Battle Mage (True) (3.5e Class)

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Battle Mage (True)
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True Battle Mage[edit]

“Being a Battle Mage is more than simply picking up a blade and swinging after you run out of magic; any desperate mage can do that! What we do is an art!” ~Stendarr the Alacritous~

The Battle Mage is the sublime combination of the best aspects of a fighter, a mage, and a sorcerer. Although it sacrifices aspects of its parent classes, its abilities and flexibility are appealing and can be a welcomed addition to any party. Furthermore, its ability to stand its own ground can prove invaluable when frontline characters are in short supply.

Making a True Battle Mage[edit]

With a d8 hit die, medium base attack bonus, and moderate arcane magic, this class may not seem like much, but can prove impressive in the right hands. The Battle Mage’s true strength is the versatility offered by being able to wade into melee or cast spells as the course of the battle dictates. While its casting ability is not comparable to a pure mage and it lacks the accuracy or staying power of a fighter, it has enough ability to enter melee if needed.


Battle Mages pursue quests and undergo crucibles for the same reasons most other adventurers do so. However, it is the ability of being able to spontaneously call up an unprepared spell that has often proved the undoing of any underestimating the prowess of such a marriage of blade and spell. Battle Mages also seek knowledge and power, similar to wizards and it is not unheard of for a group of mages to bring along a Battle Mage to make the acquisition of dungeon loot simpler and less dangerous.


The ability of forethought can pay off when playing a battle mage. Simply because one can call up a much-needed spell in the heat of combat should not mean one does not plan ahead. The true strength of the battle mage is the ability to jump in and out of the fray as needed, provide support for a fellow fighter or help a rogue flank. Furthermore, the role of the battle mage also varies wildly with the selection of feats and schools of magic. A battle mage who focuses on illusions and enchantments can fall back on their melee skills should diplomacy or trickery fail. Similarly, a mage who focuses on abjuration and evocation can be quite a formidable foe to mages and melee fighters alike. Over time, the battle mage can use their bonus feats to craft powerful magic items or to further augment their role as a secondary caster by modifying their spells with metamagic feats.


Intelligence is needed for spellcasting, and is, therefore, is most important requisite for a battle mage. Strength is important for its role in melee combat and encumbrance. Constitution is important for hit points, which Battle Mages are lacking in. Dexterity is useful for ranged attacks, ranged spells, and armor.


Humans, always involved in conflicts, take easily to the path of a Battle Mage. Half-elves often find a strong desire to couple their human interests of war with their elven concepts of magic. Sword play and magic come naturally to elves, which can sometimes follow the path of the Battle Mage. Dwarves, Halflings, and Gnomes seldom follow this path as their societies seldom encourage war (or in the case of dwarves, magic).


Any Lawful. The path of the Battle Mage requires tireless dedication to perfection of melee combat and mastery over their spells. Only individuals of a serious conduct can endure the rigors required.

Starting Gold: 6d4 x 10gp

Starting Age:

"As wizard"

Table: The True Battle Mage

Hit Die: d<-Die size for Hit Die->

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Bonus Feat, Armored Mage (Light) 3 0
2nd +1 +3 +0 +3 Summon Familiar 4 1
3rd + + + + Immediate Magic 1/day (Full Round Action) 4 1 0
4th + + + + Armored Mage (Medium Armor) 5 1 1
5th + + + + Bonus Feat 5 2 1 0
6th + + + +
7th + + + +
8th + + + + Immediate Magic 2/day
9th + + + +
10th + + + + Bonus Feat, Additional School of Magic
11th + + + +
12th + + + +
13th + + + + Immediate Magic (Standard Action), Immediate Magic 3/day
14th + + + + <-any class features gained at this level->
15th + + + + Bonus Feat
16th + + + +
17th + + + +
18th + + + + Immediate Magic 4/day
19th + + + +
20th + + + + Bonus Feat, Additional School of Magic

Class Skills 2 + Int modifier per level, ×4 at 1st level)
The Battle Mage's class skills (and the key ability for each skill) are Concentration (Con), Craft [Any] (Int), Intimidate (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Profession (Wis), and Spellcraft (Int).

Class Features[edit]

All of the following are class features of the <-class name->.

Weapon and Armor Proficiency:

Battle Mages are proficient with all simple weapons and martial weapons. Battle Mages are proficient with light armor and medium armor, but not with shields. A Battle Mage can cast spells derived from his class levels in Battle Mage while in armor without the normal arcane spell failure chance. Any other arcane spells cast from any other class levels have the normal chance of arcane spell failure. Using a shield also carries with it the chance of arcane spell failure.

Stunted Magic:

A Battle Mage's selection of spells is extremely limited. He begins play being able to choose only spells from his known schools, which are any two of your choice plus divination. He may not use scrolls, wands, or staves from schools he cannot access. In effect, it’s as if all other schools of magic are prohibited (as per specialization for a wizard). As the True Battle Mage grows in power, he can eventually tap more power, but is eventually capped at five schools (including Divination).

Immediate Magic (Ex):

This is the signature ability of a True Battle Mage. The Battle Mage may choose to spontaneously cast any spell he has in his spellbook, even if it is a spell he does not have memorized. He must have the material components necessary, must be able to cast the spell in question, and otherwise follows the regular rules for spellcasting. Casting a spell in this fashion is a full round action initially. However, in time the Battle Mage perfects the ability to cast on the fly and at level 13 can cast any spell in this fashion as a standard action. The Battle Mage, however, can only cast in this manner a number of times per day before his personal font of magical energy is depleted.

Summon Familiar (Ex):

A Battle Mage can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. For a thorough reading, please consult the Player’s Handbook on page 54. For the types of familiars, the boons they confer upon their masters, and their progression table, please refer to page 52 in the Player’s Handbook.

Bonus Feats:

A Battle Mage may pick any metamagic or item creation feat as noted in the level progression table.


A Battle Mage casts arcane spells which are drawn from the sorcerer/wizard spell list. He can cast any spells he memorizes, the way a wizard or a cleric can, but may use the Immediate Magic ability (see class abilities) to cast spells above this normal limit. The Battle Mage utilizes a spellbook (much like a wizard), from where he records spells and prepares spells. He can record any spell he finds in his spellbook, assuming it is not from a prohibited school and that his spellbook has sufficient pages. He is dependent on his spellbook (much like a wizard) to learn spells. If his spellbook is lost or destroyed, he must replace it, similar to a wizard. Every level he increases, he can select one free spell to add to his spellbook. This represents the personal research the Battle Mage has conducted. The spell must be one from a school that he is not prohibited to access. He starts play with six 0-level spells and four 1st level spells. In addition, for every point of intelligence he has, he can further select one more spell for both 0 and 1st level spells. These spells must belong to the schools the Battle Mage has access to.

<-extraordinary class feature-> (Ex): <-class feature game rule information->

<-psi-like class feature-> (Ps): <-class feature game rule information->

<-spell-like class feature-> (Sp): <-class feature game rule information->

<-supernatural class feature-> (Su): <-class feature game rule information->

<-class feature->: <-class feature game rule information->

<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature game rule information->

<-Lather, rinse...->

<-... repeat as necessary.->

Playing a <-class name->[edit]


The highly-focused discipline of the Battle Mage requires a near permanent dedication to study; both martial and magical. So while most Battle Mages are not atheists, they do not pay homage to many deities. However, some do revere Boccob, father of all magic. Others, however, may gravitate to the teachings of Wee Jas.

Other Classes:

Battle Mages love working in groups. Being sharp enough to realize their limitations, they often team up with other mages or warriors where they can float back and forth as needed. They are not overly fond of rogues, but recognize their potential usefulness in civilized settings as well as scouts and combat compatriots. They love the zeal of paladins and respect the determination of monks as well. They also tend to fall into a good relationship with their healers (even if only for a pragmatic reason).


As a True Battle Mage levels up, it should consider picking up feats to augment the areas it utilizes the most. For example, maybe a player might want to pick up the Improved Toughness feat to keep the Battle Mage alive longer. Perhaps the player needs to break through spell resistance and picks up the Spell Penetration feat. Multi-classing is not a good idea with the True Battle Mage because all its abilities are tied to level increases and the longer one postpones the acquisition of higher levels in True Battle Mage, the more likely they are to fall behind their comrades.

Daily Life:

Most True Battle Mages wake up and immediately begin to polish their armor, sharpen their weapon, and prepare their spells. NPC Battle Mages may wake up early in the morning to arrive at formation (if associated with a military unit or a mercenary company) in order to workout with the troops. Alternatively, the Battle Mage may awaken in the morning and begin their regimen of physically intense workouts followed by a leisurely read in a private area.


Most Wizard's Halls, Academies, and Universities employ or retain a small amount of Duskblades and Battle Mages to act as sentries and security officials. While the mages may very well be able to deal with intruders, they surely don't wish to be disturbed. Furthermore, since Battle Mages stand to gain a lot from research and close proximity to other mages (due to their dependence on spellbooks), they usually join large organizations that Duskblades and Sorcerers might not; organizations whose sole mission is the retrieval of artifacts and discovery of new magical works.

<-class name-> Lore[edit]

Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

<-the appropriate skills->
DC Result
5 <-common knowledge->.
10 <-not so common knowledge->.
15 <-rare information->.
20 <-very rare information->.

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