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The Warcaster

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The Warcaster class originates from soldiers asigned to safeguard Wizards and occasionally Clerics from enemy soldiers on the battlefield, in time these soldiers began joining their assigned Wizard in chanting incantations in order to keep morale high and to intimidate the enemy, over time these Wizards began to share magical secrets with their protectors, the most skilled of which became Warcasters.

Warcasters are rare, there is no official tutelage available and most learn from another Warcaster or from a Wizard, they are heavily asociated with the military, though adventurers also enjoy employing their service for their versatility in combat.

Hit Points
Hit Dice:
1d10
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Warcaster level after 1st.

Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
Armor: Medium Armor
Weapons: Simple Melee Weapons, Warstaves
Tools: none
Saving Throws: Strength, Intelligence
Skills: Choose 2 from Arcana, Athletics, History, Insight, Intimidation, Investigation, Medicine and Perception

Starting Equipment
You start with the following items, plus anything provided by your background.
(a) Scale Mail or (b) Hide Armor.
(a) an Explorers Pack or (B) a Scholars Pack.
A Warstaff and a simple melee weapon.

1st level: Warchant, Spellcasting, Spells known 2, Max Warchant level 1.
Warchant.
In combat, you chant arcane words to gather magical energy, at when you first roll initiative your Warchant is level 1 and it increases by 1 level at the start of your turn, you can consume Warchant levels to cast a spell of a level equal to the levels of Warchant consumed, after casting a spell you do not accumulate Warchant levels for 2 rounds, if you are knocked unconcious the spell level becomes 0 until you regain conciousness.

Spellcasting
You know 2 spells from the Warcaster spell list of a level equal to your maximum Warchant level, you cast spells by consuming Warchant levels to cast the spell at the desired level, you can exchange a spell for another spell on the Warcaster spell list of a level you can cast.

When casting spells out of combat, add 6 seconds to the casting time for every spell level.

Intelligence is your spellcasting ability for your spells, since you learn your spells through memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier

2nd level: Quick Chanting, Spells Known 3.
Quick Chanting.
Once per long rest you can use your bonus action to instantly resume chanting your Warchant.

3rd level: Spells Known 4, Max Warchant level 2, Archetype Feature.

4th level: Ability Score Improvement, Spells Known 5

Ability Score Improvement.
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

5th level: Warstaff Twin Strike, Spells Known 6, Max Warchant Level 3.
Warstaff Twin Strike.
When you attack with your Warstaff you can attack with both ends of the weapon whenever you take the Attack action on your turn.

6th level: Ritual Casting, Spells Known 7.
Ritual Casting.
Starting at 6th level you can freely cast ritual spells by adding 10 minutes to the casting time, a Warcaster can also join a Wizard in casting a ritual spell, if the Warcaster knows the spell they can cast it in 3 minutes as a ritual, if the Warcaster does not know the spell they can cast it in 7 minutes as a ritual.

7th level: spells Known 8, Max Warchant Level 4, Archetype Feature.

8th level: Ability Score Improvement, Spells Known 9
Ability Score Improvement.
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

9th level: Quick Chanting 2 uses, Spells Known 10, Max Warchant Level 5, Preparation Chant.
Quick Chanting.
Twice per long rest you can use your bonus action to instantly resume chanting your Warchant.
Preparation Chant.
When you roll initiative your Warchant level is 2

10th level. Warstaff Creation, Spells known 11.
Warstaff creation.
Starting at 10th level you can combine a non-heavy Finesse weapon and a staff to create a new Warstaff, a Warstaff has all the bonuses and effects of both weapons used to create it, if one of weapons used to create the Warstaff require attunement then the Warstaff requires attunement, if both require attunement then the Warstaff counts as two attuned weapons.

11th level: Warstaff Expert, Spells Known 12, Max Warchant level 6.
Warstaff Expert.
You can use your bonus action on your turn to attack with both ends of your Warstaff.

12th level: Ability Score Improvement, Spells Known 12.
Ability Score Improvement.
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

13th level: Spells Known 13, Max Warchant Level 7, Archetype Feature.

14th level: Spells Known 13.


15th level: Spells Known 14, Max Warchant Level 8, Min Warchant Level 1.
Min Warchant Level.
Twice per short rest if your Warchant level drops to 0, you can make it level 1 instead.

16th level: Ability Score Improvement, Spells Known 14.
Ability Score Improvement.
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

17th level: spells Known 15 (max), Max Warchant Level 9, Archetype Feature, Preparation Chant.
Preparation Chant.
When you roll initiative your Warchant level is 3

18th level: Spell Mastery
Spell Mastery.
Choose 2 level 1 spell from your spell list, you can cast these spells at level one without expending Warchant levels.

19th level: Ability Score Improvement.
Ability Score Improvement.
When you reach 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

20th level: Amplified Min Warchant Level
Amplified Min Warchant Level.
Once per long rest, if your Warchant level drops to 0, you can make it level 3 instead.

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Warcaster Archetypes

The Warmagus


Spellblade
When you choose this archetype at 3rd level you gain a pool of d6 equal to your Warcaster level, these are known as "War dice" and you regain half of them on a short rest and all of them on a long rest, when you attack with your Warstaff you can add a War dice to your damage roll and deal additional force damage equal to the result.

Warding
Starting at 7th level you can expend War dice to ward of attacks, when you are attacked you can use your reaction to roll a War dice and add the result to your AC, the extra AC lasts for one attack.

Warzone
Starting at 13th level you can expend War Dice as a bonus action, roll the dice, you can grant advantage on attacks to yourself or allies equal to half the result (rounded up).

Aditionally your War Dice are now d8.

Spellblade Mastery
Starting at 17th level you can freely determine the damage type of your Spellblade damage, and you can add up to 3 War Dice to an attack roll.



The Warpriest

Battleprayer
Starting at 3rd level, you gain a pool of d6 equal to your Warcaster level, these are known as "Prayer Dice" which you regain on a long rest, on your turn, as an action, you can expend a Prayer Dice to heal a creature within 30 feet for the amount rolled+your Intelligence modifier.

Deathward
Starting at 7th level, when you or an ally within 60 feet of you would take damage that would reduce them to 0 health or would outright kill you, you can use your reaction to expend Prayer Dice to reduce the damage, every Prayer Dice used beyond the 3rd can be treaded as rolling the highest possible result.

Guidance of the Lords
Starting at 13th level you can use your Prayer Dice to grant an ally a bonus to their next skill check or save within 10 minutes, you roll the Prayer Dice and note the amount, at any point your ally can add this amount to a roll before or after the roll but before it is resolved.

Aditionally your Prayer Dice are now d8.

Miracle
Starting at 17th level you can expend your full pool of Prayer Dice to ressurect a recently deceased creature (up to one hour after death) it regains health equal to 20+the result of the Prayer Dice rolled, any missing limbs and organs are restored and any poison that led to death is cleansed from the body, if the target died of natural causes they instead appear as a spirit and can interact with you (they will attack if you ressurect a hostile creature this way) if you ressurect a creature that died of natural causes you regain half your Prayer Dice (rounded down) when the spirit departs.

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