Deepmagic Battlemagic
Deepmagic Battlemagic
Deepmagic Battlemagic
GREG MARKS
Battle Magic
Credits
Design: Greg Marks
Development & Editing: Steve Winter
Art Director & Graphic Design: Marc Radle
Cover Art: Marcel Mercado
Interior Art: Marcel Mercado, Florian Stitz
Publisher: Wolfgang Baur
Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress.
(Elements that have previously been designated as Open Game Content are not included in this declaration.)
Open Game Content: The Open content in this book includes the battle magic feats and the battle magic spells.
No other portion of this work may be reproduced in any form without permission.
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8
Battle Magic
ny fool can swing a sword. It takes a rare Feats
individual to bend the forces of magic to
From its very beginnings, magic has been used to shift
his or her will. Rarer still are those who
the tide of conflict, whether that’s the conflict of man
combine that talent with a study of war. While raining
versus nature, man versus monster, or man versus man.
down fire and lightning can decimate an enemy’s
Knowing a few spells is one thing; having the ability to
forces, even more damage can be done to a foe by a
manipulate arcane power in a multitude of ways is the real
well-placed defensive structure, the quick movement
measure of might. Feats enable a battle mage to amplify
of allies, or a curse that impedes the enemy’s will
his or her own effectiveness, or do the same for allies.
to fight. Battle magic is not just about killing your
enemy; its true power is in controlling the flow of a
conflict so that the spellcaster’s allies can seize the
moment and win the day.
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ARCANE CHARGER ELEMENTAL TRAPPER
Prerequisite: The ability to cast at least one cantrip. Prerequisite: The ability to cast at least one spell.
When you use your action to Dash, you can cast a Your spells that do elemental damage leave a
cantrip with a range of touch by using your bonus lingering danger on the battlefield. When you gain
action. If you move at least 10 feet in a straight line this feat, choose one of the following damage types:
and hit with your cantrip, you can either add a +5 acid, cold, fire, lightning, or thunder. When you cast a
bonus to the spell’s damage roll or push the target 10 spell of 1st level or higher that does the chosen type of
feet away from you. damage, you can choose to leave behind an elemental
cloud that fills the same area as the original spell.
ARMS BOOSTER Spells that target individuals create a 5-foot-diameter
Prerequisite: The ability to cast at least one spell. cloud in the target’s space. The cloud is stationary and
You can channel the power of your spells into an lasts until the start of your next turn. Creatures that
ally’s weapon. By touching a weapon and expending end their turn inside an elemental cloud take damage
a spell slot of 1st level or higher as an action, the of the cloud’s type equal to your spellcasting ability
weapon becomes temporarily magical for a number modifier + the level of the spell slot expended when
of rounds equal to the level of the spell slot expended. the spell was cast.
The weapon counts as magical and gains a +1 bonus
to damage rolls but gains no bonus to attack rolls. INSPIRATIONAL CASTER
This effect ends when the duration expires, when you Prerequisite: The ability to cast at least one spell and
lose your concentration, or when you cast a spell that Charisma 13 or higher.
requires your concentration. Your impressive and inspiring spells rally allies to
You must complete a short or long rest before you your cause.
can use arcane infusion again. • You gain proficiency in your choice of
Intimidation or Persuasion.
BATTLECASTER
• If you target allies with a spell that does not cause
Prerequisite: The ability to cast at least one spell.
damage, those allies gain advantage on saving
You are skilled at casting spells with a weapon in hand. throws to resist effects that cause charm or fear
• You can use a weapon that you’re proficient with for a number of rounds equal to your Charisma
as a spellcasting focus. ability modifier, in addition to the normal effect
• When wielding a magical weapon that you’re of the spell.
proficient with and that provides a bonus to hit
and damage, you can also add that weapon’s MERCIFUL CASTER
bonus to damage rolls for spells you cast. Prerequisite: The ability to cast at least one spell.
• You gain proficiency with a simple or martial You are skilled at taking prisoners through the use of
weapon of your choice. even deadly magic. When damage from one of your
spells drops a creature to 0 hit points, you can choose
ELDRITCH LIFESAVER to knock that creature unconscious instead of killing
Prerequisite: The ability to cast at least one spell. it. You must complete a long rest before merciful
caster can be used again.
You’ve learned to cannibalize the power of your spells
to reinvigorate your allies. As a bonus action, you RESOLUTE CASTER
can expend a spell slot of 1st level or higher to heal Prerequisite: The ability to cast at least one spell.
yourself or an ally within 30 feet. The number of hit
Your magic takes on a life of its own when it matters
points healed equals the level of the expended slot. In
most. Your spells with a duration of concentration
addition, the target gains temporary hit points equal
remain in effect after you lose concentration until
to your spellcasting ability modifier.
the start of your next turn. This is true whether you
You must finish a long rest before you can use
lost concentration from taking damage, from being
eldritch lifesaver again.
knocked unconscious, or even from being killed.
(In the case of your death, the spell ends at the point
when your next turn would have begun, if you were
alive to take it.)
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BOILING OIL
Battle Magic Spells 2nd-level conjuration (sorcerer, wizard)
Casting Time: 1 action
1ST LEVEL 4TH LEVEL Range: 60 feet
Adjust Positioning By the Light of the Components: V, S, M (a vial of oil)
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All Rights Reserved. exact text of the COPYRIGHT NOTICE of any Open Game
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