Hit Points
Proficiencies
Warmage
| Level | Proficiency Bonus | Features | Cantrips Known | Bonus Dice | Tricks Known |
|---|---|---|---|---|---|
| 1 | + 2 | Spellcasting Arcane Initiation Arcane Fighting Style | 4 | 0 | 0 |
| 2 | + 2 | Spellcasting Arcane Initiation Arcane Fighting Style | 4 | 0 | 2 |
| 3 | + 2 | Spellcasting Arcane Initiation Arcane Fighting Style | 5 | 0 | 3 |
| 4 | + 2 | Spellcasting Arcane Initiation Arcane Fighting Style | 5 | 0 | 3 |
| 5 | + 3 | Spellcasting Arcane Initiation Arcane Fighting Style | 6 | 1 | 4 |
| 6 | + 3 | Spellcasting Arcane Initiation Arcane Fighting Style | 6 | 1 | 4 |
| 7 | + 3 | Spellcasting Arcane Initiation Arcane Fighting Style | 6 | 1 | 5 |
| 8 | + 3 | Spellcasting Arcane Initiation Arcane Fighting Style | 6 | 1 | 5 |
| 9 | + 4 | Spellcasting Arcane Initiation Arcane Fighting Style | 7 | 1 | 6 |
| 10 | + 4 | Spellcasting Arcane Initiation Arcane Fighting Style | 7 | 1 | 6 |
| 11 | + 4 | Spellcasting Arcane Initiation Arcane Fighting Style | 7 | 2 | 7 |
| 12 | + 4 | Spellcasting Arcane Initiation Arcane Fighting Style | 7 | 2 | 7 |
| 13 | + 5 | Spellcasting Arcane Initiation Arcane Fighting Style | 8 | 2 | 8 |
| 14 | + 5 | Spellcasting Arcane Initiation Arcane Fighting Style | 8 | 2 | 8 |
| 15 | + 5 | Spellcasting Arcane Initiation Arcane Fighting Style | 8 | 2 | 9 |
| 16 | + 5 | Spellcasting Arcane Initiation Arcane Fighting Style | 8 | 2 | 9 |
| 17 | + 6 | Spellcasting Arcane Initiation Arcane Fighting Style | 9 | 3 | 10 |
| 18 | + 6 | Spellcasting Arcane Initiation Arcane Fighting Style | 9 | 3 | 10 |
| 19 | + 6 | Spellcasting Arcane Initiation Arcane Fighting Style | 9 | 3 | 10 |
| 20 | + 6 | Spellcasting Arcane Initiation Arcane Fighting Style | 10 | 3 | 10 |
Class Spells
Class Features
Level 1
Level 10
Level 11
Level 12
Level 14
Level 15
Level 16
Level 18
Level 19
Level 2
Level 20
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Cantrip Progression
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Cantrips Known | 4 | 4 | 5 | 5 | 6 | 6 | 6 | 6 | 7 | 7 | 7 | 7 | 8 | 8 | 8 | 8 | 9 | 9 | 9 | 10 |
Proficiencies
light
simple
Starting Equipment
Class Features
Spellcasting (Level 1)
At 1st level, you begin to learn the simple, yet potent, brand of spellcasting for which warmages are known.
Cantrips
You know four cantrips of your choice from the warmage spell list. You learn additional warmage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warmage table.
Additionally, when you gain a level in this class, you can choose one of the warmage cantrips you know and replace it with another warmage cantrip.
Spellcasting Ability
Intelligence is your spellcasting ability for your warmage spells, since you learn your spells through practice and mental discipline. 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 warmage spell you cast and when making an attack roll with one.
Spell
Spell
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warmage spells.
Arcane Initiation (Level 1)
Warmages come from all backgrounds and walks of life. At 1st level, choose where you first learned the basics of magic. The cantrips offered by your initiation don't count against your total number of warmage cantrips known.
Adventurer
You picked up your magic informally by traveling with a dozen different mages over the years. You learn the mage hand and ray of frost cantrips
Circus Performer
You learned a few simple tricks to participate in a sideshow or circus act. You learn the dancing lights and minor illusion cantrips.
Eldritch Event
An influx of insidious magic left an imprint on you. You learn the chill touch and message cantrips.
Mercenary
You mastered the fundamentals of war magic to engage in battle with similarly armed arcanists. You learn the arc blade and true strike cantrips.
Temple
A monastery or temple educated you in the ways of gentle healing magic. You learn the sacred flame and spare the dying cantrips.
Tower Apprentice
You apprenticed under a spellcaster for some time, who taught you the fundamentals of arcana. You learn the prestidigitation and shocking grasp cantrips.
Self-Taught
You taught yourself all the fundamentals of magic from a dusty old tome or abandoned scroll. You learn the fire bolt and light cantrips.
Survival
To survive in the wilderness, you taught yourself to cast simple spells. You learn the druidcraft and shillelagh cantrips.
Arcane Fighting Style (Level 1)
Warmages learn that magic is the purest of weapons, and can be wielded just as easily as any other. At 1st level, choose one of the following fighting styles:
Blaster
The spell save DC for your warmage cantrips increases by 1.
Deflector
When you have at least one hand free and a creature hits you with a spell attack or a ranged weapon attack, you can use your reaction to add your proficiency bonus to your Armor Class for that attack, potentially causing the attack to miss you.
Resistive
While you are wearing light armor or are under the effects of the mage armor spell, you gain a +1 bonus to your Armor Class.
Sniper
When making a ranged spell attack, you gain a +1 bonus to the attack roll. Additionally, you ignore half cover when casting a warmage cantrip.
Striker
When you hit with a cantrip that requires a melee attack and exceed the target's AC by 5 or more or score a critical hit, you can add your proficiency bonus to the damage roll.
Warmage Edge (Level 2)
Starting at 2nd level, once on each of your turns when you deal damage with a warmage cantrip, you can improve one damage roll of the spell, adding your Intelligence modifier to the roll. Starting at 5th level, and as you gain levels in this class, you also add extra dice to the damage roll for your warmage cantrips, as shown in the Cantrip Bonus Dice column of the Warmage table. For example, when you are at 5th level, you can improve the damage of the fire bolt cantrip to deal fire damage equal to 3d10 + your Intelligence modifier on a hit.
Warmage Tricks (Level 2)
Beginning at 2nd level, you learn a Warmage Trick, a special technique that alters the way you fight, move, and cast your spells. You learn two tricks of your choice at 2nd level, and you learn additional tricks at higher levels, as shown in the Tricks Known column of the Warmage table.
Additionally, when you gain a level in this class, you can choose one of the tricks you know and replace it with another trick for which you meet the prerequisites.
Warmage House (Level 3)
Upon reaching 3rd level, you choose a Warmage House, which teaches you a suite of magical techniques. Your choice grants you features at 3rd level, and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement (Level 4)
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.
Arcane Surge (Level 5)
Starting at 5th level, you learn to, for a moment, tap into a vast reservoir of magical power and unleash it upon your foes. On your turn, when you deal damage with a warmage cantrip, you can deal twice the number of damage dice dealt by the spell. You can't use this feature on a spell that has scored a critical hit.
Once you use this feature, you can't use it again until you finish a short or long rest. Starting at 11th level, you can use this feature twice between rests.
Tactical Insight (Level 6)
At 6th level, you learn how to use ambient magical power to defend yourself from your foes' magical attacks. You can add your Intelligence modifier to saving throws you make against spells and other magical effects that deal damage.
Warmage House Feature (Level 7)
At 7th level, you gain a feature granted by your Warmage House.
Ability Score Improvement (Level 8)
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.
If your DM allows the use of feats, you may instead take a feat.
Warmage House Feature (Level 10)
At 10th level, you gain a feature granted by your Warmage House.
Arcane Surge Improvement (Level 11)
At 11th level, you can use your Arcane Surge twice between rests.
Ability Score Improvement (Level 12)
When you reach 12th 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.
Strategic Deflection (Level 14)
Starting at 14th level, as a reaction when a creature casts a spell that targets you or includes you in its area of effect and the spell forces you to make a saving throw to avoid damage, you can use your reaction to attempt to redirect some of the spell's energy to a new target. If you succeed on your saving throw against the spell, choose another creature you can see within the spell's range or up to 30 feet away from you, whichever is closer, to make a saving throw against the spell, using your spell save DC. The chosen creature can be the original spellcaster. On a failed save, the creature suffers the effects of the spell as if you had cast the spell and they had been the original target or been within the area of the spell.
Once you use this feature, you can't use it again until you finish a short or long rest.
Warmage House Feature (Level 15)
At 15th level, you gain a feature granted by your Warmage House.
Ability Score Improvement (Level 16)
When you reach 16th 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.
Warmage House Feature (Level 18)
At 18th level, you gain a feature granted by your Warmage House.
Ability Score Improvement (Level 19)
When you reach 19th 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.
Master Warmage (Level 20)
At 20th level, you reach the pinnacle of your warmage prowess. If you cast a cantrip that deals 4 dice of damage to a target, it instead deals 5 dice of damage (excluding your cantrip bonus dice). If you cast a cantrip that makes 4 attacks, it instead makes 5 attacks.
Multiclassing
Multiclassing Requirements
{"int":13}
Proficiencies Gained
Subclasses
Subclass Features
Coalition Arcanist
Coalition Arcanist (Level 3)
Warfare in the 'Verse weds arcana and technology across star systems. Coalition warmages field specialized blaster gauntlets that let them fire off spells automatically, in bursts, or as deadly beams.
Coalition Blaster Gauntlet
Starting when you choose this house at 3rd level, you gain a specialized spell focus known as a blaster gauntlet, which allows you to apply some of the traits of blasters to cantrips you cast through it. If the gauntlet is lost or stolen, you can magically requisition another one from the Coalition when you finish a long rest.
Whenever you cast a warmage cantrip using your gauntlet as the spellcasting focus, you can use one of the following warmage tricks. You can't use other warmage tricks when you use one of these tricks.
Automatic
When you cast a warmage cantrip that requires a spell attack roll and deals damage, you can decrease the cantrip's damage to make more attacks. Make a number of spell attacks equal to twice the number of damage dice that the cantrip deals. These spell attacks always have disadvantage regardless of circumstance. The cantrip's damage dice are decreased by one step (from a d12 to a d10, a d10 to a d8, and so on, to a minimum of a d4), and each spell attack deals only one of the cantrip's damage dice on a hit.
Nonlethal
When you reduce a creature to 0 hit points using a warmage cantrip that requires a spell attack roll, you can choose to knock the creature out, rendering it unconscious, rather than dealing a killing blow.
Scatter
When you cast a warmage cantrip that deals damage and requires a spell attack roll against a target within 15 feet of you, you can increase the cantrip's damage dice by one step for the attack (from a d4 to a d6, a d6 to d8, and so on to a maximum of a d12).
Tactical Uplink (Level 7)
Starting at 7th level, you are fitted with a neural implant, granting you unparalleled battlefield awareness. You can use an action to gain knowledge of the general lay of the land within a 1-mile radius of yourself. This knowledge only extends to surface-level or obvious features (natural or artificial) and doesn't detect creatures of any sort. Additionally, you have a +5 bonus to your passive Wisdom (Perception) score.
Requisition (Level 10)
By 10th level, you can requisition magic items from the Coalition's armory for short-term use. When you finish a long rest, choose one of the following magic items, which is teleported to you: two attractor mines (which use your spell save DC), a dome projector, a gravity nullifier, a jetpack, a ring of spacewalking (which is attuned to you automatically), or a universal translator. This item remains in your possession until you finish a long rest, at which time it is teleported back to the Coalition's armory.
Squadsight (Level 15)
Starting at 15th level, your tactical uplink synchronizes you with your allies, granting you a decisive tactical advantage. While you are within 120 feet of an ally, you know the exact location of any creature that your ally sees. Additionally, you can use a cantrip to target a creature that your ally can see, as long as that creature isn't in cover from your ally's perspective. This cantrip is fired like a mortar, ricocheted off obstacles, or fired through thin barriers to hit its target.
Orbital Bombardment (Level 18)
At 18th level, you are granted access to the Coalition's vast fleet of orbital drones, which are teleported to your location. You can cast the spell orbital hardlight cannon without expending a spell slot or material components.
Once you use this feature, you can't use it again until you finish a long rest.
House of Bishops
House of Bishops (Level 3)
The House of Bishops adopts warmages with true arcane potential, expanding on essential magic principles with true spellcasting. Such warmages might be easily confused for wizards or sorcerers, for they don the same garb and wield many of the same spells, but the warmage focus on perfection still holds precedence over garnering a vast array of spells.
Spellcasting
When you choose this house at 3rd level, you gain the ability to cast spells more potent than cantrips.
Spell Slots
The Bishop Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher
You know three 1st-level wizard spells of your choice, two of which you must choose from the conjuration and evocation spells on the wizard spell list.
The Spells Known column of the Bishop Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a conjuration or evocation spell of your choice, except for the spells learned at 8th, 14th, and 20th level, and must be of a level for which you have spell slots.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th or 14th level.
Warmage Edge
You can add additional damage with your warmage spells of 1st level or higher using your Warmage Edge feature, as if they were cantrips. You can't add Warmage Edge damage to the magic missile spell.
Arcane Study
At 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Investigation, Medicine, or Religion.
Mystical Companion (Level 7)
At 7th level, you learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Siege Casting (Level 10)
At 10th level, your warmage spells deal double damage to objects and structures. Additionally, when you cast a warmage spell that requires a spell attack roll, you can cast it at up to double its normal range. If its target is beyond its normal range, you have disadvantage on the attack roll.
Spell Sculpting (Level 15)
Starting at 15th level, when you cast a warmage spell that affects other creatures that you can see, you can choose a number of them up to your Intelligence modifier. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Arcane Dominance (Level 18)
At 18th level, you learn a powerful magical trick. As a bonus action on your turn, you can expend a number of spell slots with a combined level of 6 or more to regain an expended use of your Arcane Surge.
House of Cards
House of Cards (Level 3)
Warmages who join the House of Cards approach combat the same way they do games of chance, with high stakes, and calculated gambles. Each warmage of this house wields a special deck of cards tied to the very threads of fate, through which they can empower their magic with deft flurries of hands. However, while these warmages command incredible power, their magical surges are at the whims of the cards, and so they must make strategic, ingenious plays to master them.
Bluff
When you choose this house at 3rd level, your poker face carries you through practically any lie. You gain proficiency in the Deception skill and with the playing card set, if you don't already have it. Additionally, you can use your Intelligence instead of Charisma for Charisma (Deception) checks you make.
Deck of Fate
Starting at 3rd level, you gain a deck of magical playing or tarot cards, called a Deck of Fate, through which you can enhance the power of your cantrips. Shuffle a standard 52-card playing card deck and draw a hand of five cards when you roll initiative.
Whenever you target a hostile creature with a warmage spell that deals damage, you can use your bonus action to play one or more cards from your hand to enhance the power of the spell. If the cards exactly match one of the results on the Hands table, the spell deals extra damage to one of the spell's targets of your choice or grants you one additional effect, according to the result. If the cards don't match a result, they have no effect. Aces count as ones for results. Once you play a card, place it on the bottom of your deck and until you have five cards in your hand again.
| Name | Cards | Benefit |
|---|---|---|
Straight | Any five sequential cards of any suit. | You deal an extra 12 damage. |
Flush | Any five cards of the same suit in any order. | You deal an extra 10 damage. |
Three of a Kind | Any three of the same number. | You deal an extra 6 damage. |
Pair | Any two of the same number. | You deal an extra 2 damage. |
Hearts | Any two hearts. | You gain temporary hit points equal to your intelligence modifier. |
Spades | Any two spades. | Your speed increases by 10 feet until the start of your next turn. |
Diamonds | Any two diamonds. | You gain a +1 bonus to your AC until the start of your next turn. |
Clubs | any two clubs. | You gain a +1 bonus to saving throws until the start of your next turn. |
High Stakes (Level 7)
At 7th level, you've mastered a very risky card trick using your Deck of Fate. On your turn, you can choose any number of cards from your hand and place them on the bottom of your deck (no action required), losing 2 hit points per card you chose. You then draw until you have five cards in your hand again.
Dealer's Choice (Level 10)
At 10th level, you can use your bonus action to gain one of the following effects, chosen by the GM:
You gain resistance to all damage until the end of your next turn.
You teleport to an unoccupied space you can see within 60 feet of you.
You vanish into a safe, endless demiplane until the start of your next turn, at which time you return at the same location from which you vanished.
Card Reading (Level 15)
Beginning at 15th level, once on each of your turns when you draw a card from your deck as part of your Deck of Fate feature, you can declare a suit (Clubs, Diamonds, Hearts, or Spades) and check the top card of your deck. If you guessed the suit correctly, you can take the Dash, Disengage, or Use an Object action as part of the bonus action used for the feature.
Ace In The Hole (Level 18)
Beginning at 18th level, you are a deckmaster. Whenever you would draw one or more cards from your deck, draw twice as many. Put half of the drawn cards on the bottom of your deck and the other cards in your hand.
House of Darts
House of Darts (Level 3)
Every warmage understands the importance of precision, but the House of Darts flaunts a competitive excellence when it comes to landing shots. Daggers, bolts of magic, and of course, darts are their weapons of choice, but they don't stop at mere bullseyes. A wide array of trick shots set these warmages apart from their contemporaries, even if they lack the grand strategies or discipline of the more martial colleges.
Mystical Daggers
When you choose this house at 3rd level, you learn the magic daggers cantrip, which doesn't count against your number of cantrips known.
Trick Shot
At 3rd level, you can curve your projectiles in mid-air to hit tricky targets. Whenever you make a ranged attack roll with a warmage cantrip or a thrown weapon, you can add or subtract 1d4 from the d20 roll (to a maximum of 20 or a minimum of 1). Increasing the d20 roll to a 20 doesn't score a critical hit. You can choose to use this ability after making the attack roll, potentially causing the attack to hit.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest.
Bullseye
Also at 3rd level, you can sink a shot exactly where you need to. Record the number rolled on the d20 whenever you make a ranged spell attack roll with a warmage cantrip. Rolls that have advantage and disadvantage record the higher and lower d20 roll, respectively. If a d20 roll is increased or decreased using your Trick Shot feature, use the new number. A recorded roll lasts for 1 minute.
If you roll one of your recorded numbers again when making a spell attack roll with a warmage cantrip, you gain one of the following benefits of your choice:
You can reroll the d20 and must use the new roll. Record this new d20 roll.
You can deal an extra 1d10 force damage to the target.
You regain an expended use of your Trick Shot feature.
Flurry of Blades (Level 7)
Beginning at 7th level, when you cast a cantrip that allows you to make multiple spell attacks, such as force weapon or magic daggers, you can use your bonus action to make one additional spell attack with that cantrip.
Intercepting Shot (Level 10)
Starting at 10th level, as a reaction when an attacker you can see within 60 feet makes an attack against you or a friendly creature you can see within 30 feet of you, you can make a ranged spell attack using magic daggers to interrupt the attack. If the result of your roll is greater than the result of the attacker, you can reduce the attack roll targeting you by 5 (to a minimum result of 1).
Vanishing Toss (Level 15)
At 15th level, you master the house's signature technique for recovering darts. Whenever you cast the magic daggers cantrip, you can replace one of your spell attacks with a special Vanishing Toss that embeds a magic dagger in an object you can see within range. You can use your bonus action to teleport to the dagger as long as you are within 500 feet of it.
The dagger disappears after 10 minutes or if you use this ability to throw another Vanishing Toss.
Dart Burst (Level 18)
Beginning at 18th level, if you have recorded ten or more unique numbers using your Bullseye feature, you can use your action to clear all of your recorded numbers and throw a burst of darts. Each creature in a 60-foot cone must make a Dexterity saving throw. A creature takes 1d8 force damage for each unique recorded number on a failed save, or half as much on a successful one.
Once you use this feature, you can't do so again until you finish a long rest.
House of Dice
House of Dice (Level 3)
The House of Dice throws out the warmage convention of meticulous, deliberate spellcasting in favor of wild, chaotic magic that presses the odds. Everything from their magical bursts to their enchanted sets of dice can fail horribly, so it's auspicious that they often keep their fingers on the scales of fate. These warmages have mastered not only a repertoire of cantrips, but also techniques to manipulate fortune itself, allowing them to risk everything, and more than often come out on top.
Bonus Proficiencies
Starting when you choose this house at 3rd level, your light fingers and unscrupulous tactics help you win the day. You gain proficiency in the Sleight of Hand skill and with the dice set, if you don't already have it.
Dice of Fate
At 3rd level, you gain four Dice of Fate, which are d6s. Whenever you make an ability check, attack roll, saving throw, or damage roll, you can expend one Die of Fate and add it to the roll. Once you expend a Die of Fate, it goes to the GM, who can use it to add it to a roll made by an NPC or monster. Once the GM has used a die, it passes back to you, and so on. When you finish a long rest, you regain all of your expended Dice of Fate, whether or not the GM has used them.
Beginning at 7th level, you have an additional two Dice of Fate, and you can add two Dice of Fate to your damage rolls with warmage spells.
Chaos Roll
Also at 3rd level, you can expend two of your Dice of Fate as an action, rolling them on the table below to create a chaotic surge of energy.
| 2d6 | Effect |
|---|---|
2 | You cast fireball, centered on yourself. |
3 | Your AC is reduced by 2 until the start of your next turn. |
4 | You fall prone. |
5 | Each creature other than yourself within 60 feet of you can speak only in a babbling nonsense language for the next minute, and can't perform the verbal components of spells. |
6 | A 5-foot-radius sphere of butterflies, insects, or doves fills a location you choose within 60 feet of you, heavily obscuring the area until the start of your next turn. |
7 | You gain 7 temporary hit points, and keep the Dice of Fate instead of giving them to the GM. |
8 | You become invisible until the end of your next turn, as per the invisibility spell. |
9 | A random object within 60 feet of you explodes, dealing no damage to you or your allies, and dealing 3d6 fire damage to one creature caught in the blast chosen by the GM. |
10 | You teleport up to 60 feet to an unoccupied space you can see. Each creature within 5 feet of the destination must succeed on a Dexterity saving throw against your spell save DC or take 2d6 force damage. |
11 | Choose a creature you can see within 60 feet of you. That creature takes 4d6 necrotic damage, and you regain hit points equal to the necrotic damage dealt. |
12 | You cast lightning bolt and can add the Dice of Fate to the damage roll. |
Loaded Dice (Level 7)
By 7th level, you can subtly cheat your dice. Once on each of your turns when you roll a d6, you can flip the die upside down. Note that on a balanced d6, the top and bottom numbers add up to 7, so you can determine the bottom number by subtracting the top number from 7.
Twisted Fate (Level 10)
Starting at 10th level, the winds of chance follow your die rolls, rather than vice versa. When you make an attack roll or ability check with disadvantage on your turn, you can attempt to invert fate as a bonus action. Expend a Die of Fate and roll it; on a 5, you ignore disadvantage on the roll, on a 6, you instead have advantage on the roll.
Roll The Bones (Level 15)
Beginning at 15th level, you can channel the chaotic energy of your dice in an instant. As a reaction when you take damage from a creature you can see, you can expend two Dice of Fate to make a Chaos Roll.
Steal Luck (Level 18)
Starting at 18th level, when you roll initiative, roll a d6. You steal that many Dice of Fate back from the GM.
House of Go
House of Go (Level 3)
The renowned House of Go predates the other warmage colleges by centuries. Unlike its successors, the strategies pioneered by the House of Go focus upon formations and cooperation, rather than individual excellence. Which isn't to suggest that warmages of this college are anything other than brilliant strategists—they rival the House of Kings in this regard. Rather, the footsoldiers of the House of Go are greater than the sum of their parts, fluidly adopting motions to isolate and flank their foes.
Formations
Starting when you choose this house at 3rd level, you learn special tactics called Formations. You can use a bonus action to activate one of the following Formations, which lasts until you and your allies are no longer in that formation, you are incapacitated, die, or you use this feature to activate a different formation.
Flank
You can use this formation when you and an ally that isn't incapacitated are adjacent to a hostile creature and on opposite sides of it. You can determine this by tracing a 5-foot-wide line from your space. If this line passes through the center of all three spaces, the hostile creature is flanked. You and your ally have advantage on attack rolls against the flanked creature.
Solo
You can use this formation when you have no allies within 5 feet of you. While in this formation, if you target a creature with a cantrip, that creature can't make opportunity attacks against you for the rest of the turn or until you are no longer in this formation, whether you deal damage with the cantrip or not.
Wall
You can use this formation when you and two to six allies that aren't incapacitated are within 5 feet of each other. Each creature in this formation (including you) gains a +2 bonus to its Armor Class.
Flanking Rules
If your table already uses optional flanking rules, using the Flanking formation gains an additional benefit: you and your ally also have advantage on saving throws you make against effects caused by the flanked creature.
Opening Moves (Level 7)
Starting at 7th level, you can spend 10 minutes planning an encounter in exact detail. When you do so, you can share your plan with up to six allies within 30 feet of you who can hear or see you and who can understand you. Each ally that understands the plan can gain advantage on an attack roll or ability check it makes within the next 10 minutes. If an ally rolls initiative during this time, it can't use this feature to gain advantage after the end of the first round of combat.
Once you use this feature to make a plan, you can't do so again until you finish a long rest.
Hardened Formations (Level 10)
Beginning at 10th level, while you are in a formation, any critical hit against you or an ally in your formation becomes a normal hit.
Chain of Liberties (Level 15)
By 15th level, your formation moves as if your allies were links in a chain. Whenever you move on your turn, you can spend movement to allow willing allies in your formation to move to locations you choose. You must spend movement separately for each ally you wish to move.
End Game (Level 18)
By 18th level, you can play out the last few moves of the game in rapid succession. On your turn, when you reduce a creature to 0 hit points with a warmage cantrip, you can cast another cantrip as a bonus action. You can apply Warmage Edge to this cantrip, even if you have already used it on your turn.
House of Kings
House of Kings (Level 3)
Warmages who train in the House of Kings specialize in tactics and strategy, learning age-old maneuvers to give them the edge in combat. Natural-born leaders, Kings work best with a cadre of supporters to perform their tactics and overwhelm the enemy. Moreso than all other warmages, those in the House of Kings treat life and death as little more than a game of strategy to be understood and conquered.
Bonus Proficencies
When you choose this house at 3rd level, you gain proficiency with medium armor, as well as battleaxes, lances, longswords, tridents, and warhammers.
Battle Tactics
At 3rd level, you learn stratagems that are fueled by special dice called battle dice.
Battle Dice
You have two battle dice, which are d8s. A battle die is expended when you use it. You regain all of your expended battle dice when you finish a short or long rest, or when you roll initiative.
Your battle die changes and more battle dice become available when you reach certain levels in this class, as shown on the table below.
| Warmage Level | Battle Dice |
|---|---|
3rd | 2d8 |
7th | 3d8 |
13th | 3d10 |
19th | 4d10 |
Using Battle Dice
Once per turn, you can expend a battle die to perform a stratagem of your choice. Your stratagem options are detailed at the end of the subclass description.
Saving Throws
When a stratagem calls for a saving throw to resist its effects, the saving throw DC is equal to your spell save DC.
Stratagems
On your turn you can use one of the following Stratagems:
Blitz. As a bonus action, when you hit a creature with an attack, you can expend one battle die to maneuver one of your comrades into a more advantageous position. Choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Check. When you hit a creature with an attack, you can expend one battle die as a bonus action to force that creature to flee. The target must make a Charisma saving throw. A creature that is immune to being charmed automatically succeeds on this saving throw. On a failed save, the target must immediately use its reaction, if available, to move up to half its speed directly away from you.
Flash of Brilliance. When you make an Intelligence or Wisdom check, you can expend one battle die to add it to the check. You can choose to use this stratagem after the ability check is rolled but before the GM says whether the result was a success or failure.
Gambit. When you hit a creature with an attack, you can expend one battle die to give your allies an opening. The next creature other than you to make an attack against the target adds the battle die to their attack roll.
Mystic Counsel. You can use a bonus action and expend one battle die to give counsel to a creature that can hear you within 30 feet of you. Once in the next minute when the creature makes a saving throw against a spell it can choose to roll the battle die and add the result to the saving throw.
Stalemate. When you hit a creature with an attack, you can expend one battle die as a bonus action to hold that creature in place. Until the end of its next turn, the target can't willingly move unless it first takes the Disengage action.
Lead From The Front (Level 7)
Starting at 7th level, you and each friendly creature within 120 feet of you that can see you ignores nonmagical difficult terrain..
Tactical Master (Level 10)
Starting at 10th level, friendly creatures within 10 feet of you add your Intelligence modifier to their saving throws against spells and magical effects that deal damage.
Stratagem: Checkmate (Level 15)
At 15th level, you learn the following stratagem:
Checkmate. When you hit a creature with a weapon or spell attack, you can use your bonus action and expend a battle die to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you that is within reach of the creature you hit. That creature can immediately use its reaction to make one weapon attack or cast a cantrip that requires an attack roll, adding the battle die to the attack's damage roll.
Grandmaster (Level 18)
Beginning at 18th level, when you roll initiative, choose a number of friendly creatures up to your Intelligence modifier that can see or hear you. Each of the chosen creatures gains a battle die, without you having to expend any battle dice.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes. The creature can wait until after it makes the roll before deciding to add the battle die, but must decide before the GM determines the roll's outcome. Once the battle die is rolled, it is lost. A creature can have only one battle die from this feature at a time.
House of Knights
House of Knights (Level 3)
The House of Knights has a long and storied tradition of melding melee combat and swordplay with the warmage's simple spellcasting. Unlike other warriors, however, Knights carry neither swords nor shields into combat, for they can forge both out of magical force at a moment's notice.
Bonus Proficencies
When you choose this house at 3rd level, you gain proficiency with medium armor and martial weapons.
Force Breastplate
At 3rd level, plates of magical force reinforce your armor. While you are wearing light or medium armor or are under the effects of mage armor, you can add your Intelligence modifier, instead of Dexterity, to your Armor Class.
Mystical Weapon
Also at 3rd level, you learn the force weapon cantrip, which doesn't count against your number of cantrips known. Additionally, on your turn when you would draw a weapon, you can summon a simple or martial weapon of your choice, made entirely of magical force, to your empty hand. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This weapon vanishes if it leaves your hand.
Flurry of Blades (Level 7)
Beginning at 7th level, when you cast a cantrip that allows you to make multiple spell attacks, such as force weapon or magic daggers, you can use your bonus action to make one additional spell attack with that cantrip.
Knight's Ward (Level 10)
Starting 10th level, you learn to forge a hardened magical barrier between you and your foes. As a bonus action on your turn, you can gain a number of temporary hit points equal to twice your warmage level, which last for 1 minute.
Once you use this feature, you can't use it again until you finish a short or long rest.
Tactical Maneuver (Level 15)
At 15th level, you can spend your entire movement to teleport up to half your speed to an unoccupied space you can see.
Field of Blades (Level 18)
Starting at 18th level, you can summon a whirlwind of mystical weapons, striking at a legion of foes in a single swipe. As an action on your turn, you can make a melee spell attack against up to five creatures you can see within 30 feet of you, with a separate attack roll for each target. On a hit, a target takes force damage equal to 2d10 + your Intelligence modifier.
House of Lancers
House of Lancers (Level 3)
Warmages who join the House of Lancers are trained in fluid martial arts and meditative asceticism, melding the stoic discipline of monks with potent spellcasting. As such, they are unarmed elemental warriors, self-reliant and capable of feats unmatched by their peers. However, Lancers are notoriously neutral and abstain from the politics of the other warmage houses.
Lancers derive their name from an ancient precursor to the pawn, a piece remembered only in early variants of chess. It is a relic from a forgotten age, rife with symbolism.
Intercept Technique
Starting when you choose this house at 3rd level, you adopt the monastic principle of offensive protection. While you aren't wearing armor, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. If you are under the effects of the mage armor spell, your AC equals 13 + your Dexterity modifier or your Intelligence modifier (your choice). You can't use a shield and gain the benefit of this feature.
Hand-to-Hand Arcana
Also at 3rd level, you learn the Lancers' secret unarmed combat technique, granting you the following benefits:
You can use Intelligence instead of Strength for the attack and damage rolls of your unarmed strikes.
You can roll a d6 in place of the normal damage of your unarmed strikes.
Your unarmed strikes count as melee weapons for the purposes of warmage spells.
When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
Shock Trooper
Starting at 3rd level, you can rapidly close the distance between you and your foes. Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. Doing so doesn't spend movement or provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you have nothing holding you aloft.
Mystical Physicality (Level 7)
Starting at 7th level, whenever you make a Strength, Dexterity, or Constitution check, you can use your Intelligence modifier instead of the normal modifier.
Additionally, difficult terrain doesn't cost you extra movement.
Deflect Energy (Level 10)
By 10th level, you can deflect bolts of energy with your bare hands. As a reaction when you are hit by a ranged spell attack or a ranged weapon attack that deals cold, fire, force, lightning, necrotic, or radiant damage, you can use your reaction to deflect the bolt. The damage you take from the attack is reduced by 1d10 + your Intelligence modifier + half your warmage level (rounded down).
Improved Shock Trooper (Level 15)
Starting at 15th level, you can lunge up to 30 feet using your Shock Trooper feature. This movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't teleport into an occupied space.
Flurry of Spells (Level 18)
Starting at 18th level, you can cast spells with superhuman speed. As an action, you can expend a use of your Arcane Surge feature to cast three different cantrips that have a casting time of 1 action or 1 bonus action. You can't use your Arcane Surge feature on any of these cantrips.
Once you use this feature, you can't use it again until you finish a long rest.
House of Lancers
House of Lancers (Level 3)
Warmages who join the House of Lancers are trained in fluid martial arts and meditative asceticism, melding the stoic discipline of monks with potent spellcasting. As such, they are unarmed elemental warriors, self-reliant and capable of feats no monk or warmage could hope to match. However, Lancers are notoriously neutral in almost all matters, and stand apart from the politics of the other Houses.
Lancers derive their name from an ancient precursor to the pawn, a piece remembered only in early variants of chess. Remote monasteries still play using this ancient set of rules: a smaller board, fewer pieces, and lancers replacing the dutiful pawns. It is a relic from a forgotten age, rife with symbolism.
Intercept Technique
Starting when you choose this house at 3rd level, you adopt the monastic principle of offensive protection. While you are wearing no armor and not wielding a shield, or while you are under the effects of mage armor, you can add your Intelligence modifier, instead of Dexterity, to your Armor Class.
Hand-To-Hand Arcana
Also at 3rd level, you learn the Lancers' secret unarmed combat technique, granting you the following benefits:
You can use Intelligence instead of Strength for the attack and damage rolls of your unarmed strikes.
You can roll a d6 in place of the normal damage of your unarmed strikes.
Your unarmed strikes count as melee weapons for the purposes of warmage spells.
Shock Trooper
Starting at 3rd level, you can rapidly close the distance between you and your foes. Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.
Mystical Physicality (Level 7)
Starting at 7th level, whenever you make a Strength, Dexterity, or Constitution check, you can use your Intelligence modifier instead of the normal modifier.
In addition, moving through difficult terrain no longer costs you additional movement.
Deflect Energy (Level 10)
By 10th level, you can deflect bolts of energy with your bare hands. As a reaction when you are hit by a ranged spell attack or a ranged weapon attack that deals cold, fire, force, lightning, necrotic, or radiant damage, you can use your reaction to deflect the bolt. The damage you take from the attack is reduced by 1d10 + your Intelligence modifier + half your warmage level (rounded down).
Improved Shock Trooper (Level 15)
Starting at 15th level, you can lunge up to 30 feet using your Shock Trooper feature. This movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.
Flurry of Spells (Level 18)
Starting at 18th level, you can cast spells with superhuman speed. As an action, you can expend a use of your Arcane Surge feature to cast three different cantrips that have a casting time of 1 action or 1 bonus action. You can't use your Arcane Surge feature on any of these cantrips.
Once you use this feature, you can't use it again until you finish a long rest.
House of Pawns
House of Pawns (Level 3)
By far the most prominent warmage house is that of the Pawns. Warmages who join the House of Pawns learn to stretch their skill with cantrips to its limits. Pawns can master any cantrip or trick known to the other warmage houses, for they embody the adaptability all warmages aspire to.
Promotion
When you choose this house at 3rd level, you gain the adaptability of the quintessential warmage. You learn one warmage trick of your choice, which doesn't count against your number of warmage tricks known. Additionally, whenever you learn a warmage trick, you can choose a trick that has the House of Bishops, House of Kings, House of Knights, or House of Rooks as a prerequisite, as long as you meet all of the trick's other prerequisites.
Adaptive Arcanist
Also at 3rd level, you learn to emulate the spellcasting prowess of other warmages. When you finish a short or long rest, choose one warmage cantrip. You learn this cantrip, which doesn't count against the number of warmage cantrips you know, until you choose a different one with this feature.
Pawn Storm (Level 7)
Beginning at 7th level, if you target a creature with a cantrip, that creature can't make opportunity attacks against you for the rest of the turn, whether you deal damage with the cantrip or not.
Additional Arcane Fighting Style (Level 10)
At 10th level, you can choose a second option from the Arcane Fighting Style class feature.
Opening Move (Level 15)
Starting at 15th level, you can add your Intelligence modifier to your initiative rolls. Additionally, when you roll initiative and you aren't surprised, you can move up to your speed.
Fundamental Mastery (Level 18)
Starting at 18th level, your magic always finds its way to your foes' most vulnerable spots. Once per turn when you roll damage for a warmage cantrip, you can choose one damage die and treat it as having rolled its maximum value.
House of Rooks
House of Rooks (Level 3)
The clandestine members of the House of Rooks make adept spies, assassins, and scouts, though they might just as easily pick up jobs run by rogues and brigands. In addition to their suite of cantrips, Rooks are light on their feet and know a few tricks to magically open doors in utter silence.
Rook Strike
Starting when you choose this house at 3rd level, as a bonus action, you can gain advantage on the next spell attack roll you make on your turn. Alternatively, you can impose disadvantage on a saving throw a creature makes against a warmage spell you cast before the end of your turn.
Once you use this feature, you can't use it again until you finish a short or long rest, or until you reduce a creature to 0 hit points with a cantrip.
Rasp
Starting at 3rd level, you can cast the knock spell at will without expending a spell slot. When you cast the spell in this way, it has a casting time of 1 minute and the spell's casting is completely silent.
Arcane Acrobat (Level 7)
Beginning at 7th level, you can add your Intelligence modifier to all Dexterity checks you make. Additionally, when you fall and aren't incapacitated, you can subtract up to 60 feet from the fall when calculating falling damage.
Fleeting Decoy (Level 10)
At 10th level, as a reaction when you take damage from a creature you can see, you raise a defensive illusion to protect you from further harm. Attacks made against you have disadvantage until the start of your next turn.
Elusive Step (Level 15)
By 15th level, you're extremely difficult to pin down. If you move more than 15 feet on your turn, any additional movement you make doesn't provoke opportunity attacks.
Flash of Feathers (Level 18)
Starting at 18th level, you can vanish without a trace, slip behind enemy lines, and dive in for the kill. You can cast the invisibility spell once, targeting only yourself, without using a spell slot or spell components. While you are invisible, your speed is doubled, and you can make one attack or cast one warmage cantrip without ending the spell.
Once you use this feature, you can't use it again until you finish a short or long rest.