The War Wizards

of Cormyr

Among all the wizards congregations of Faerûn, the War Wizards of Cormyr are undoubtly one of the most praised and respected. Taken when children to be taught as battlemages, only a select few who show both skills in the Art and physical prowess are invited to study at the War Wizards Academy. Not every member of this elite group decides to endure the long years of training and the high quality standards required, but if strong and motivated enough, the prize is earning this prestigious title among with unique abilities. Highly skilled in both magic and warfare, War Wizards often act as higly valued counselors for regents and kings, and an experienced War Wizard can lay waste on entire battalions. Their reputation is so formidable that even just the knowledge of such presence on the battlefield is demoralizing for an enemy front. In Cormyr, they are beloved by the people for their numerous efforts in the wars that raged during the last years.

Arcane Tradition

Wizards in the Forgotten Realms have the following Arcane Tradition option, in addition to those in the Player's Handbook.

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.


Whenever you hit a creature with a melee weapon attack using the charged weapon, you can use a bonus action and expend the charge to automatically hit the target with the stored spell, in addition to the weapon's damage. You can have only one charge created with this feature active at any time.

Widen Spell

Beginning at 10th level, when you cast a spell which covers an area, you can add 10ft to the radius, height, width and length components of its area of effect.

Suppressive Spell

Starting at 14th level, you can cast spells of such concentrated force that their effects demoralize and frighten your enemies. When you cast a wizard spell of 5th level or lower, you can give disadvantage to the first save roll of your 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 use this feature again before you finish a long rest, you suffer 1 exhaustion level for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the exhaustion levels per spell level increase by 1.