War Magus (5e Class)

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War Magus[edit]

A lone warrior stands a hill looking over a bandit camp. Shouts arise as the scouts see him but by then it's too late. The man seemingly teleports into the middle of the camp and a vortex of pure energy swirls around him obliterating everything. A minute later, the man walks away from the smoldering ruin that was once the camp of the most feared bandit in history. War Magi are the epitome of magical might combined with physical abilities.

Creating a War Magus[edit]

When making a War Magus, consider questions of character like why your character is adept at both magic and physical might? What pains did they undertake to achieve this, or are they naturally gifted? Are they pompously violent, or silently righteous with this power?

Quick build

You can make a war magus quickly by following these suggestions. First, make Intelligence your highest ability score. Your next-highest score should be Constitution. Second, choose the soldier background.

Class Features

As a war magus you gain the following class features.

Hit Points

Hit Dice: 1d8 per war magus level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per war magus level after 1st

Proficiencies

Armor: Light armor, shields
Weapons: Simple weapons, rapiers
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from the following: Arcana, Athletics, Insight, Investigation, Survival and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier or (b) any simple weapon and a shield or (c) two simple weapons
  • (a) a leather armor or (b) a scale mail
  • (a) a component pouch or (b) an arcane focus
  • a explorer's pack and two daggers

Table: The war magus

Level Proficiency
Bonus
Features Arcane Maneuvers Known Cantrips known
1st +2 Cantrip Specialist, Arcane Ward, Arcane Duelist 4
2nd +2 Arcane Maneuvers, Eldritch Destruction 2 4
3rd +2 War Magus Archetype, Magic Disruption 2. 4
4th +2 Ability Score Improvement 2 4
5th +3 Magic Marksman 2 4
6th +3 Ability Score Improvement 2 5
7th +3 War Magus Archetype Feature 2 5
8th +3 Ability Score Improvement 2 5
9th +4 Magic Nullification (1 x 3rd-level) 3 5
10th +4 War Magus Archetype Feature 3 6
11th +4 Magic Marksman Improvement 3 6
12th +4 Ability Score Improvement 3 6
13th +5 Magic Nullification (2 x 4th-level) 3 6
14th +5 Ability Score Improvement 4 7
15th +5 War Magus Archetype Feature 4 7
16th +5 Ability Score Improvement 4 7
17th +6 Magic Nullification (3 x 5th-level), Eldritch Destruction Improvement 5 8
18th +6 War Magus Archetype Feature 5 8
19th +6 Ability Score Improvement 5 8
20th +6 Magical Warlord 5 8

Cantrip Specialist[edit]

Starting at 1st level, you learn how to use basic magic as a weapon.

War Magus Edge

Starting at 1st level, once in each turn, you can add your Intelligence modifier to the damage of a cantrip that doesn't already add any of your ability modifiers to its damage roll.

Cantrips Known

You learn four cantrips of your choice from the War Magus Cantrips List. As you gain levels in this class you learn more cantrips, as shown on the Cantrips column in the War Magus table.

When you cast a cantrip, intelligence is your spellcasting ability, and your Spell save DC and spell attack bonus are calculated as follows:

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier.
Spell Attack Bonus = your proficiency bonus + your Intelligence modifier.

Arcane Ward[edit]

Starting at 1st level, you can weave magic around yourself for protection. Whenever you finish a long rest, you can create a magical ward on yourself that lasts until you finish your next long rest. The ward has hit points equal to your War Magus level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.

Once you create the ward, you can't create it again until you finish a long rest.

While the ward has 0 hit points, it can't absorb damage, but its magic remains. You can use your bonus action to recover the ward to its full hit points. You can recover your ward twice, being unable to do it again until you finish a long rest.

Arcane Duelist[edit]

Starting at 1st level, you can exchange spell strikes and blasts as a pair of duelists exchange strokes of swords. When you miss a spell attack or your target succeeds on a saving throw against your cantrips, you can use your bonus action to force reroll the attack or force the target to reroll the save. The new roll must be used.

In addition, whenever a creature makes a spell attack against you or cast a spell against you, you can use your reaction to make an Intelligence (Arcana) check against the spell attack rolled or the spell save DC. On a success, the attack is made with advantage if it is an attack, or you have advantage on the save, if it is a saving throw.

Eldritch Destruction[edit]

At 2nd level, when you cause damage to a creature with a cantrip, you can force one creature within 60 feet to make a Constitution saving throw against your spell save DC, or the damage is doubled. At 17th level, the damage is tripled.

You can use this feature a number of times equal to your proficiency bonus, regaining your uses after a long rest.

Arcane Maneuvers[edit]

Starting at 2nd level, you learn how to modify and shape the magic of your cantrips trough arcane maneuvers. You learn two maneuvers at 2nd level, gaining more as you gain levels in this class, as shown on the Arcane Maneuvers column on the War Magus table.

Whenever you learn a new maneuver, you can replace an old maneuver for a new one.

Using Maneuvers

To use a maneuver, you must reduce the damage die of your cantrip in one. For example, a 5th-level War Magus casting fire bolt would deal 2d10 fire damage. To use a maneuver, that damage would be reduced to 1d10 and the effect of the chosen maneuver would take place.

If using a maneuver reduces the damage to 0, only the effect takes place.

Whenever a maneuver call for a saving throw, it uses your Spell Save DC.

Magic Disruption[edit]

At 3rd level, you learn to foil the attempts of casting made by your spellcasting foes. When a creature you can see within 30 feet cast a spell, you can cast a cantrip against it or to protect yourself using a reaction.

In addition, whenever you force a creature to make a saving throw to maintain concentration on a spell, you add your proficiency bonus to the DC of that save.

Moreover, you have advantage on saving throws against spells cast by creatures you have damaged with a cantrip since the start of your last turn.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Magic Marksman[edit]

Starting at 5th level, you learn how to manipulate your cantrips to cause more destruction. You gain the following benefits:

Arcane Barrage

When you use your action to cast a cantrip that requires a spell attack, you can attack all creatures in a 15-foot cone from your position. You must make a separate attack for each target, and can choose a different cantrip for each target. The cone increases to 30 feet at 11th level.

Mystical Explosion

When you use your action to cast a cantrip that requires a saving throw to avoid its effects, you can cause the cantrip to explode, forcing all creatures within 5 feet to make a saving throw or suffer its effects. The area of the explosion increases to 10 feet at 11th level.

Magical Versatility

Whenever you use your action to cast a cantrip, you can cast another cantrip that doesn't cause damage as part of the same action. You can cast two cantrips that doesn't cause damage at 11th level.

Magical Nullification[edit]

Starting at 9th level, you can combat the most powerful spells. When a creature within 60 feet cast a spell, you can cast counterspell without using a reaction, as a 3rd-level spell. You gain one additional use of this feature, as a 4th-level spell at 13th level, and one more as a 5th-level spell at 17th level.

You can spend two uses of Magical Nullification to cast counterspell at 7th-level and three uses to cast it at 9th-level.

If you the counterspell is successful, you can cast a cantrip using your reaction against the caster. You also restore a number of hit points to your Arcane Ward equal to twice the level of the spell Counterspelled.

Magical Warlord[edit]

Starting at 20th level, your Intelligence and Constitution scores increase in 2, to a maximum of 22.

In addition, you can cast two cantrips, instead of one, when you take the Cast a Spell action to cast a cantrip. If you normally add an ability modifier to the damage rolls of your cantrips, you don't when using this feature.

War Magus Archetypes[edit]

Spell Blade[edit]

Spellblades use magic to enhance their natural abilities. They can infuse their bodies with magic to increase their natural reflexes and strength, and use the cantrips they learn to enhance the power of their weapon strikes.

Bonus Proficiencies

At 3rd level, you gain proficiency with medium armor and martial weapons.

In addition, your cantrip's list increases to add the following options: booming blade, green-flame blade, shillelagh, magic stone. You can choose a cantrip from this list when you gain a new cantrip, or can replace one cantrip known for a cantrip of this list when you gain a War Magus level.

Infused Strikes

Starting at 3rd level, you can channel magic trough your weapons. You can use your bonus action to charge a melee weapon that lacks the heavy or two-handed property or piece of ammunition with one cantrip of choice. If you hit the attack, you release the effect of the cantrip on the target, not requiring another attack or a saving throw.

In addition, you can use your Intelligence, instead of Strength or Dexterity, for attacks and damage rolls with your infused strikes.

Physically Enhanced

Starting at 3rd level, you can infuse your body with arcane might. You add your Intelligence modifier to your Strength, Dexterity and Constitution checks.

Mystical Resilience

At 7th level, when you must make a saving throw, you can roll a d6 and add to the total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling 20 on the d20. You can use this feature after the roll, but before you know if you succeed or fail.

Once you use this feature, you can't use it again until the start of your next turn.

Magical Knight

At 10th level, you no longer need to use your bonus action to make infused strikes.

In addition, whenever you make an Infused Strike using an action, you can make a regular weapon attack using your bonus action.

Arcane Smite

At 15th level, when you score a critical hit with a infused strike, you deal additional damage equal to your War Magus level.

Eldritch Armor

Starting at 18th level, at the start of each of your turns, your Arcane Ward regain an amount of hit points equal to 5 + your Intelligence modifier, if it has no more than half hit points left.

The Arcane Ward must have at least 1 hit point to gain this benefit.

Arcane Cannon[edit]

Arcane cannons are trained to become the perfect blasters. They unleash charged blasts of arcane energy, pushing and exploding their targets in a violent explosion of arcane power.

Magical Recoil

Starting at 3rd level, when you damage a target with a cantrip, you can choose to try move the target back. You can move the target up to 30 feet back if you damage the target. You are thrown the same distance on the opposite direction, if you hit or miss.

Charged Blast

At 7th level, when you cast a cantrip, you can choose to reduce its damage and power. Before making the attack, you reduce any amount of damage dice from the cantrip.

The next time you cast a cantrip until the end of your next turn you cast a charged cantrip. On a hit, you deal additional 1d12 force damage for each die you have reduced.

If you miss the attack or the target fail the save of a charged blast, it takes normal damage instead.

Controlled Explosion

At 10th level, when you score a critical hit with a cantrip, or your target fail the saving throw, you can control the remaining arcane force as a reaction and force one creature within 5 feet of the target to make a Dexterity saving throw, or take 2d12 force damage. This increases to 3d12 at 11th level and 4d12 at 17th level.

Concentrated Expulsion

At 15th level, you can use your bonus action to enhance the power of your next cantrip cast until the end of this turn. If you deal damage with a cantrip, you treat that damage as a critical (even if it the cantrip requires a saving throw).

If you miss or the target succeeds the saving throw, you cause normal damage.

You can use this feature three times, and regain your uses of it after a long rest.

Inescapable Destruction

At 18th level, you can't have disadvantage on attack rolls with cantrips, neither creatures can have advantage on saving throws against it.

Battle Mage[edit]

Battle Mages are students of magic. They have a deeper knowledge of the arcane arts, but are still devoted to war, but not relying only on cantrips, but also in learning more powerful spells.

Spellcasting
Battle Mage Spellcasting
War Magus
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Spellcasting
When you reach 3rd level, you learn how to use spells in battle.
Cantrips
You learn two cantrips of your choice from the wizard's spell list. You learn an additional wizard cantrip of your choice at 10th level.
Spell Slots
The Battle Mage Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest.
Spells Known of 1st Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.
The Spells Known column of the Battle Mage Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Magical Versatility

Starting at 3rd level, you can use your bonus action to cast a cantrip that doesn't cause damage.

In addition, you gain proficiency in Arcana. If you are already proficient, you add twice your proficiency bonus in checks with it.

Mass Ward

At 7th level, when you finish a long rest, you can choose up to three creatures to benefit from a lesser version of your Arcane Ward. This ward lasts until you finish a long rest, and have hit points equal to your level.

In addition, whenever your ward regain hit points, the ward of the chosen creatures also regain hit points, if they are within 60 feet.

Residual Absorption

Starting at 10th level, when you use your Arcane Destruction feature, you can absorb the residual magic to recover arcane potential, using your bonus action to regain a 1st-level spell slot. At 17th level, you can use this feature to regain a 2nd-level spell slot.

You can't have more spell slots than your maximum using this feature.

Improved Absorption

At 15th level, whenever you cast counterspell successfully, you regain one spell slot of a level lower than the spell you have conterspelled. If the spell of a level lower is higher than your maximum, you can use that spell slot until the end of your turn to cast one of your spells, or that slot is loss.

Shared Absorption

At 18th level, whenever you use your Residual Absorption feature, you can cause one allied creature within 60 feet to also gain its benefits.

Magical Tactician[edit]

The magical tactician is a specialist in the shaping and mutation of cantrips, creating effects with them to suit their every need. They use strategy, positioning and experience to control the battlefield and secure the victory.

Improved Arcane Tactics

Starting at 3rd level, you can use an Arcane Maneuver without reducing the damage of your cantrips. You can use this ability a number of times equal to half your level in this class, rounded up.

In addition, you learn two additional arcane maneuvers. Each time you gain an arcane maneuver afterwards, you gain 1 additional one.

Favored Maneuver

Also at 3rd level, choose one maneuver of your choice from your known Arcane maneuvers. Once in each of your turns, you can use that maneuver without reducing the damage of your cantrip and without spending uses of your Improved Arcane Tactics.

You choose a second favored maneuver at 10th level.

Arcane Commander

Starting at 7th level, you can use your action to command one allied creature within 60 feet to take the Cast a Spell action using its reaction. If the commanded creature cast a cantrip that causes damage, you can modify that cantrip with one of your Arcane Maneuvers.

You can then use your bonus action to cast a cantrip.

Tactical Prowess

At 15th level, when you roll initiative and have no uses of your Improved Arcane Tactics feature, you regain 1 use.

Tactical Genius

At 18th level, you can apply two Arcane Maneuvers to a cantrip spending by reducing the damage in only one die (or no die, if using Favored Maneuver or Improved Arcane Tactics features).

Arcane Maneuvers[edit]

Aimed Cantrip

When you damage a creature with a cantrip, you can forgo one damage die and use a bonus action on your turn to aim, choosing one creature within 30 feet of you as your target. Your next spell attack against that creature is made at advantage.

Arcane Armor

When you cause damage to a creature with a cantrip, you can reduce that damage in one die, to gain 1d10 + your Intelligence modifier in temporary hit points using your bonus action.

Arcane Buckler

When you cause damage with a cantrip on your turn, you can reduce the damage of that cantrip in one die. If you do so, the next time you take damage from a spell, you reduce the damage taken by 1d10 + your Intelligence modifier as a reaction.

Arcane Mark

When you damage a creature with a cantrip, you can reduce the damage dice of your cantrip by 1 to create an arcane mark on that creature. The arcane mark causes the target to emit bright light in a 10 foot radius, and dim light for another 10 feet, and have Disadvantage on any checks made to hide. In addition, the next attack made against the marked creature until the end of your next turn is with advantage.

Arcane Rebuke

When you damage a creature with a cantrip, you can reduce the damage of that cantrip in one die. When you do so, until the start of your next turn you can use your reaction to cast a cantrip against a creature that misses you with an attack.

Battlefield Control

prerequisite: thorn whip, lighting lure

When you hit a creature with thorn whip or lighting lure, you can reduce the damage in one die to also move one allied creature within range, as a reaction.

Blasting Cantrip

When you hit a creature with a spell attack from a cantrip, you can reduce the damage die for that cantrip in one. If you do so, the target must succeed on a Strength saving throw, or be pushed 15 feet back.

Chained Cantrip

When you cause lighting damage to a creature with a cantrip, you can forgo one damage die of that cantrip to force another creature within 5 feet to make a Dexterity saving throw. On a failed save, that creature takes the damage of that cantrip.

Disarming Spell

When you damage a creature with a cantrip, you can forgo one damage die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. The target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Double Casting

prerequisite: 5th level

When you cause damage to a creature using a cantrip, you can forgo one die of damage to cast another cantrip using your bonus action.

Freezing Cantrip

When you cause cold damage with a cantrip, you can reduce the damage in one die and force the target to make a Strength saving throw. On a failed save, the target is restrained until the start of your next turn.

Frightening Cantrip

When you cause necrotic damage with a cantrip, you can forgo one of the damage dice to attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Precise Cantrip

When you cast a cantrip that requires an attack roll, you can reduce its damage die in one. You then roll that die and add it to the result of your spell attack.

Spell Sniping

You can reduce the damage of a cantrip that requires an attack roll in one die to double its range.

Sword and Magic

When you damage a creature with a cantrip, you can reduce the damage for that cantrip in one die to make an attack with a weapon that lacks the heavy or two-handed properties as a bonus action.

Temporary Ward

When you damage a creature with a cantrip, you can forgo one damage die and roll it, adding the number rolled to your AC until the end of this turn.

War Magus Cantrips List[edit]

acid splash, blade ward, chill touch, create bonfire, fire bolt, frostbite, light, lighting lure, mage hand, mending, message, mind sliver, minor illusion, mold earth, poison spray, primal savagery, produce flame, ray of frost, resistance, shocking grasp, sword burst, thorn whip, thunderclap, true strike.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the war magus class, you must meet these prerequisites: Charisma 13 and Strength 13 or Dexterity 13.

Proficiencies. When you multiclass into the war magus class, you gain the following proficiencies: Simple weapons, light armor.


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