War Mage

A sword in one hand and a magic staff in the other, war mages join the fray. Unafraid of the dangers of close quarters, they strike back with both steel and magic. The training of such wizards is demanding, but effective. Combining magic arts with martial ones, they harden both their minds and bodies. Hours spent doing field exercises in full gear and honing their martial skills make them less magically specialized, but no less skilled as spellcasters. Their fearsome arcane weapons are the quintessence of their hybrid training, the perfect instrument to both strike at their opponents and serve as a conduit for their esoteric energies.

Martial Training

Beginning when you select this tradition at 2nd level, you become proficient with three weapons of your choice and with light armor. If you are already proficient with light armor, you become proficient with medium armor.

Toughness

Also at 2nd level, all of your wizard Hit Dice become d8s. This also applies to your 1st level Hit Die for 2 extra hit points. Additionally, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.

Advanced Martial Training

Starting at 6th level, you become proficient with all simple and martial weapons, as well as with medium armor. If you are already proficient with medium armor, you become proficient with heavy armor.

Arcane Weapon

Beginning at 6th level, you can spend 8 hours to imbue a nonmagical melee weapon with magic. The resulting arcane weapon is considered a magic weapon when you (and only you) wield it. You can only own one arcane weapon at a time. If you imbue another weapon, the previous one is no longer an arcane weapon.

You can use your arcane weapon as a spellcasting focus.

Moreover, when you cast a spell with a range of “touch” or “self” that requires you to make a melee spell attack, you can use your arcane weapon. If the spell attack is successful, you deal the normal damage for your arcane weapon in addition to the spell’s effects.

Additionally, when you hit with a weapon attack made with your arcane weapon on your turn, you can cast a cantrip on the same turn as a bonus action.

Combat Magic

Starting at 10th level, when you cast a spell of 1st level or higher, choose one of the following effects:

  • Gain a +2 bonus to your AC until the start of your next turn.
  • Gain a number of temporary hit points equal to twice the level of the spell.

If you make a successful attack with your arcane weapon before the end of your next turn, it gains a bonus to damage equal to the level of the spell.

Arcane Weapon Mastery

Beginning at 14th level, when you wield your arcane weapon, you have resistance to its damage type (bludgeoning, piercing, or slashing).

Additionally, when you make a weapon attack with your arcane weapon on your turn, you can use your bonus action to cast a spell of 3rd level or lower with a casting time of 1 action (you must still spend the corresponding spell slot).

Section 15: Copyright Notice

Fateforge Role-Playing Game Adventurers Core Rulebook Copyright © 2019 Studio Agate Joëlle ‘Iris’ Deschamp