piercing, or Slashing damage; DC 15 for Fire, Cold, Lightning, Force, Poison, Acid, or any other damage type except Psychic or Thunder. For Psychic or Thunder damage, make an Intelligence saving throw against DC 15. On a success, reduce the attack's damage by 1d8 + your Intelligence modifier (minimum reduction of 1); on a failure, the attack deals damage normally. You have uses equal to your Proficiency Bonus and regain all expended uses when you finish a Long Rest.
Spellcasting
You learn to cast spells through weapon forms and battlefield practice. You use Intelligence as your spellcasting ability and prepare Battlemage spells as described in Spellcasting or Powers.
3Level 3
Battlemage Subclass
Choose a Battlemage subclass. Your subclass grants features at levels 3, 6, 10, and 14.
Cantrip Assault
You can replace one of your attacks with a cantrip you know that has a casting time of an action.
4Level 4
Ability Score Improvement
5Level 5
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
6Level 6
Recenter
You regain one expended use of Measured Parry when you finish a Short Rest. In addition, its damage reduction increases to 1d10 + your Intelligence modifier.
7Level 7
Spellstrike
When you take the Attack action, you can expend a spell slot to charge one weapon hit that turn with force. The target takes an extra 2d8 Force damage for a 1st-level slot, plus 1d8 for each slot level above 1st, to a maximum of 5d8; the extra damage increases by 1d8 against a Fiend or Undead.
8Level 8
Ability Score Improvement
9Level 9
Elemental Edge
When you use Spellstrike, you can choose Acid, Cold, Fire, Lightning, or Thunder instead of Force for its extra damage.
10Level 10
Unbroken Focus
When you succeed on a saving throw to maintain Concentration, you can move up to 10 feet without provoking Opportunity Attacks. You can do so once per turn.
11Level 11
Greater Cantrip Assault
When you use Cantrip Assault, you can replace two attacks with the cantrip instead of one.
12Level 12
Ability Score Improvement
13Level 13
Battle Readiness
When you roll Initiative and have no uses of Measured Parry remaining, you regain one use.
14Level 14
Riposte Step
When you succeed on a Measured Parry saving throw, you can move up to 10 feet without provoking Opportunity Attacks. This movement does not reduce the damage further.
15Level 15
Efficient Spellstrike
When you use Spellstrike, you can expend a 1st-level spell slot instead of a higher-level slot to deal 3d8 extra damage.
16Level 16
Ability Score Improvement
17Level 17
Twin Spellstrike
When you use Spellstrike, you can charge up to two weapon hits that turn. The extra damage is rolled separately for each hit, and you expend a spell slot only once.
18Level 18
Master Parry
When you roll Initiative, you regain all expended uses of Measured Parry.
19Level 19
Ability Score Improvement and Epic Boon
20Level 20
War-Mage Ascendant
Once on each of your turns when you hit with a weapon attack, you can deal an extra 2d8 damage of a type allowed by Elemental Edge. When you cast a spell of 1st level or higher, you can also make one weapon attack as a Bonus Action.
Core traits
Hit die
d8
Primary
IntelligenceDexterity
Saves
IntelligenceConstitution
Hit points per Battlemage level; Hit Points at 1st level equal 8 + your Constitution modifier, and at later levels equal (or 5) + your Constitution modifier per Battlemage level.
DefensesMeasured Parry uses a Dexterity saving throw for most damage types, or an Intelligence saving throw for Psychic and Thunder damage, as specified in the feature.
ArmorLight armor, Medium armor, Shields.
WeaponsSimple and Martial weapons.
ToolsNone. Choose two skills from Acrobatics, Arcana, Athletics, History, Insight, Investigation, Perception, and Survival.
Starting equipmentchoose A or B: (A) Chain Shirt, Shield, one Martial weapon, two Daggers, Arcane Focus, Explorer's Pack, and 9 GP; or (B) 150 GP.
ResourceSpell slots, using the Paladin half-caster spell-slot progression, and Proficiency Bonus uses of Measured Parry per Long Rest (with the class features that restore uses).
MulticlassingPrerequisite: Intelligence 13. When you multiclass into Battlemage, you gain proficiency with Light armor, Medium armor, and one Simple or Martial weapon of your choice. Determine multiclass spell slots by adding half your Battlemage levels, rounded up, to your levels in other spellcasting classes, then consult the multiclass spellcaster table; your prepared Battlemage spells remain limited to what a single-class Battlemage of your level can prepare.
Spells and options
How it casts
Spellcasting: You learn two cantrips of your choice from the Wizard spell list at level 1 and learn additional Wizard cantrips as shown by your class progression; at level 10, learn one additional Wizard cantrip.
You prepare a number of Battlemage spells equal to your Intelligence modifier plus half your Battlemage level, rounded down (minimum one spell), choosing from the Wizard spell list; each spell must be of a level for which you have spell slots. You can change your prepared spells when you finish a Long Rest. You use Intelligence as your spellcasting ability (Spell Save DC = 8 + Proficiency Bonus + Intelligence modifier; spell attack modifier = Proficiency Bonus + Intelligence modifier). You use the Paladin spell-slot progression: no slots at level 1; at level 2, 2 first-level slots; level 3, 3 first-level; level 4, 3 first-level; level 5, 4 first-level and 2 second-level; level 6, 4 first-level and 2 second-level; level 7, 4 first-level, 3 second-level; level 8, 4 first-level, 3 second-level; level 9, 4 first-level, 3 second-level, 2 third-level; level 10, 4 first-level, 3 second-level, 2 third-level; level 11, 4 first-level, 3 second-level, 3 third-level; level 12, same as level 11; level 13, 4 first-level, 3 second-level, 3 third-level, 1 fourth-level; level 14, same as level 13; level 15, 4 first-level, 3 second-level, 3 third-level, 2 fourth-level; level 16, same as level 15; level 17, 4 first-level, 3 second-level, 3 third-level, 3 fourth-level, 1 fifth-level; level 18, same as level 17; level 19, 4 first-level, 3 second-level, 3 third-level, 3 fourth-level, 2 fifth-level; level 20, same as level 19. You regain all expended spell slots when you finish a Long Rest. The spell list field is a curated thematic selection, not a restriction on your full Wizard-list choices.
1st-Level Spells
2nd-Level Spells
3rd-Level Spells
4th-Level Spells
5th-Level Spells
Subclasses
3
Spellguard
A protective duelist who turns defense into an opening.
3: Spellguard Stance, improving defensive spell use
6: Ward Ally, redirecting danger from a nearby companion
10: Counterspell Riposte, answering a disrupted spell with a strike
14: Bastion of the Mind, strengthening resistance to magical effects
Stormbrand
An aggressive combatant who channels raw elemental power through weapon and spell.
3: Elemental Temper, attuning weapon strikes to an element
6: Arc Surge, adding elemental force to a spellstrike
10: Elemental Resistance, enduring the energy you wield
14: Cataclysmic Form, expanding your elemental battlefield impact
Veil Dancer
A mobile skirmisher whose magic makes every angle a possible attack.
3: Arcane Feint, weaving a cantrip into a deceptive attack
6: Step Between, slipping through a momentary magical opening
10: Borrowed Tempo, gaining an edge after a spell or weapon hit
14: Perfect Exchange, combining movement, magic, and a decisive strike
Playing one
What it is
Battlemages practice magic as a physical discipline: a spell is a feint, a ward is a parry, and a weapon is another line in the same argument.
They combine disciplined weapon attacks with a measured progression of prepared spells, excelling at close-quarters combat where they can defend themselves and answer threats with force. Their magic is potent but less varied than a full spellcaster's, and their durability depends on timing rather than heavy armor.
How to play one
Hold a position where you can reach enemies and protect allies, then choose between a weapon attack, a cantrip, or a limited spell for the moment.
Use Measured Parry against a dangerous hit rather than spending it on every small blow; reserve spell slots for versatile control, defense, and Spellstrike when a target needs to fall quickly. Your d8 Hit Die and medium armor reward careful positioning rather than standing alone in the center of a crowd.
Make one
Personality
I watch hands, exits, and changes in tone as carefully as I watch a battlefield.
Ideal
Readiness: The best defense is the skill to answer danger before it spreads.
Bond
I carry the battlefield journal of the mentor who taught me to survive my first spell duel.
Flaw
I treat every disagreement as a contest of timing and nerve.
Quirk
Practices tiny weapon forms while listening.
Personality
I watch hands, exits, and changes in tone as carefully as I watch a battlefield.
I explain difficult magic using practical examples and blunt language.
I stay calm under pressure, then celebrate loudly once everyone is safe.
I admire people who keep practicing after they have stopped being naturally talented.
Ideals
Readiness: The best defense is the skill to answer danger before it spreads.
Mastery: Steel and spell are tools; neither deserves blind reverence.
Protection: Power is worthwhile when it keeps others from being helpless.
Bonds
I carry the battlefield journal of the mentor who taught me to survive my first spell duel.
My old company still expects me to return when its banner is raised.
I owe my life to someone I once failed to protect.
Flaws
I treat every disagreement as a contest of timing and nerve.
I trust a plan more when I have personally rehearsed every part of it.
I overextend myself to prove that magic and martial skill belong together.
Quirks
Practices tiny weapon forms while listening.
Names defensive techniques after the people who taught them.
Taps a surface to judge its distance before casting.
Automatically checks whether nearby furniture can serve as cover.
In the world
Training
Most battlemages begin as apprentices in a martial school, a wizardly college, or a military company, then train under an instructor who teaches both disciplines together.
Initiates learn weapon safety, spell theory, and how to read an attack before attempting a live parry. Some self-taught battlemages develop the craft through necessity, but established schools consider disciplined practice essential.
How others see them
Ordinary people often see battlemages as reassuring protectors or unnerving duelists who make spellcraft look like violence.
Soldiers value their versatility, while traditional academies may dismiss them as insufficiently scholarly and martial orders may distrust their magic.
Famous practitioners
BattlemageSeren VossA veteran duelist said to have caught a crossbow bolt on a flickering ward and returned it as a bolt of force.
BattlemageMarshal Ilyan KestA battlefield instructor who taught rival armies the same defensive forms, insisting that survival was not a side's property.
BattlemageNima of the Glass StepAn itinerant spellblade whose sudden arrival has ended more than one siege without a pitched battle.
Factions
The Brass Sigil
A practical school that trains spellcasters to defend city gates and fight in cramped streets.
The Open Guard
A loose fellowship of itinerant instructors who trade techniques and settle disputes through supervised duels.
The Crown's Ninth
An elite state company known for breaking magical sieges, feared as much for its discipline as its power.
Regions
The Marchwall Cities
Fortified city-states where battlemages serve as wardens and train to fight in streets and halls.
The Shiverpeak Holds
A windswept upland of dueling schools where spell and weapon forms are taught together.
The Ashen Roads
Old battlefields where independent instructors teach hard-won techniques to travelers and veterans.
Character hooks
A border fortress trained you to turn enemy magic back on its casters; now the fortress has fallen.
You left a prestigious academy after its instructors demanded that you choose between sword and spell.
A battlefield relic responds to your magic, though no one knows why.
You were hired to guard a spellcaster and discovered you surpass them in the art of war.
Your unit's only survivor, you seek the mage who abandoned it.
You teach practical spell defense to anyone willing to stand between danger and their neighbors.
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