SIGNING IN

Hit Points

Hit Dice 1d8 per niveau

Vaardigheden

CON , INT

Warmage

Niveau Proficiency Bonus Eigenschappen Cantrips Cantrip Bonus Dice Tricks
1 + 2 Spellcasting Arcane Initiation Warmage Edge 4 0 0
2 + 2 Spellcasting Arcane Initiation Warmage Edge 4 0 2
3 + 2 Spellcasting Arcane Initiation Warmage Edge 5 0 3
4 + 2 Spellcasting Arcane Initiation Warmage Edge 5 0 3
5 + 3 Spellcasting Arcane Initiation Warmage Edge 6 1 4
6 + 3 Spellcasting Arcane Initiation Warmage Edge 6 1 4
7 + 3 Spellcasting Arcane Initiation Warmage Edge 6 1 5
8 + 3 Spellcasting Arcane Initiation Warmage Edge 6 1 5
9 + 4 Spellcasting Arcane Initiation Warmage Edge 7 1 6
10 + 4 Spellcasting Arcane Initiation Warmage Edge 7 1 6
11 + 4 Spellcasting Arcane Initiation Warmage Edge 7 2 7
12 + 4 Spellcasting Arcane Initiation Warmage Edge 7 2 7
13 + 5 Spellcasting Arcane Initiation Warmage Edge 8 2 8
14 + 5 Spellcasting Arcane Initiation Warmage Edge 8 2 8
15 + 5 Spellcasting Arcane Initiation Warmage Edge 8 2 9
16 + 5 Spellcasting Arcane Initiation Warmage Edge 8 2 9
17 + 6 Spellcasting Arcane Initiation Warmage Edge 9 3 10
18 + 6 Spellcasting Arcane Initiation Warmage Edge 9 3 10
19 + 6 Spellcasting Arcane Initiation Warmage Edge 9 3 10
20 + 6 Spellcasting Arcane Initiation Warmage Edge 10 4 10

Klassespreuken

Acid Splash Chill Touch Fire Bolt Light Mage Hand Mending Minor Illusion Poison Spray Prestidigitation Produce Flame Ray of Frost Shocking Grasp True Strike acid splash|xphb chill touch|xphb fire bolt|xphb light|xphb mage hand|xphb mending|xphb minor illusion|xphb poison spray|xphb prestidigitation|xphb produce flame|xphb ray of frost|xphb shocking grasp|xphb true strike|xphb

Klasse-eigenschappen

Niveau 1

Spellcasting
Arcane Initiation
Warmage Edge

Niveau 10

Subclass Feature

Niveau 11

Arcane Surge Improvement

Niveau 12

Ability Score Improvement

Niveau 14

Strategic Deflection

Niveau 15

Subclass Feature

Niveau 16

Ability Score Improvement

Niveau 18

Subclass Feature

Niveau 19

Epic Boon

Niveau 2

Reliable Cantrip
Warmage Tricks

Niveau 20

Master Warmage

Niveau 3

Warmage Subclass

Niveau 4

Ability Score Improvement

Niveau 5

Arcane Surge

Niveau 6

Tactical Insight

Niveau 7

Subclass Feature

Niveau 8

Ability Score Improvement

Cantrip-voortgang

Niveau 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Bekend 4 4 5 5 6 6 6 6 7 7 7 7 8 8 8 8 9 9 9 10

Vaardigheden

Armor

light

Weapons

simple

Skills

Startuitrusting

Klasse-eigenschappen

Spellcasting (Level 1)

You have learned the simple, yet potent brand of spellcasting for which Warmages are known.

Cantrips

You know four Warmage cantrips of your choice. Force Dart, Prestidigitation, Quickstep, and Shocking Grasp are recommended. Whenever you gain a Warmage level, you can replace one of your cantrips from this feature with another Warmage cantrip of your choice. You can't replace a cantrip that is a prerequisite for a Warmage trick, unless you replace the trick at the same time.

You learn additional Warmage cantrips of your choice at higher levels, as shown in the Cantrips column of the Warmage Features table.

If another Warmage feature gives you cantrips, those cantrips don't count against your number of cantrips known, but otherwise count as Warmage cantrips for you.

Spellcasting Ability

Intelligence is your spellcasting ability for your Warmage spells.

Spellcasting Focus

You can use an Arcane Focus as a Spellcasting Focus for your Warmage spells.

Arcane Initiation (Level 1)

Choose where you first learned the basics of magic.

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 and you gain proficiency in the Perception skill.

Arcane Event

An influx of insidious magic left an imprint on you. You learn the Message and Sorcerous Burst cantrips and you gain proficiency in the Insight skill.

Circus Performer

You learned a few simple tricks to participate in a sideshow or circus act. You learn the Minor Illusion and Starry Wisp cantrips and you gain proficiency in the Acrobatics skill.

Mercenary

You mastered the fundamentals of war magic to engage in battle with similarly armed arcanists. You learn the Mending and True Strike cantrips and you gain proficiency in the Athletics skill.

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 and you gain proficiency in one skill of your choice.

Survivalist

To survive in the wild, you taught yourself to cast simple spells. You learn the Druidcraft and Shillelagh cantrips and you gain proficiency in the Survival skill.

Temple Initiate

A monastery or temple educated you in the ways of gentle healing magic. You learn the Sacred Flame and Spare the Dying cantrips and you gain proficiency in the Religion skill.

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 and you gain proficiency in the Arcana skill.

Making Your Own Initiation

You can work with your GM to create an Arcane Initiation to suit your character's background. Choose two cantrips of your choice from any class's spell list; one cantrip should be suitable for combat, and the other for utility. Avoid choosing cantrips that are otherwise exclusive to another spellcaster. Also choose one skill.

Warmage Edge (Level 1)

Once per turn when you cast a Warmage cantrip, you can improve the spell, gaining the following benefits.

Intelligence to Damage

Add your Intelligence modifier to one damage roll of the spell if you don't already add it.

Improved Cantrip Upgrade

Starting at Warmage level 5, you improve one damage roll of the spell, adding extra dice to the damage roll as shown on the Cantrip Bonus Dice column of the Warmage Features table.

Reliable Cantrip (Level 2)

When you cast a Warmage cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes the cantrip's minimum amount of damage (if any) but suffers no additional effect from the cantrip. You can apply Warmage Edge to this damage (which also deals minimum damage), but you can't use this damage to trigger Warmage Tricks. For example, if you cast Force Dart and miss, you can apply Warmage Edge to deal Force damage equal to 1 plus your Intelligence modifier.

Warmage Tricks (Level 2)

You learn to use Warmage Tricks, special techniques that alter the way you fight, move, and cast your spells. You learn two tricks of your choice for which you meet the prerequisites. Warmage Tricks are described in the "Warmage Trick Options" section later on in the class's description.

Prerequisites

If a trick has a prerequisite, you must meet it to learn that trick. For example, if a trick requires you to be a level 5+ Warmage, you can select the trick once you reach Warmage level 5.

Replacing and Gaining Tricks

Whenever you gain a Warmage level, you can replace one of your tricks with another one for which you qualify. When you gain certain Warmage levels, you gain more tricks of your choice, as shown in the Tricks column of the Warmage Features table. You can't pick the same trick more than once unless its description says otherwise.

Warmage Subclass (Level 3)

You gain a Warmage subclass of your choice. A subclass is a specialization that grants you features at certain Warmage levels. For the rest of your career, you gain each of your subclass's features that are of your Warmage level or lower.

Ability Score Improvement (Level 4)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Arcane Surge (Level 5)

Once on each of your turns, when you deal damage with a Warmage cantrip, you can double the number of damage dice dealt by the spell, as if you scored a Critical Hit. If you use this feature to improve a spell that has already scored a Critical Hit, the cantrip deals triple the number of damage dice in total.

You can use this feature twice. You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest. You gain an additional use when you reach Warmage level 11.

Tactical Insight (Level 6)

You gain a bonus to saving throws against spells and other magical effects equal to your Intelligence modifier (minimum bonus of +1). You don't gain this bonus to Intelligence saving throws.

Subclass Feature (Level 7)

You gain a feature from your Warmage Subclass.

Ability Score Improvement (Level 8)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Subclass Feature (Level 10)

You gain a feature from your Warmage Subclass.

Arcane Surge Improvement (Level 11)

You gain an additional use of Arcane Surge.

Ability Score Improvement (Level 12)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Strategic Deflection (Level 14)

When a creature casts a spell that forces you to make a saving throw to avoid damage, you can take a 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 it 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.

Subclass Feature (Level 15)

You gain a feature from your Warmage Subclass.

Ability Score Improvement (Level 16)

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Subclass Feature (Level 18)

You gain a feature from your Warmage Subclass.

Epic Boon (Level 19)

You gain an Epic Boon feat or another feat of your choice for which you qualify.

Master Warmage (Level 20)

Whenever you roll Initiative and have no uses of Arcane Surge left, you regain one expended use of it.

Multiklassen

Subklasses

Coalition Arcanist
DarkMatter24
House of Bishops
ValdaSpire24
House of Cards
ValdaSpire24
House of Darts
ValdaSpire24
House of Dice
ValdaSpire24
House of Go
ValdaSpire24Extras
House of Kings
ValdaSpire24
House of Knights
ValdaSpire24
House of Lancers
DarkMatter24
House of Pawns
ValdaSpire24
House of Rooks
ValdaSpire24
House of Roulette
ValdaSpire24Extras

Subklasse-eigenschappen

Coalition Arcanist

Coalition Arcanist (Level 3)

Conquer the Battlefield Through Tactical Superiority

Warfare in the 'Verse is a perilous dance of arcana and technology that stretches across entire star systems. In this new theater of combat, none have adapted better than the Coalition and their squads of Warmage arcanists. Equipped with specially-designed blaster gauntlets, a coalition arcanist wields magic as others do a blaster: firing off spells automatically, in shotgun-style bursts, and in deadly beams that can level an entire company of foes.

Blaster Gauntlet

You gain a specialized Arcane Focus known as a Blaster Gauntlet. When you cast a Warmage cantrip that requires a ranged spell attack roll using this gauntlet as a focus, you can overheat the cantrip. The cantrip's damage dice increase by one step (d4d6d8d10d12, to a maximum of d12s) for this casting. The cantrip then overheats; you can't cast this cantrip again until the end of your next turn.

Tactical Uplink (Level 7)

You have been fitted with a neural implant, granting you unparalleled battlefield awareness. You can take a Magic action to gain knowledge of the general lay of the land within a 1-mile Emanation originating from you. This knowledge only extends to surface-level or obvious features (natural or artificial) and doesn't detect creatures. Additionally, you have a +5 bonus to your Passive Wisdom (Perception) score.

Requisition (Level 10)

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: a Concussion Grenade, Drive Wheel, Hoverboard, Jetpack, Nanobot Canister (Deconstructive or Reconstructive), Phase Suit, or Scout Scanner. If the magic item has a save DC, it uses your spell save DC. If it requires Attunement, it is attuned to you automatically. 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)

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 cast a Warmage cantrip targeting a creature that your ally can see. You launch the cantrip like a mortar, ricochet it off obstacles, or fire it through thin barriers to hit the target.

Precision Hardlight Strike (Level 18)

As a Magic action, you can mark a point you can see within 120 feet of yourself for destruction. At the start of your next turn, the Coalition delivers a magical bombardment in a 20-foot-radius Sphere centered on that point. Each creature within the Sphere makes a Dexterity saving throw against your spell save DC, taking 10d10 Force damage on a failed save, or half as much damage on a successful one. Flammable objects in the area that aren't being worn or carried are reduced to ash.

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)

Wield Greater Arcane Magic

The House of Bishops adopts Warmages with arcane potential and teaches its members traditional spellcasting. Such Warmages might be mistaken for Wizards or Sorcerers, for they wield many of the same spells, but bishops prioritize excellence in their spellcasting over a wide repertoire of spells.

Spellcasting

You gain the ability to cast more potent spells.

Spell Slots

The Bishop Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+

You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Wizard spell list. Burning Hands, Grease, and Shield are recommended. The number of spells on your list increases as you gain Warmage levels, as shown in the Prepared Spells column of the Bishop Spellcasting table. Whenever that number increases, choose additional spells from the Wizard spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Warmage, your list of prepared spells can include five Wizard spells of levels 1 and 2 in any combination.

Changing Your Prepared Spells

Whenever you gain a Warmage level, you can replace one spell on your list with another Wizard spell for which you have spell slots.

Warmage Edge

You can use your Warmage Edge feature to improve the damage rolls of level 1+ Wizard spells as if they were cantrips. If you add Warmage Edge to the Magic Missile spell, you improve the damage roll of only one dart.

Arcane Study

You gain proficiency in two of the following skills of your choice: Arcana, History, Investigation, Medicine, or Religion.

Mystical Companion (Level 7)

You always have the Find Familiar spell prepared, which doesn't count against your number of prepared spells. When you cast the spell, you 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)

Your Warmage and Wizard spells deal double damage to objects and structures. You have Advantage on spell attack rolls against targets that are 100 or more feet away from you.

Spell Sculpting (Level 15)

When you cast a spell with a spell slot that affects other creatures that you can see, you can choose a number of them up to your Intelligence modifier (minimum of one). 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)

As a Bonus Action, you can expend a number of spell slots with a combined level of 6+ to regain one expended use of your Arcane Surge.

House of Cards

House of Cards (Level 3)

Push Your Luck With Hands of Cards

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

Your poker face carries you through practically any lie. You gain proficiency in the Deception skill and with the Gaming Kit (Playing Cards), if you don't already have it. Additionally, you gain a bonus to Charisma (Deception) checks equal to your Intelligence modifier (minimum bonus of +1).

Deck of Fate

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 an enemy with a Warmage spell that deals damage, you can take a 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 its 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 draw until you have five cards in your hand again.

Hands
ResultCardsBenefit

Straight

Any five sequential cards, regardless of suit.

You deal an extra 12 damage.

Flush

Any five cards of the same suit, regardless of order.

You deal an extra 10 damage.

Three of a Kind

Any three of the same rank.

You deal an extra 6 damage.

Pair

Any two of the same rank.

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)

On your turn, you can choose any number of cards from your hand and place them on the bottom of your Deck of Fate (no action required), losing 2 Hit Points per card you choose. You then draw until you have five cards in your hand again.

Dealer's Choice (Level 10)

You can take a Bonus Action to gain one of the following effects, chosen by the GM.

Resistance

You gain Resistance to all damage until the end of your next turn.

Teleportation

You teleport to an unoccupied space you can see within 60 feet of you.

Demiplane

You vanish into a safe, endless demiplane. At the start of your next turn, you reappear in the space you left or in the nearest unoccupied space if that space is occupied. Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Card Reading (Level 15)

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)

Whenever you would draw one or more cards from your deck, draw twice as many. Put half of the cards drawn on the bottom of your deck and the other cards in your hand.

House of Darts

House of Darts (Level 3)

Make Bullseye Shots with Ranged Cantrips

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 wire 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.

Magic Daggers

You learn the Magic Daggers cantrip.

Trick Shot

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 weapon that has Thrown, you can add or subtract a d4 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 feature after making the attack roll, potentially causing the attack to hit.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain one expended use when you finish a Short Rest and all expended uses when you finish a Long Rest.

Bullseye

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.

Extra Damage

You can deal an extra 1d10 Force damage to the target.

Recovery

You regain one expended use of your Trick Shot feature.

Reroll

You can reroll the d20 and must use the new roll. Record this new d20 roll.

Dagger Climb (Level 7)

You can cast Magic Daggers to summon a pair of daggers to your open hands, helping you scale surfaces. You gain a Climb Speed equal to your Speed for 10 minutes.

Intercepting Shot (Level 10)

As a Reaction when an attacker you can see within 60 feet makes an attack against you or an Ally you can see within 30 feet of yourself, 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)

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 throwing a special teleportation dagger to a point you can see within the spell's range. You can take a 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 feature to teleport or throw another teleportation dagger.

Dart Burst (Level 18)

If you have recorded ten or more unique numbers using your Bullseye feature, you can take an 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 damage 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)

Tempt Fate with Chaotic Die Rolls

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

Your light fingers and unscrupulous tactics help you win the day. You gain proficiency in the Sleight of Hand skill and with the Gaming Set (Dice Set), if you don't already have it.

Dice of Fate

You gain four Dice of Fate, which are d6s. Whenever you fail a D20 Test or make a damage roll, you can expend one Die of Fate and add it to the roll, potentially causing the D20 Test to succeed. Once you expend a Die of Fate, it goes to the GM, who can expend it to add it to a D20 Test or a damage roll made by an NPC or monster. When the GM expends 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 level 7, you have an additional two Dice of Fate, and you can add two Dice of Fate at once to your damage rolls with Warmage cantrips.

Chaos Roll

You can expend two of your Dice of Fate as a Magic action, rolling them on the Chaos Roll table to create a chaotic surge of energy.

Chaos Roll
2d6Effect

2

You cast Fireball centered on yourself.

3

Your AC is reduced by 2 until the start of your next turn.

4

You have the Prone condition.

5

Until the start of your next turn, each creature within a 60-foot Emanation originating from you can only speak in a babbling nonsense language and can't cast spells with a Verbal component.

6

A 5-foot-radius Sphere of butterflies, insects, or doves fills a location you choose within 60 feet of you. The Sphere is Heavily Obscured until the start of your next turn.

7

You gain 7 Temporary Hit Points, and you keep the Dice of Fate instead of giving them to the GM.

8

You have the Invisible condition until the end of your next turn, as per the Invisibility spell.

9

An object within 60 feet of you chosen by the GM explodes, dealing no damage to you or your Allies, and dealing 3d6 Fire damage to one creature caught in the blast.

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 taken.

12

You cast Lightning Bolt and can add the Dice of Fate to the damage roll.

Loaded Dice (Level 7)

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)

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)

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)

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)

Dominate Your Foes Through Cunning Formations

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

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 have the Incapacitated condition, die, or activate a different formation.

Flank

You can use this formation when you and an Ally that doesn't have the Incapacitated condition are adjacent to an enemy 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 enemy 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 or not you deal damage with the cantrip.

Wall

You can use this formation when you and two to six Allies that don't have the Incapacitated condition are within 5 feet of another Ally. Each creature in this formation (including you), gains a +2 bonus to its AC.

Opening Strategy (Level 7)

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 see or hear 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)

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)

Your formation moves as if your Allies were links in a chain. Whenever you move on your turn, any number of willing Allies in your formation can move the same distance.

End Game (Level 18)

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)

Lead Your Allies with Brilliant Stratagems

Warmages who train in the House of Kings specialize in tactics and strategy, learning age-old maneuvers to gain an 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 a game of strategy to be understood and conquered.

Martial Training

You gain proficiency with Martial weapons and training with Medium armor and Shields.

Battle Tactics

You learn maneuvers that are fueled by special dice called Battle Dice.

Battle Dice

You have two Battle Dice, which are d6s. A Battle Die is expended when you use it. You regain all expended Battle Dice when you roll Initiative or finish a Short or Long Rest. Your Battle Die changes and more Battle Dice become available when you reach certain Warmage levels as shown on the Battle Dice table.

Maneuvers

You can expend Battle Dice to perform maneuvers. Your maneuver options are detailed at the end of the subclass description.

Saving Throws

If a maneuver requires a saving throw, the DC equals to your spell save DC.

Battle Dice
Warmage LevelBattle Dice

3

2d6

7

3d6

13

3d8

19

4d8

Maneuver Options

The maneuvers are presented in alphabetical order.

Blitz

When you hit a creature with an attack, you can expend one Battle Die as a Bonus Action to maneuver one of your Allies. Add the Battle Die to the attack's damage roll. Choose an Ally within 60 feet of yourself that can see or hear you. That Ally can take a Reaction to move up to its Speed without provoking Opportunity Attacks.

Check

When you hit a creature with an attack, you can expend one Battle Die as a Bonus Action to threaten the target. Add the Battle Dice to the attack's damage roll. The target has the Frightened condition until the end of your next turn.

Flash of Brilliance

When you fail an Intelligence or Wisdom check, you can expend one Battle Die to add it to the roll, potentially turning it into a success. You can only use this maneuver once per turn.

Gambit

When you hit a creature with an attack, you can expend one Battle Die as a Bonus Action to give your Allies an opening. Add the Battle Die to the attack's damage roll. The next creature other than yourself to make an attack roll against the target adds the Battle Die to the attack roll.

Morale Boost

When an ally you can see within 60 feet of yourself fails a saving throw, you can take a Reaction to expend one Battle Die and add it to the roll, potentially turning it into a success.

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. Add the Battle Die to the attack's damage roll. The target must succeed on a Strength saving throw or its Speed becomes 0 until the end of its next turn.

Lead from the Front (Level 7)

Difficult Terrain doesn't cost you extra movement. Allies that can see you within 120 feet of you also gain this benefit.

Tactical Master (Level 10)

Allies within 10 feet of you add your Intelligence modifier (minimum of 1) to their saving throws against spells and magical effects.

Checkmate [Maneuver] (Level 15)

When you hit a creature with an attack, you can expend one Battle Die as a Bonus Action to direct an Ally within 60 feet of yourself that can see or hear you to strike. The Ally can take a Reaction to cast a cantrip or make one attack with a weapon or Unarmed Strike. The ally adds the Battle Die to one damage roll of the attack or cantrip.

Grandmaster (Level 18)

When you roll Initiative, choose a number of Allies up to your Intelligence modifier (minimum of one) within 60 feet of yourself that can see or hear you. Give each Ally a Battle Die without expending it.

Once within the next minute when the Ally fails a D20 Test, it can roll the Battle Die and add the number rolled to the d20, potentially turning the failure into a success. A Battle Die is expended when it's rolled.

House of Knights

House of Knights (Level 3)

Wield Blades of Fire, Lightning, Frost, and Force

The House of Knights has a long and storied tradition of melding swordplay with the Warmage's potent 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.

Martial Training

You gain proficiency with Martial weapons and training with Medium armor, Heavy armor, and Shields. You can ignore the Strength requirement for wearing Heavy armor and wielding weapons with Heavy.

Mystical Armament

Your melding of swordplay and arcana grants you the following benefits.

Martial Cantrips

You learn the Force Buckler and one of the following cantrips of your choice: Arc Blade, Burning Blade, Frigid Blade, or True Strike.

Manifest Weapon

As a Bonus Action, you can create a Simple or Martial Melee weapon made of magical force in your hand. This weapon counts as being worth 1 GP for the purposes of Material components. You can use this weapon as a Spellcasting Focus.

Whenever you attack with the manifested weapon, you can use your Intelligence modifier for the attack and damage rolls instead of using Strength or Dexterity. The weapon deals Force damage or its normal damage type.

The weapon vanishes at the end of your turn if you aren't holding it.

Fighting Style (Level 7)

You gain a Fighting Style feat of your choice. Whenever you gain a Warmage level, you can replace the feat you chose with a different Fighting Style feat.

Knight's Ward (Level 10)

You can raise a hardened magical barrier between you and your foes. As a Bonus Action, you gain a number of Temporary Hit Points equal to twice your Warmage level.

Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Tactical Maneuver (Level 15)

You can spend up to 30 feet of movement to teleport to an unoccupied space you can see. The destination can be a number of feet away from you equal to half the movement you spend.

Field of Blades (Level 18)

You can summon a whirlwind of mystical weapons for a flurry of strikes. As a Magic action, you can make a melee spell attack against up to five creatures you can see within 30 feet of you. Make 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)

Deliver Cantrips Through Hand-to-Hand Arcana

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.

Unarmored Defense

While you aren't wearing armor or wielding a Shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Hand-to-Hand Arcana

You have been trained in the Lancers' unarmed combat technique, granting you the following benefits.

Bonus Unarmed Strike

You can make an Unarmed Strike as a Bonus Action.

Unarmed Strike Damage

You can roll a d6 in place of the normal damage of your Unarmed Strikes. The damage die changes when you reach Warmage levels 5 (d8), 11 (d10), and 17 (d12).

Intelligent Strikes

You can use Intelligence instead of Strength for the attack and damage rolls of your Unarmed Strikes. In addition, when you use the Grapple or Shove option of your Unarmed Strike, you can use your Intelligence modifier instead of your Strength modifier to determine the save DC.

Weaponized Fists

Your Unarmed Strike counts as a Melee weapon with a cost of 1 GP for the purposes of Material components.

Shock Trooper

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.

Mystical Physicality (Level 7)

Your Lancer training has heightened your body and mind, granting the following benefits.

Force Damage

Whenever you deal damage with your Unarmed Strike, it can deal your choice of Force damage or its normal damage type.

Ignore Difficult Terrain

Difficult Terrain doesn't cost you extra movement.

Mind Over Matter

Whenever you make a Strength, Dexterity, or Constitution check, you can use your Intelligence modifier instead of the normal modifier.

Evasion (Level 10)

When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.

You don't benefit from this feature if you have the Incapacitated condition.

Improved Shock Trooper (Level 15)

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)

You can cast spells with superhuman speed. As a Magic action, you can expend a use of your Arcane Surge feature to cast three different cantrips that have a casting time of an action or a 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)

Master Cantrips and Warmage Tricks

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 strategy, for they embody the adaptability to which all Warmages aspire.

Promotion

As a Pawn, you have trained as the quintessential Warmage. When you finish a Long Rest, choose one of the following benefits, which lasts until you use this feature to choose a different benefit.

Adaptive Magic

You learn one Warmage trick of your choice for which you meet the prerequisites and one Warmage cantrip of your choice. This trick doesn't count against your number of tricks known.

Martial Training

You gain proficiency with Martial weapons and training with Medium armor and Shields.

Pawn Storm (Level 7)

You can add your Intelligence modifier (minimum of 1) to Initiative rolls. Additionally, when you roll Initiative, you can move up to your Speed.

Multidiscipline (Level 10)

You can add half your Proficiency Bonus (round down) to any saving throw you make that doesn't otherwise use your Proficiency Bonus.

Pawn Wall (Level 15)

Whenever you deal damage with a Warmage cantrip, you and up to two Allies within 5 feet of you have Resistance to that damage type until the end of your next turn.

Fundamental Mastery (Level 18)

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)

Practice Furtive Magic and Mystical Stealth

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

When you make an attack roll or ability check, you can take a Bonus Action to gain Advantage on the roll. Alternatively, you can impose Disadvantage on a saving throw a creature makes against a Warmage cantrip you cast before the end of your turn.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Arcane Acrobat

You gain proficiency in one of the following skills of your choice: Acrobatics, Sleight of Hand, or Stealth. Additionally, you gain a bonus equal to your Intelligence modifier (minimum bonus of +1) to all Dexterity checks you make.

Covert Magic (Level 7)

You learn a suite of furtive magic practiced by Rooks. You can cast each of the following spells without using a spell slot or Verbal components: Feather Fall, Invisibility, Knock (silent when you cast it using this feature), Silence, and Spider Climb.

Once you cast a spell using this feature, you can't cast it again until you finish a Long Rest. You can expend a use of Arcane Surge to regain your use of all of these spells (no action required).

Fleeting Decoy (Level 10)

When you take damage from a creature you can see, you can take a Reaction to raise a defensive illusion that protects you from further harm. Attacks made against you have Disadvantage until the start of your next turn.

Elusive Step (Level 15)

If you move more than 5 feet on your turn, any subsequent movement you make doesn't provoke Opportunity Attacks.

Arcane Assassin (Level 18)

You can cast the Greater Invisibility spell targeting yourself only without a spell slot or spell components. While you have the Invisible condition, your Speed is doubled.

Once you use this feature, you can't do so again until you finish a Short or Long Rest.

House of Roulette

House of Roulette (Level 3)

Spin the Wheel, Gambling on Your Lucky Numbers

Like the Houses of Dice and Cards, Warmages of the House of Roulette are masters of the calculated gamble. Bearing a number of magical chips, they can push the odds when the need arises, pulling off longshot plays that other Warmages could only dream of.

Spin the Wheel

You gain a roulette ball infused with arcane energy and a number of chips. As a Bonus Action, you can conjure a roulette wheel of magical force and roll the ball. Choose one of the bets from the Roulette Bets table below, announce your guess, and roll a d100. You gain the listed benefit if your guess is correct.

Chips of Fate

You have four Chips of Fate, and regain all expended chips when you finish a Long Rest. You gain two more Chips of Fate at level 7 (6 chips), 10 (8 chips), and 15 (10 chips).

Whenever you place a bet on the roulette wheel, you can expend 1-4 of your chips to place additional bets equal to the number of chips expended. No matter how many chips you expend, you can only place two types of bets, such as Singles and Tens, per d100 roll. You can't place more than one Odd/Even or High/Low bets. You can gain two benefits at once if you win two bets on the same roll.

Roulette Bets
BetBenefit

Odd/Even. Guess whether the roll is even or odd.

You gain a +2 bonus to your AC until the start of your next turn.

High/Low. Guess whether the roll is above or below 50.

You gain a +2 bonus on attack rolls you make until the start of your next turn.

Lanes. Guess which of the following spans the number falls within: 01-20, 21-40, 41-60 , 61-80, 81-00.

You can gain Advantage on a D20 Test you make before the end of your next turn.

Tens. Guess the 10s digit of the roll.

Once before the end of your next turn, you can add 10 to the damage roll of a Warmage cantrip you cast.

Single. Guess the exact number of the roll.

Until the start of your next turn, you have Resistance to all damage and treat any d20 roll you make as 20.

Lucky Number (Level 7)

Pick a Lucky Number from 1 to 100 If you roll that number on any d100 roll of your Spin the Wheel feature, you gain the benefit of betting that number as a Single. You can change your Lucky Number whenever you finish a Long Rest.

Spinning Shield (Level 10)

When a creature you can see makes an attack roll against you, you can take a Reaction to conjure your roulette wheel between yourself and the attacker. You and the attacker each roll a d100. If your roll is equal or higher than that of the attacker, the attack misses, and you can't use this ability again until you finish a Short or Long Rest.

Cash Out (Level 15)

You can unleash the energy stored within a Chip of Fate to escape a tight spot. As a Bonus Action, you can expend a Chip of Fate to teleport up to 120 feet to an unoccupied space you can see.

Everything on Black (Level 18)

Whenever you roll Initiative, you regain 4 expended Chips of Fate. Additionally, whenever you expend one or more Chips of Fate to bet on a Single and win, you regain all of your expended Chips of Fate.