SIGNING IN

Livspoeng

Livsterninger 1d8 per niva

Kyndigheter

CON , INT

Warmage

Niva Dyktighetsbonus Egenskaper Cantrips Known Tricks Known
1 + 2 Spellcasting Arcane Initiation Arcane Fighting Style 3 0
2 + 2 Spellcasting Arcane Initiation Arcane Fighting Style 3 2
3 + 2 Spellcasting Arcane Initiation Arcane Fighting Style 4 2
4 + 2 Spellcasting Arcane Initiation Arcane Fighting Style 4 2
5 + 3 Spellcasting Arcane Initiation Arcane Fighting Style 5 4
6 + 3 Spellcasting Arcane Initiation Arcane Fighting Style 5 4
7 + 3 Spellcasting Arcane Initiation Arcane Fighting Style 6 4
8 + 3 Spellcasting Arcane Initiation Arcane Fighting Style 6 4
9 + 4 Spellcasting Arcane Initiation Arcane Fighting Style 7 6
10 + 4 Spellcasting Arcane Initiation Arcane Fighting Style 7 6
11 + 4 Spellcasting Arcane Initiation Arcane Fighting Style 8 6
12 + 4 Spellcasting Arcane Initiation Arcane Fighting Style 8 6
13 + 5 Spellcasting Arcane Initiation Arcane Fighting Style 9 8
14 + 5 Spellcasting Arcane Initiation Arcane Fighting Style 9 8
15 + 5 Spellcasting Arcane Initiation Arcane Fighting Style 10 8
16 + 5 Spellcasting Arcane Initiation Arcane Fighting Style 10 8
17 + 6 Spellcasting Arcane Initiation Arcane Fighting Style 11 10
18 + 6 Spellcasting Arcane Initiation Arcane Fighting Style 11 10
19 + 6 Spellcasting Arcane Initiation Arcane Fighting Style 12 10
20 + 6 Spellcasting Arcane Initiation Arcane Fighting Style 12 10

Klassetrolldommer

Acid Splash Chill Touch Fire Bolt Light Mage Hand Mending Poison Spray Ray of Frost Shillelagh Shocking Grasp True Strike acid splash|xphb chill touch|xphb fire bolt|xphb light|xphb mage hand|xphb mending|xphb poison spray|xphb ray of frost|xphb shillelagh|xphb shocking grasp|xphb true strike|xphb

Klasseegenskaper

Niva 1

Spellcasting
Arcane Initiation
Arcane Fighting Style

Niva 10

Warmage House feature

Niva 11

Commander's Mount

Niva 12

Ability Score Improvement

Niva 14

Warmage's Eye

Niva 15

Warmage House feature

Niva 16

Ability Score Improvement

Niva 18

Warmage House feature

Niva 19

Ability Score Improvement

Niva 2

Warmage Edge
Warmage Trick

Niva 20

Master Warmage

Niva 3

Warmage House

Niva 4

Ability Score Improvement

Niva 6

Warmage Tactics

Niva 7

Warmage House feature

Niva 8

Ability Score Improvement

Cantrip-utvikling

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

Kyndigheter

Armor

light

Weapons

simple

Skills

Startutstyr

Leather armor, a dagger, and any simple weapon
(a) a light crossbow and 20 bolts or (b) a shortbow and 20 arrows
An explorer's pack an (a) a traveler's pack or (b) one kit you're proficient in

Klasseegenskaper

Spellcasting (Level 1)

At 1st level, you begin to learn the simple, yet potent, brand of spellcasting for which warmages are known.

Cantrips

At 1st level, you learn 3 cantrips 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 study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a 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)

The College of Warmages takes in students from all walks of life, but only trains those that have some aptitude in magic. At 1st level, choose where you first encountered the spark of magic from the following:

Scholar

You learned your spells and skills through study and practice, likely in a school or under the tutelage of a master. You have a spellbook which begins inscribed with two 1st-level spells of your choice that have the ritual tag from any class's spell list. With your spellbook in hand, you can cast the chosen spells as rituals.

On your adventures, you can add other ritual spells to your spellbook. When you find such a spell, you can add it to the book if the spell's level is equal to or less than half your warmage level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.

Additionally, you learn the cantrips prestidigitation and dancing lights, which don't count against the total number of cantrips you know.

Sage

You learned magic in a monastery, church, or nunnery, or perhaps as part of a circle of druids. You learn the cantrips guidance, light, and sacred flame, which don't count against the total number of cantrips you know, as well as one 1st level cleric or druid spell which you can cast once without using a spell slot. You regain the ability to cast this spell when you finish a long rest.

Savant

You inherited your powers either by birthright or though magical happenstance. In either case, you are less trained than others, but your magic flows out of you with surprising ease. You learn two additional cantrips of your choice from the sorcerer spell list, which don't count against the total number of cantrips you know, and when you roll a critical hit on a spell attack roll, you deal an extra die of damage.

Arcane Fighting Style (Level 1)

The College of Warmages teaches that magic is the purest of weapons, and can be wielded just as easily as any other. At 1st level, select one of the following fighting styles:

Blaster

When you cast a warmage cantrip, you can increase its damage die by one step, to a maximum of d12. A cantrip that initially deals 1d12 damage instead deals an additional 1d4 damage per damage die. (Die progression is as follows: d4 → d6 → d8 → d10 → d12.)

Deflector

When you have 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 AC, potentially causing the attack to miss.

Resistive

While you are wearing light or medium armor or are under the effect of the {spell mage armor} spell, you gain a +1 bonus to AC.

Sniper

When making a ranged spell attack, you gain a +2 bonus to the attack roll.

Striker

When you roll a 1 or 2 on a damage die for a warmage cantrip you cast which requires a melee attack, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Warmage Edge (Level 2)

Starting at 2nd level, once per turn when you deal damage with a warmage spell, you can add your Intelligence modifier + half your warmage level (rounded up) to the damage roll.

Warmage Trick (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 2 tricks at 2nd level, and 2 additional tricks at 5th, 9th, 13th and 17th level.

Additionally, when you gain a level in this class, you can replace a trick that you know with another trick for which you meet the prerequisites.

Warmage House (Level 3)

The College of Warmages divides its students into distinct Houses, teaching different skills, abilities, and techniques. Upon reaching 3rd level, you can select your House from the following: Pawn, Knight, Bishop, Rook, or King. You gain your first house ability at 3rd level, and an additional one at 7th, 10th, 15th, and 18th level.

Ability Score Improvement (Level 4)

When you reach 4th, 8th, 12th, 16th, and 18th 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.

Warmage Tactics (Level 6)

At 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature can use your Intelligence modifer and saving throw proficiency bonus on the roll, instead of its own bonus to the roll.

At 18th level, the range of this effect increases to 30 feet.

Warmage House feature (Level 7)

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.

Warmage House feature (Level 10)

Commander's Mount (Level 11)

Starting at 11th level, you are granted access to the warmages' mystical stable. You learn the spell find steed, and can cast it without using a spell slot.

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.

Warmage's Eye (Level 14)

At 14th level, you can cast the spell detect magic without expending a spell slot.

Warmage House feature (Level 15)

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.

Warmage House feature (Level 18)

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.

Master Warmage (Level 20)

At 20th level, you reach the pinnacle of your warmage prowess. Whenever you cast a warmage cantrip, you can use your bonus action to immediately cast another one.

Underklasser

House of Bishops
MFOV:WM
House of Kings
MFOV:WM
House of Knights
MFOV:WM
House of Pawns
MFOV:WM
House of Rooks
MFOV:WM

Underklasse-egenskaper

House of Bishops

House of Bishops (Level 3)

The House of Bishops focuses solely on spellcasting, expanding the warmage principles to more intricate magic.

Spellcasting

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 or 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, and 14th 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 8th or 14th level.

Arcane Study

At 3rd level, you can select any two skills from Arcana, History, Medicine, Investigation, and Religion. You gain proficiency in that skill if you did not have it before, or double your proficiency bonus if you already have proficiency in it.

Mystical Guardian (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, blink dog, or wolf.

Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.

Siege Casting (Level 10)

At 10th level, once per turn, when you deal damage to a creature or object with a warmage spell, you deal an additional 1d8 force damage. Additionally, when you cast a warmage spell on your turn that has a range longer than 5 feet, you can use a bonus action to triple that spell's range.

Arcane 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 equal 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. Select a 1st level wizard spell you know. You can cast this spell at its lowest level without expending a spell slot.

House of Kings

House of Kings (Level 3)

The House of Kings trains the lieutenants and generals of the Warmage army, specializing in tactics and strategy.

Bonus Proficiencies

At 3rd level, you gain proficiency in medium armor, shields, and lances.

Arcane Mastery

When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called mastery dice.

Maneuvers.

You learn three maneuvers of your choice, chosen from the Kings Maneuvers list. If a maneuver deals additional damage, that damage is your choice of acid, cold, fire, or lightning damage.

You learn two additional maneuvers of your choice at 7th, 10th, 15th, and 18th level. Each time you learn new maneuvers, you can also replace a maneuver you know with a different one.

Mastery Dice.

You have four mastery dice, which are d8s. A mastery die is expended when you use it. You regain all of your expended mastery dice when you finish a short or long rest.

You gain another mastery die at 7th level and one more at 15th level.

Saving Throws.

When a maneuver calls for a saving throw to resist the maneuver's effects, use your spell save DC.

Trusted Advisor

At 3rd level, you can use your Intelligence modifier in place of your Charisma modifier when you make Deception, Intimidation, and Persuasion checks.

Lead from the Front (Level 7)

Starting at 7th level, neither you nor any ally within 100 feet that can see you is affected by rough terrain.

Improved Arcane Mastery (Level 10)

At 10th level, your mastery dice turn into d10s. At 18th level, they turn into d12s.

Relentless (Level 15)

Starting at 15th level, when you roll initiative and have no mastery dice remaining, you regain 1 mastery die.

Improved Arcane Mastery (Level 18)

At 18th level, your mastery dice turn into d12s.

House of Knights

House of Knights (Level 3)

The House of Knights have a long and storied tradition of melding melee combat and swordplay with the warmage's simple spellcasting.

Bonus Proficiencies

At 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Knight's Armory

At 3rd level, you gain access to the armory of the House of Knights, an interdimensional space where the weapon stocks of the college are held. You can use your bonus action to summon a simple or martial weapon of your choice from the armory to your empty hand. Any weapon summoned from the armory counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Weapons requiring ammunition are summoned with a quiver or case and 50 pieces of appropriate ammunition.

A weapon summoned from the armory disappears if it is more than 5 feet away from you for 1 minute, and ammunition vanishes immediately after it is used. It also disappears if you summon a new weapon, if you use an action to dismiss your weapon, or if you die.

You can store a personal magic weapon in the armory, accessible only to you, by performing a special ritual during a short or long rest while you hold the weapon. You can then dismiss the weapon to the armory and summon it back at any time thereafter. The weapon is removed from storage if you die, perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it.

Knight's Flurry (Level 7)

Starting at 7th level, when you use your action to cast a cantrip, you can make one attack with your Armory weapon as a bonus action.

Fighting Style (Level 10)

At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Knight's Maneuver (Level 15)

At 15th level, you can spend your entire movement to teleport up to half your movement speed.

Master Strike (Level 18)

At 18th level, you learn to constantly flood your weapons with arcane energy. When you finish a short or long rest, choose either cold, fire, or lightning damage. Attacks you make with melee weapons deal an additional 1d6 damage of the chosen type. On your turn, when you use your action to cast a warmage cantrip, you can use a bonus action to change your bonus damage type to the same damage type as that cantrip.

House of Pawns

House of Pawns (Level 3)

The House of Pawns trains the front line of troops and forms the defensive bulwark of the college's army.

Bonus Proficiencies

At 3rd level, you gain proficiency in medium armor, heavy armor, and shields.

Fortress Defense

Starting at 3rd level, you can use an action on your turn to summon a defensive wall of force. Select a space within 15 feet of you. Starting from that point, a number of translucent panels of force equal to your Intelligence modifier appear, which connect to form one continuous wall. Each panel is 5 feet wide, 4 feet tall, 1/4-inch-thick, and is tall enough to provide half cover for any creature behind it. Creatures cannot move through the wall, though they can jump over it. The wall persists for 1 minute or until you dismiss it. Once you use this ability you must take a short or long rest before you can do so again.

Your wall improves as you gain levels, as shown below:

  • At 7th level, creatures taking cover behind your wall are immune to effects which would move them involuntarily.

  • At 10th level, your wall is large enough to provide three-quarters cover.

  • At 15th level, you can use this ability an additional time between rests.

  • At 18th level, the range and number of panels doubles (30 feet and twice your Intelligence modifier).

Defensive Casting (Level 7)

Beginning at 7th level, you can perform the somatic components of a spell even when you have weapons or a shield in one or both hands, and when a creature provokes an opportunity attack from you, you can use your reaction to cast a cantrip which targets only that creature.

Fighting Style (Level 10)

At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defensive

While you are wearing armor, you gain a +1 bonus to your AC.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

En Passant (Level 15)

Starting at 15th level, when you take the Attack action or use your action to cast a cantrip that requires a melee attack, you can use a bonus action to shove the target of your cantrip or attack. If you move at least 10 feet in a straight line immediately before making this attack, you gain advantage on the shove ability check.

Impenetrable Fortress Defense (Level 18)

At 18th level, you learn to summon stronger and more impressive walls. You learn the spells wall of fire, wall of force, wall of ice, and wall of stone, and can cast each once without using a spell slot. Once you cast one of these spells, you must finish a long rest before you can cast it again.

House of Rooks

House of Rooks (Level 3)

The House of Rooks trains the spies, assassins, and secret operatives required to effectively run an army.

Bonus Proficiencies

At 3rd level, you gain proficiency in hand crossbows, rapiers, shortbows, shortswords, whips, thieves' tools, and the Stealth skill.

Rook Strike

Beginning at 3rd level, once per turn, you can deal an extra 1d4 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse weapon, a ranged weapon, or a warmage cantrip.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Rook Strike table. At 10th level, you can choose to deal cold, fire, or lightning damage, and at 15th level, you can choose to deal force damage with a rook strike.

Rook's Flight (Level 7)

At 7th level, you can take the Dash or Hide action as a bonus action.

Rook's Caw (Level 10)

At 10th level, you gain the message cantrip, if you did not have it before. When casting the spell, you can target a creature you know but cannot see, regardless of range, provided the creature is on the same plane as you and you have a personal item of theirs (such as a sigil, a token, or a letter.)

Rook's Wings (Level 15)

At 15th level, you gain the ability to fly at your normal movement speed. You must begin and end your movement on solid ground, otherwise you fall.

Rook's Flash (Level 18)

At 18th level, you can vanish from your enemy's eyes, appearing behind them and striking where they are most vulnerable. As an action, you can teleport next to a creature who is within 100 feet and make a single melee weapon attack or use a cantrip requiring a melee or ranged spell attack. You gain advantage on the attack roll.

Once you use this ability, you can't use it again until you finish a short or long rest.