The School of War teaches its students (often known as warmages) utilitarian magic that they drill repeatedly to ensure that they can perform under a wide variety of conditions. They are also trained to wear armour, which is almost unknown for wizards. Some deride the school for its simplistic teachings of the function of magic over the joy of study, but those who have served in battle with, or against, a warmage know their value.
Warmage Fortitude Starting at 2nd level, when you select this school, you gain proficiency in light armour. When making a Constitution saving throw to maintain concentration on a spell when you take damage, you may add your proficiency bonus. Warmage Edge From 2nd level, when you cast a spell that deals damage to one or more targets, you gain a bonus to the damage equal to your proficiency modifier. Battlemage From 6th level, when you cast a spell as an action on your turn, you can make a weapon or spell attack (if you have one available) as a bonus action. In addition, when you take an Attack action on your turn, you can cast a cantrip with a casting time of 1 action as a bonus action. Combat-casting Reflexes From 10th level, you do not have disadvantage on your ranged spell attack rolls from being within 5 feet of a hostile creature (see the Ranged Attacks in Close Combat paragraph, p195). If something else gives you disadvantage on this attack, then that still applies. In addition, when you make an opportunity attack, you may cast a cantrip with a casting time of 1 action instead of making a melee attack. Overchannel Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deal damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. Also posted on Game Masters Stash on 18 June 2021. Comments are closed.
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