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Published by goroiamanuci, 2023-07-11 10:32:13

Martial Magic - The Homebrewery

Martial Magic - The Homebrewery

Zethi, Arcane Blademaster Billy Christian, WotC


Martial Magic ar calls upon all to give what they can; Archmagi are no exception to this. Through centuries of conflict, scholars have devised innumerable ways to thwart enemies and protect the lands they call home. For those who have found employment in the royal militia, their legacies live on in tomes of battlecraft. This document represents a fraction of the surviving texts from the ancient wars. Battlecraft True Strike Divination cantrip Casting Time: 1 action Range: Self (60-foot radius) Components: S, M (a weapon worth at least 1 sp) Duration: Instantaneous You trace a sigil in the air with your weapon, guiding your attack. As part of the action to cast this spell, you must make an attack with a weapon against one creature within both the weapon’s range and the spell’s range, otherwise the spell fails. The target must make a Wisdom saving throw. On a failure, the attack is made with advantage. On a hit, the target suffers the attack’s normal effects. At Higher Levels. At 5th level, the attack deals an extra 1d4 force damage to the target. This damage roll increases by 1d4 at 11th level and 17th level. Thunder Bolt Evocation cantrip Casting Time: 1 action Range: Self (120-foot radius) Components: S, M (a ranged weapon worth at least 1 sp) Duration: Instantaneous Lightning crackles around your weapon and a boom of thunder propels an attack forward. As part of the action to cast this spell, you must make an attack with a ranged weapon against one creature within both the weapon’s range and the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects and is pushed 10 feet away from you. At Higher Levels. At 5th level, the attack deals an extra 1d8 thunder damage to the target. This damage roll increases by 1d8 at 11th level and 17th level. Discharging Strike Evocation cantrip Casting Time: 1 action Range: Self (120-foot radius) Components: S, M (a weapon worth at least 1 sp) Duration: Instantaneous You charge your weapon with a powerful electrical current before your attack. As part of the action to cast this spell, you must make an attack with a weapon against one creature within both the weapon’s range and the spell’s range, otherwise the spell fails. On a hit, the attack deals lightning damage instead of the damage it would normally do. At Higher Levels. At 5th level, the first attack deals an extra 1d8 lightning damage to the target and the bolts travel to a second creature within 10 feet of the target creature, dealing lightning damage equal to 1d8 plus your spellcasting ability modifier. The damage from the first attack increases by an additional 1d8 and the bolts travels to an additional creature within 10 feet of the last creature damaged this way at 11th level and 17th level, creating a chain of lightning. You cannot target the same creature more than once with this spell. Martial Magic is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC Runic Shot Cristi Balanescu, WotC


Sacred Strike Enchantment cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You imbue your weapon with the wisdom of the divine to guide its strike. As part of the action to cast this spell, you must make an attack with a melee weapon against one creature within the spell’s range, otherwise the spell fails. When you cast this spell, you may choose to use your spellcasting ability for the attack rolls and damage rolls instead of the ability you’d normally use. On a hit, the target suffers the attack’s normal effects. At Higher Levels. At 5th level, the attack deals an extra 1d4 radiant damage to the target. The damage roll increases by an additional 1d4 radiant damage at 11th level and 17th level. Vitality Drain 1st Level Necromancy Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: Instantaneous Blood flows from your victim up your weapon, filling you with their lifeforce. As part of the action to cast this spell, you must make an attack with a melee weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects and you gain temporary hit points equal to half the damage dealt this way. These hit points last for up to 1 hour. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the attack deals an extra 1d6 necrotic damage for each level above 1st. Transforming Attack 1st Level Transmutation Casting Time: 1 action Range: Self (radius varies) Components: S, M (a melee weapon worth at least 1 sp) Duration: Instantaneous Your weapon changes shape as you make an attack. As part of the action to cast this spell, you must make an attack with a weapon against one creature within the weapon’s range, otherwise the spell fails. As part of the action, you may temporarily modify the weapon in one of the following ways: Shapeshift - You may change the weapon’s damage type to bludgeoning, piercing, or slashing. The damage dealt by this attack is considered magical. Enlarge - The target must make a Strength saving throw. On a failure, they are knocked prone. Lengthen - If the weapon is a melee weapon, its reach increases by 10 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the attack deals an extra 1d8 force damage and you may choose an additional modification for each level above 1st. You cannot choose the same modification twice. Mirage Barrage 2nd Level Illusion Casting Time: 1 action Range: Self (radius varies) Components: S, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You conjure illusory copies of yourself which strike in unison with you. As part of the action to cast this spell, you must make an attack with a weapon against one creature within the weapon’s range, otherwise the spell fails. Additionally, you may make up to two extra attacks with the same weapon against one or more creatures within 15 feet of the target. These attacks can have the same target as the main attack. On a hit, these extra attacks deal psychic damage equal to your spell attack bonus. This damage cannot be increased in any way. You may make the attack rolls first and then assign each roll to either your main attack or one of the extra attacks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell makes an additional extra attack for each level above 2nd. Martial Magic is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC Bloodthirsty Blade Jason Kang, WotC


Mantle of Blades 2nd Level Abjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 hour You conjure three spectral blades that swirl around you, warding off your foes. When a creature makes a melee attack against you, you may use your reaction to make a melee spell attack with one or more of the blades. On a hit, the target takes 2d6 force damage and is pushed back 5 feet. If the target does not have enough movement to return to melee range, their attack fails. Hit or miss, the blade disappears after making this attack roll. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the spell conjures an additional blade for each level above 2nd. Animate Weapon 3rd Level Transmutation Casting Time: 1 bonus action Range: Touch Components: S, V, M (a non-magical melee weapon worth at least 1 sp) Duration: Concentration, up to 1 minute You enchant a non-magical melee weapon you touch, causing it to float and obey your mental commands. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes the attack’s normal damage, but uses your spellcasting ability modifier instead for damage rolls. If the weapon has the Versatile property, this attack is treated as a one-handed attack. As a bonus action, you can move the weapon up to 30 feet and repeat the attack against any creature within 5 feet of it. If the weapon has the Heavy property, it can only move up to 15 feet per turn. If the weapon has the light property, it can move up to 60 feet per turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you may control one extra weapon with this spell for every two slot levels above 3rd. The weapons can be commanded using the same bonus action. The Classes of Martial Magic True Strike - Bard, Sorcerer, Warlock, Wizard Thunder Bolt - Bard, Sorcerer, Warlock, Wizard Discharging Strike - Artificer, Druid, Sorcerer, Wizard Sacred Strike - Cleric, Paladin Vitality Drain - Cleric, Warlock, Wizard Transforming Attack - Sorcerer, Wizard Mirage Barrage - Bard, Ranger, Sorcerer, Wizard Mantle of Blades - Ranger, Sorcerer, Warlock, Wizard Animate Weapon - Artificer, Bard, Sorcerer, Wizard Shockwave - Paladin, Sorcerer, Warlock, Wizard Shockwave 3rd Level Transmutation Casting Time: 1 action Range: Self (20-foot radius) Components: S, M (a heavy melee weapon worth at least 1 sp) Duration: Instantaneous You slam your weapon into the ground, causing a wave of energy to resonate from you. You must be holding a heavy weapon you are proficient in to cast this spell. Each creature within 20 feet of you must make a Dexterity saving throw. On a failure they take 6d6 bludgeoning damage and are knocked prone. On a success, they take half damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the spell deals an extra 1d6 for each level above 3rd. Martial Magic is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC Blade Historian Cristi Balanescu, WotC


Warborn Sorcery n times of strife, those who suffer the greatest loss shall receive the greatest gift. Like a flower growing through cobblestone, a warborn’s talents blossom in spite of dire circumstances. Though scholars debate it, there is a widely held belief that warborn are gifted by the forces of order to turn the tides of unbalanced wars. Martial Magic 1st-level Warborn Feature Forged in the horrors of war, your soul has been marked by it, for better or worse. Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Warborn Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know. Warborn Spells Sorcerer Level Spells 1st Shield, Transforming Attack* 3rd Mantle of Blades*, Shadow Blade 5th Animate Weapon*, Elemental Weapon 7th Fire Shield, Stoneskin 9th Conjure Volley, Steel Wind Strike Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration spell from the wizard spell list. Battle Blood 1st-level Warborn Feature At 1st level, your innate gifts have granted you a supernatural affinity for weapons. You gain proficiency in simple and martial weapons as well as medium armor and shields. Arcane Advantage 1st-level Warborn Feature At 1st level, your instincts in battle have made you especially adept at assessing your foes. As an action, you can use magic to assess the threat posed by another creature or object. Choose a creature or object you can see within 120 feet of you and one of the following pieces of information to learn about it: The target’s AC The identity of any spells the target is affected by The target’s resistances, vulnerabilities, and immunities One unique feature of the target (chosen by the DM from among the target’s features) If the target is protected by a spell that blocks Divination magic or changes how the target appears to Divination magic, this ability fails to detect anything. Once you use this feature, you cannot do so again until you finish a short or long rest. Sorcerous Strikes 6th-level Warborn Feature At 6th level, your magic begins to increase the speed of your attacks. Once per turn, when you use a metamagic option on a spell that requires a weapon attack, you may make one additional attack with a weapon you are holding. Warrior’s Ward 14th-level Warborn Feature At 14th level, you have learned to use your magic to conjure an abjurative ward to protect you in battle. As an action, you may expend a number of sorcery points up to your Charisma modifier. You gain a number of temporary hit points equal to 5 times the number of sorcery points expended this way. While these temporary hit points last, you have resistance to bludgeoning, piercing, and slashing damage. Wisdom of the Warborn 18th-level Warborn Feature At 18th level, your mastery of battle has given you the ability to assist your allies at a moment’s notice. Whenever you see an attack roll hit or miss, you may use your reaction to expend two sorcery points and force the attacker to roll again. They must use the new roll. Martial Magic is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC Rowan, Fearless Sparkmage Zack Stella, WotC


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