Battlemage image


Battlemages are wizard-warriors, trained in both lethal spellcasting and heavily armored combat. They sacrifice mobility and versatility for the ability to supplement melee and ranged attacks with elemental damage and summoned creatures.

Battlemage Features
Level Feature
3rd Battlemage Mastery, Imbue Defense, Battle Ward
6th Battle Aura
14th Spell Reflect
20th Draining Aura

Battlemage Mastery

When you choose this focus at 3rd level, you gain proficiency in Heavy Armor.

Imbue Defense

3rd-level Battlemage Mystic Path feature

You can use your Imbue Magic feature to invoke powerful magic within your armor instead of your weapon. You learn the Defense Battle Imbuement.

As a bonus action, you can imbue a set of armor that you are wearing with the energy of a known Arcane Imbuement, Battle Imbuement, or Elemental Imbuement for up to 8 hours. While active, you gain either a bonus to your AC or resistance to all attacks made against you with this type of damage. Your enchantment ends if you remove your armor or if you fall unconscious.

If you use this ability to imbue the same armor again, your current enchantment leaves and is replaced by the new enchantment.

Battle Imbuement

Defense. You gain a +1 bonus to your AC. When you reach 13th level, you gain a +2 bonus to your AC.

Battle Ward

Also at 3rd level, as a reaction you can create a magical ward on a number of friendly creatures of your choice within 30 feet of you, including yourself. A creature gains a ward from 1d6 to 3d6 hit points (your choice). You have a total pool of 3d6 that you can expend. Subtract the dice given with each use from that total.

The wards last until the end of your next turn. When a warded creature is targeted with an attack that deals damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, any excess damage carries over to the creature being attacked. The ward does not benefit from any resistances from you or the warded creature.

This pool increases to 6d6 at 11th level, 9d6 at 14th level, and 12d6 at 18th level.

You regain all expended dice from your pool when you finish a long rest.

Battle Aura

At 6th level, you and friendly creatures within 10 feet of you have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.

Spell Reflect

Starting at 14th level, while wearing heavy armor, your arcane expertise allows you to redirect harmful spells back at your enemies.

When you are required to make a Willpower saving throw against a magical spell, you can use your reaction to attempt to reflect the spell back to the caster. On a successful save you reflect the harmful effect back to the caster. On a failed save, you are unable to reflect the spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Draining Aura

At 20th level, you can drain the life force of others around you to heal yourself. As an action, you create a 30-foot-radius sphere of draining aura, centered on yourself. Any number of creatures of your choice within the aura must make a Willpower saving throw. On a failed save, the aura drains 1d6 hit points. A creature can choose to fail the saving throw. You are healed for the total amount of hit points drained.

Once you use this feature, you can't use it again until you finish a long rest.


  • 2022-11-06: Wording clarifications & revisions to Imbue Defense.