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The War Wizards

of Cormyr

A
mong all the wizards congregations of Faerûn, Whenever you hit a creature with a melee weapon attack
the War Wizards of Cormyr are undoubtly one using the charged weapon, you can use a bonus action and
of the most praised and respected. Taken when expend the charge to automatically hit the target with the
children to be taught as battlemages, only a stored spell, in addition to the weapon's damage. You can
select few who show both skills in the Art and have only one charge created with this feature active at any
physical prowess are invited to study at the War time.
Wizards Academy. Not every member of this
elite group decides to endure the long years of training and Widen Spell
the high quality standards required, but if strong and Beginning at 10th level, when you cast a spell which covers
motivated enough, the prize is earning this prestigious title an area, you can add 10ft to the radius, height, width and
among with unique abilities. Highly skilled in both magic and length components of its area of effect.
warfare, War Wizards often act as higly valued counselors for
regents and kings, and an experienced War Wizard can lay Suppressive Spell
waste on entire battalions. Their reputation is so formidable Starting at 14th level, you can cast spells of such
that even just the knowledge of such presence on the concentrated force that their effects demoralize and frighten
battlefield is demoralizing for an enemy front. In Cormyr, they your enemies. When you cast a wizard spell of 5th level or
are beloved by the people for their numerous efforts in the lower, you can give disadvantage to the first save roll of your
wars that raged during the last years. targets. A target that takes damage from your spell is also
frightened until the end of your next turn.
The first time you do so, you suffer no adverse effect. If you
Arcane Tradition use this feature again before you finish a long rest, you suffer
Wizards in the Forgotten Realms have the following Arcane 1 exhaustion level for each level of the spell, immediately after
Tradition option, in addition to those in the Player's you cast it. Each time you use this feature again before
Handbook. finishing a long rest, the exhaustion levels per spell level
increase by 1.
War Wizardry School
Forged in magic and steel, war wizards are trained to excel in
laying waste to large hordes of enemies, while protecting
themselves from the fury of the battle.

Martial Attunement
When you adopt this path at 2nd level, you gain proficiency
with a simple or martial melee weapon of your choice.
Additionally, once per short rest, you can choose a specific
melee weapon you are proficient with to act as your
spellcasting focus.

Layered Protection
Beginning at 2nd level, you can weave additional layers of
hardness in a protective spell around you, funnelled by a
fraction of your power. When you cast mage armor, you can
choose one of your unused wizard spell slots. Add half that
spell slot level (rounded up) to the AC granted by your mage
armor. Whenever you expend that spell slot by any means
(usually by casting a spell with it) this effect ends. Once you
empower an armor, you can’t do it again until you finish a
long rest.

Sword and Wizardry


Starting at the 6th level you have mastered the ability to
manipulate the weave in conjunction with your martial skills.
When you cast a spell of 3rd-level or lower that requires a
spell attack, you can target the weapon you chose as your
spellcasting focus. The spell doesn’t take effect immediately,
instead it is stored in your weapon as a single charge.

Art by NeocoreGames (NeocoreGames) / painted over the original [CC BY-SA 3.0
(http://creativecommons.org/licenses/by-sa/3.0)], via Wikimedia Commons

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