# Warmage



# House of Bishops

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 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.

BISHOP SPELLCASTING  
WARMAGE  
LEVEL  
CANTRIPS  
KNOWN  
SPELLS  
KNOWN 1ST 2ND 3RD 4TH  
3rd 2 3 2 — — —  
4th 2 4 3 — — —  
5th 2 4 3 — — —  
6th 2 4 3 — — —  
7th 2 5 4 2 — —  
8th 2 6 4 2 — —  
9th 2 6 4 2 — —  
10th 3 7 4 3 — —  
11th 3 8 4 3 — —  
12th 3 8 4 3 — —  
13th 3 9 4 3 3 —  
14th 3 10 4 3 3 —  
15th 3 10 4 3 3 —  
16th 3 11 4 3 3 —  
17th 3 11 4 3 3 —  
18th 3 11 4 3 3 —  
19th 3 12 4 3 3 1  
20th 3 13 4 3 3 1

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.  
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 spell magic missile.

ARCANE STUDY  
At 3rd level, you become proficient in two of  
the following skills: Arcana, History, Medicine,  
Investigation, or Religion.  
MYSTICAL COMPANION  
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  
At 10th level, damage you deal to objects with a  
warmage spell is doubled. Additionally, when you  
cast a warmage spell which requires a spell attack  
roll, you can cast it at up to double its normal range.  
If its target is beyond its normal range, the spell  
attack has disadvantage.  
ARCANE SCULPTING  
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  
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

Warmages who join the House of Cards approach  
combat the same way they do games of chance,  
with high stakes, 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 gaming

sets (playing cards), if you didn’t have it already.  
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 5 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  
below, it deals additional damage or one additional  
effect according to the result to one of the spell’s  
targets of your choice. Playing cards which do not  
match a result has no effect. Aces count as ones for  
results. Once you play a card, place it on the bottom  
of the deck and draw back to five cards.  
HIGH STAKES  
At 7th level, you’ve mastered a very risky card trick  
using your Deck of Fate. On your turn, you can  
choose to lose 2 hit points to play 1 card from your  
hand and draw back to 5 cards (no action required).  
DEALER'S CHOICE  
At 10th level, you can use your bonus action to gain  
one of the following three abilities, selected by the  
GM:  
• You gain resistance to all damage until the end of  
your next turn.  
• You teleport to a point you can see within 60 feet.  
• You vanish into a safe, endless demiplane until  
the beginning of your next turn, at which time  
you return at the same location from which you  
vanished.  
Once you use this feature, you can’t use it again until  
you finish a short or long rest.  
CARD READING  
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 (Club,  
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.

HANDS  
NAME CARDS BENEFIT  
Straight Any five sequential cards,  
regardless of house.  
You deal an additional 12 damage.  
Flush Any five cards of the same  
suit, regardless of order.  
You deal an additional 10 damage.  
Three of a  
Kind  
Any three of the same  
card.  
You deal an additional 6 damage.  
Pair Any two of the same card. You deal an additional 2 damage.  
Hearts Any two hearts. You gain temporary hit points equal to your Intelligence modifier.  
Spades Any two spades. Your movement 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.

ACE IN THE HOLE  
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 Dice

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 gaming sets (dice set), if you  
didn’t have it already.  
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 a  
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  
2 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 can  
choose within range, 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 spell invisibility.  
9 A random object explodes nearby,  
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 location you can see. Each  
creature within 5 feet of the destination  
must make a Dexterity saving throw  
against your spell save DC or take 2d6  
force damage.  
11 Choose a creature you can see within  
60 feet. 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  
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  
from 7.  
TWISTED FATE  
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 attack roll or  
ability check.  
ROLL THE BONES  
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  
Starting at 18th level, when you roll initiative, roll a d6.  
You steal that many Dice of Fate back from the GM.

# House of Kings

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 PROFICIENCIES

When you choose this house at 3rd level, you gain proficiency with medium armor, battleaxes, longswords, tridents, lances, 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 battle dice when you take 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, use your spell save DC.

##### LEAD FROM THE FRONT

Starting at 7th level, you and each friendly creature within 100 feet that can see you ignores nonmagical difficult terrain.

##### TACTICAL MASTER

Starting at 10th level, friendly creatures within 10 feet of you add your Intelligence modifier to saving throws against spells and magical effects that deal damage.

##### STRATAGEM: CHECKMATE

At 15th level, you learn the following maneuver:  
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 requiring an attack roll, adding the battle die to the attack’s damage roll.

##### GRANDMASTER

Beginning at 18th level, when you roll initiative,  
choose a number of friendly creatures equal to your  
Intelligence modifier that can hear or see you to  
gain a battle die. 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 declares  
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.  
STRATAGEMS  
The stratagems are presented in alphabetical order.  
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,  
as a bonus action you can spend one battle die to  
force that creature to flee. The target must make a  
Charisma saving throw. A creature that is immune  
to being charmed automatically succeeds 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 ability check, you can  
expend and roll one battle die to add its result  
to your ability check. You can choose to use this  
stratagem after the ability check is rolled but before  
the GM declares 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. 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 its result to the saving throw.  
Stalemate. When you hit a creature with an  
attack, as a bonus action you can expend one battle  
die 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.

# House of Knights

The House of Knights have 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 or  
shields into combat, for they can forge both out of  
magical force at a moment’s notice.  
BONUS PROFICIENCIES  
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, rather than your Dexterity,  
to your Armor Class.  
MYSTICAL WEAPON  
Also at 3rd level, you learn the force weapon cantrip,  
which does not count against your total number of  
cantrips known. Additionally, on your turn when you  
would draw a weapon, you can summon a simple or  
martial weapon, made entirely of magical force, to  
your empty hand. This weapon counts as magical for  
the purposes of overcoming resistance and immunity  
to nonmagical attacks and damage. This weapon  
vanishes if it leaves your hand.  
FLURRY OF BLADES  
Beginning at 7th level, when you cast a cantrip which  
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.

KNIGHT'S WARD  
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  
At 15th level, you can spend your entire movement  
to teleport up to half your movement speed to a  
location you can see.  
FIELD OF BLADES  
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  
choose up to 5 creatures you can see within 30 feet.  
Make a single melee spell attack against each target.  
On a hit, a target takes 2d10 + your Intelligence  
modifier force damage.

# House of Lancers

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 unarmored or are under the effects of mage armor, you can add your Intelligence, rather than your Dexterity, to your Armor Class.

##### HAND-TO-HAND ARCANA

Also at 3rd level, you learn the Lancer’s 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.  
• Your unarmed strikes count as melee weapons for the purposes of warmage spells.  
• Your unarmed strikes deal 1d6 bludgeoning damage.

##### SHOCK TROOPER

Starting at 3rd level, 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 do not land on solid ground.

##### MYSTICAL PHYSICALITY

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 rough terrain no longer costs you additional movement.

##### DEFLECT ENERGY

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 which  
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  
Starting at 15th level, you can lunge up to 30 feet  
using your Shock Trooper ability. 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  
Starting at 18th level, you can cast spells with  
superhuman speed. As an action, you can expend  
a use of your Arcane Surge ability to cast three  
different cantrips which 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 ability, you can’t use it again  
until you finish a long rest.

# House of Pawns

By far the most prominent warmage House is that  
of the Pawns. Warmages which 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 total number of warmage  
tricks known. Additionally, whenever you learn a  
warmage trick, you can learn tricks which have the  
House of Bishops, House of Kings, House of Knights,  
or House of Rooks as a prerequisite, so long as you  
meet all of the tricks 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 total  
number of warmage cantrips you can learn, until you  
choose a different one with this feature.  
PAWN STORM  
Beginning at 7th level, when you cast a cantrip  
targeting a creature, you don’t provoke opportunity  
attacks from that creature for the rest of the turn,  
whether you deal damage using the cantrip or not.  
ADDITIONAL ARCANE FIGHTING STYLE  
At 10th level, you can choose a second option from  
the Arcane Fighting Style class feature.  
OPENING MOVE  
Starting at 15th level, you can add your Intelligence  
modifier to your initiative rolls. Additionally, when  
you roll initiative and you are not surprised, you can  
move up to your movement speed.  
FUNDAMENTAL MASTERY  
Starting at 18th level, your magic always finds its way  
to your foes most vulnerable spots. Once on each  
turn when you roll damage for a warmage cantrip,  
you can choose to replace one damage die roll with  
the maximum possible result.

# House of Rooks

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 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 ability, you can’t use it again  
until you finish a short or long rest, or you use a  
cantrip to reduce a creature to 0 hit points.  
RASP  
Starting at 3rd level, you can cast the knock spell at  
will without using a spell slot or spell components.  
When you cast the spell using this ability, the  
casting time is increased to 1 minute and the spell is  
completely silent.  
ARCANE ACROBAT  
Beginning at 7th level, you can add your Intelligence  
modifier to all Dexterity checks you make.  
Additionally, while you are conscious, you ignore  
falling damage from falling any distance shorter  
than 60 feet. Subtract 60 feet from the distance fallen  
when calculating falling damage from further drops.  
FLEETING DECOY  
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  
beginning of your next turn.  
ELUSIVE STEP  
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 does not provoke  
opportunity attacks.  
FLASH OF FEATHERS  
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 yourself  
only, without using a spell slot or spell components.  
While you are invisible, your movement 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.

# Warmage cantrips

WARMAGE SPELLS  
Unlike other spellcasters, warmages only learn cantrips, which they pick from the following list when they gain certain levels in their class. If a cantrip appears on the wizard spell list which is not represented here, the GM can allow this cantrip to be a warmage spell as well.

Cantrips (0 Level)

[Arc Blade](https://dnd.andrej-katic.from.hr/books/magic/page/arc-blade)  
[Acid Splash](http://dnd5e.wikidot.com/spell:acid-splash) SRD  
[Blade Ward](http://dnd5e.wikidot.com/spell:blade-ward)  
[Booming Blade](http://dnd5e.wikidot.com/spell:booming-blade)  
[Burning Blade](https://dnd.andrej-katic.from.hr/books/magic/page/burning-blade)  
[Card Trick](https://dnd.andrej-katic.from.hr/books/magic/page/card-trick)  
[Caustic Blade](https://dnd.andrej-katic.from.hr/books/magic/page/caustic-blade)  
[Cheat](https://dnd.andrej-katic.from.hr/books/magic/page/cheat)  
[Chill Touch ](http://dnd5e.wikidot.com/spell:chill-touch)SRD  
[Control Flames](http://dnd5e.wikidot.com/spell:control-flames)  
[Create Bonfire](http://dnd5e.wikidot.com/spell:create-bonfire)  
[Cryptogram](https://dnd.andrej-katic.from.hr/books/magic/page/cryptogram)  
[Dancing Lights](http://dnd5e.wikidot.com/spell:dancing-lights)  
[Encode Thoughts](http://dnd5e.wikidot.com/spell:encode-thoughts)  
[Finger Guns](https://dnd.andrej-katic.from.hr/books/magic/page/finger-guns)  
[Fire Bolt](http://dnd5e.wikidot.com/spell:fire-bolt) SRD  
[Force Buckler](https://dnd.andrej-katic.from.hr/books/magic/page/force-buckler)  
[Force Dart](https://dnd.andrej-katic.from.hr/books/magic/page/force-dart)  
[Force Weapon](https://dnd.andrej-katic.from.hr/books/magic/page/force-weapon)  
[Friends](http://dnd5e.wikidot.com/spell:friends)  
[Frigid Blade](https://dnd.andrej-katic.from.hr/books/magic/page/frigid-blade)  
[Frostbite](http://dnd5e.wikidot.com/spell:frostbite)  
[Green-Flame Blade](http://dnd5e.wikidot.com/spell:green-flame-blade)  
[Gust](http://dnd5e.wikidot.com/spell:gust)  
[Gust Barrier](https://dnd.andrej-katic.from.hr/books/magic/page/gust-barrier)  
[Infestation](http://dnd5e.wikidot.com/spell:infestation)  
[Light](http://dnd5e.wikidot.com/spell:light) SRD  
[Lightning Lure](http://dnd5e.wikidot.com/spell:lightning-lure)  
[Lightning Surge](https://dnd.andrej-katic.from.hr/books/magic/page/lightning-surge)  
[Mage Hand](http://dnd5e.wikidot.com/spell:mage-hand) SRD  
[Magic Daggers](https://dnd.andrej-katic.from.hr/books/magic/page/magic-daggers)  
[Mending](http://dnd5e.wikidot.com/spell:mending) SRD  
[Message](http://dnd5e.wikidot.com/spell:message)  
[Mind Sliver](http://dnd5e.wikidot.com/spell:mind-sliver)  
[Minor Illusion](http://dnd5e.wikidot.com/spell:minor-illusion) SRD  
[Mold Earth](http://dnd5e.wikidot.com/spell:mold-earth)  
[Moment to Think](https://dnd.andrej-katic.from.hr/books/magic/page/moment-to-think)  
[Prestidigitation](http://dnd5e.wikidot.com/spell:prestidigitation) SRD  
[Phantom Grapnel](https://dnd.andrej-katic.from.hr/books/magic/page/phantom-grapnel)  
[Poison Spray](http://dnd5e.wikidot.com/spell:poison-spray) SRD  
[Produce Flame](http://dnd5e.wikidot.com/spell:produce-flame) SRD  
[Ray of Frost](http://dnd5e.wikidot.com/spell:ray-of-frost)  
[Quickstep](https://dnd.andrej-katic.from.hr/books/magic/page/quickstep)  
[Sapping Sting](http://dnd5e.wikidot.com/spell:sapping-sting)  
[Shape Water](http://dnd5e.wikidot.com/spell:shape-water)  
[Shocking Grasp](http://dnd5e.wikidot.com/spell:shocking-grasp) SRD  
[Sonic Pulse](https://dnd.andrej-katic.from.hr/books/magic/page/sonic-pulse)  
[Springheel](https://dnd.andrej-katic.from.hr/books/magic/page/springheel)  
[Sword Burst](http://dnd5e.wikidot.com/spell:sword-burst)  
[Thunderclap](http://dnd5e.wikidot.com/spell:thunderclap)  
[Thunderous Distortion](https://dnd.andrej-katic.from.hr/books/magic/page/thunderous-distortion)  
[Toll the Dead](http://dnd5e.wikidot.com/spell:toll-the-dead)  
[True Strike](http://dnd5e.wikidot.com/spell:true-strike) SRD

# Warmage features

#### Spellcasting

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

#### CANTRIPS

You learn three 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.  
At 1st level, you begin to learn the simple, yet potent, brand of spellcasting for which warmages are known.  
You learn three 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 save DC = 8 + your proficiency bonus + your Intelligence modifier  
Spell attack modifier = your proficiency bonus + your Intelligence modifier

#### SPELLCASTING FOCUS

You can use an arcane focus as a spellcasting focus for your warmage spells.

#### Arcane Initiation

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 travelling 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

Warmages learn 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  
The spell save DC for your warmage cantrips increases by 1.  
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 Armor Class, potentially causing the attack to miss.  
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, your ranged cantrips ignore half cover.  
STRIKER  
When you hit with a cantrip requiring a melee attack and exceed the target’s AC by 5 or more or score a critical hit, you can add your proficiency modifier to the damage roll.

#### Warmage Edge

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 additional dice of cantrip damage, as shown on the Cantrip Bonus Dice column of the Warmage table, to the damage roll. For example, when you are at 5th level, you can enhance the damage of the fire bolt cantrip to deal fire damage equal to 3d10 + your  
Intelligence modifier on a hit.

#### Warmage Tricks

Beginning at 2nd level, you learn a [Warmage Trick](https://dnd.andrej-katic.from.hr/link/220#bkmrk-page-title), a special technique that alters the way you fight, move, and cast your spells. You learn 2 tricks at 2nd level, and an additional trick as shown on the Tricks Known column of the Warmage table.  
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

Each warmage is defined by their chosen House, which teaches them valuable skills and offers a confederation of allies they will keep for their lives.  
Named for games of strategy and games of chance, each house emphasizes a unique approach to spellcasting and combat.  
The College of Warmages divides its students into distinct Houses, teaching different skills, abilities, and techniques. Upon reaching 3rd level, you can select a House, which offers you features at 3rd level, and additional features at 7th, 10th, 15th, and 18th level.

[House of Bishops](https://dnd.andrej-katic.from.hr/books/classes/page/house-of-bishops) - Dabblers in true arcane magic, gaining spell slots to supplement their cantrips  
[House of Cards](https://dnd.andrej-katic.from.hr/books/classes/page/house-of-cards) - Plays a magical game of cards to enhance their combat prowess  
[House of Dice](https://dnd.andrej-katic.from.hr/books/classes/page/house-of-dice) - Gamblers with an innate power to control fate  
[House of Kings](https://dnd.andrej-katic.from.hr/books/classes/page/house-of-kings) - Leaders and commanders, with a wide array of maneuvers at their disposal  
[House of Knights](https://dnd.andrej-katic.from.hr/books/classes/page/house-of-knights) - Frontline combatants, fortified with magical armor  
[House of Lancers](https://dnd.andrej-katic.from.hr/books/classes/page/house-of-lancers) - Monastic warmages which channel cantrips through their unarmed strikes  
[House of Pawns](https://dnd.andrej-katic.from.hr/books/classes/page/house-of-pawns) - Versatile cantrip masters  
[House of Rooks](https://dnd.andrej-katic.from.hr/books/classes/page/house-of-rooks) - Arcane assassins and spies  
Warmage Coalition Arcanist - Combines the technology of blasters with the skill of cantrips

Ability Score Improvement  
When you reach 4th level, and again at 8th, 12th, 16th, and 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. You can’t increase an ability score above 20 using this feature.

#### Arcane Surge

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 ability on a spell that has scored a critical hit.  
Once you use this ability, you can’t use it again until you finish a short or long rest. Starting at 11th level, you can use this ability twice between rests.

#### Tactical Insight

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 magical effects that deal damage.

#### Strategic Deflection

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 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 30 feet, whichever is closer,  
to make a saving throw against the spell, using your  
spell save DC. The new target 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 ability, you can’t use it again  
until you finish a short or long rest.

#### Master Warmage

At 20th level, you reach the pinnacle of your  
warmage prowess. If you cast a cantrip which deals  
4 dice of damage to a target, it instead deals 5 dice of  
damage. If you cast a cantrip which makes 4 attacks,  
it instead makes 5 attacks.

# Warmage overview

QUICK BUILD

You can make a Warmage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Make Strength your third highest if you plan to take the House of Knights. Then choose the cantrips chill touch, force weapon, and phantom grapnel, and the Adventurer Arcane Initiation. Pick any background.

CLASS FEATURES

As a warmage, you have the following class features.

HIT POINTS

Hit Dice: 1d8 per warmage level

PROFICIENCIES

Armor: Light armor  
Weapons: Simple weapons  
Tools: One artisan’s kit, one musical instrument  
Saving Throws: Constitution, Intelligence  
Skills: Choose two from: Acrobatics, Animal Handling, Arcana, Athletics, History, Investigation, Medicine, Perception, and Survival

EQUIPMENT  
You start with the following equipment, in addition to the equipment granted by your background:  
• Leather armor, a dagger, and any simple weapon  
• A spellcasting focus or material component pouch  
• An explorer’s pack and (a) a scholar’s pack or (b) one kit you’re proficient in

<table id="bkmrk-the-warmage-%C2%A0-%C2%A0-%C2%A0-%C2%A0-" style="height: 735px;" width="655"><tbody><tr style="height: 29px;"><td colspan="2" style="height: 29px; width: 128px;">the warmage</td><td style="height: 29px; width: 320px;"> </td><td style="height: 29px; width: 64px;"> </td><td style="height: 29px; width: 79px;"> </td><td style="height: 29px; width: 64px;"> </td></tr><tr style="height: 74px;"><td style="height: 74px; width: 64px;">level</td><td style="height: 74px; width: 64px;">prof.</td><td style="height: 74px; width: 320px;">features</td><td style="height: 74px; width: 64px;">[Cantrips](https://dnd.andrej-katic.from.hr/books/classes/page/warmage-cantrips) known</td><td style="height: 74px; width: 79px;">[Cantrip](https://dnd.andrej-katic.from.hr/books/classes/page/warmage-cantrips) bonus dice</td><td style="height: 74px; width: 64px;">[Tricks](https://dnd.andrej-katic.from.hr/books/classes/page/warmage-tricks) known</td></tr><tr style="height: 57px;"><td style="height: 57px; width: 64px;">1</td><td style="height: 57px; width: 64px;">2</td><td style="height: 57px; width: 320px;">[Spellcasting](https://dnd.andrej-katic.from.hr/link/219#bkmrk-spellcastingat-1st-l), [Arcane Initiation](https://dnd.andrej-katic.from.hr/link/219#bkmrk-arcane-initiation), [Arcane Fighting Style](https://dnd.andrej-katic.from.hr/link/219#bkmrk-arcane-fighting-styl)</td><td style="height: 57px; width: 64px;">4</td><td style="height: 57px; width: 79px;">0</td><td style="height: 57px; width: 64px;">—</td></tr><tr style="height: 35px;"><td style="height: 35px; width: 64px;">2</td><td style="height: 35px; width: 64px;">2</td><td style="height: 35px; width: 320px;">[Warmage Edge](https://dnd.andrej-katic.from.hr/link/219#bkmrk-warmage-edge), [Warmage Tricks](https://dnd.andrej-katic.from.hr/link/219#bkmrk-warmage-tricks)</td><td style="height: 35px; width: 64px;">4</td><td style="height: 35px; width: 79px;">0</td><td style="height: 35px; width: 64px;">2</td></tr><tr style="height: 35px;"><td style="height: 35px; width: 64px;">3</td><td style="height: 35px; width: 64px;">2</td><td style="height: 35px; width: 320px;">[Warmage House](https://dnd.andrej-katic.from.hr/link/219#bkmrk-warmage-house)</td><td style="height: 35px; width: 64px;">5</td><td style="height: 35px; width: 79px;">0</td><td style="height: 35px; width: 64px;">3</td></tr><tr style="height: 29px;"><td style="height: 29px; width: 64px;">4</td><td style="height: 29px; width: 64px;">2</td><td style="height: 29px; width: 320px;">Ability Score Improvement</td><td style="height: 29px; width: 64px;">5</td><td style="height: 29px; width: 79px;">0</td><td style="height: 29px; width: 64px;">3</td></tr><tr style="height: 35px;"><td style="height: 35px; width: 64px;">5</td><td style="height: 35px; width: 64px;">3</td><td style="height: 35px; width: 320px;">[Arcane Surge](https://dnd.andrej-katic.from.hr/link/219#bkmrk-arcane-surge)</td><td style="height: 35px; width: 64px;">6</td><td style="height: 35px; width: 79px;">1</td><td style="height: 35px; width: 64px;">4</td></tr><tr style="height: 35px;"><td style="height: 35px; width: 64px;">6</td><td style="height: 35px; width: 64px;">3</td><td style="height: 35px; width: 320px;">[Tactical Insight](https://dnd.andrej-katic.from.hr/link/219#bkmrk-tactical-insight)</td><td style="height: 35px; width: 64px;">6</td><td style="height: 35px; width: 79px;">1</td><td style="height: 35px; width: 64px;">4</td></tr><tr style="height: 29px;"><td style="height: 29px; width: 64px;">7</td><td style="height: 29px; width: 64px;">3</td><td style="height: 29px; width: 320px;">Warmage House feature</td><td style="height: 29px; width: 64px;">6</td><td style="height: 29px; width: 79px;">1</td><td style="height: 29px; width: 64px;">5</td></tr><tr style="height: 29px;"><td style="height: 29px; width: 64px;">8</td><td style="height: 29px; width: 64px;">3</td><td style="height: 29px; width: 320px;">Ability Score Improvement</td><td style="height: 29px; width: 64px;">6</td><td style="height: 29px; width: 79px;">1</td><td style="height: 29px; width: 64px;">5</td></tr><tr style="height: 29px;"><td style="height: 29px; width: 64px;">9</td><td style="height: 29px; width: 64px;">4</td><td style="height: 29px; width: 320px;">—</td><td style="height: 29px; width: 64px;">7</td><td style="height: 29px; width: 79px;">1</td><td style="height: 29px; width: 64px;">6</td></tr><tr style="height: 29px;"><td style="height: 29px; width: 64px;">10</td><td style="height: 29px; width: 64px;">4</td><td style="height: 29px; width: 320px;">Warmage House feature</td><td style="height: 29px; width: 64px;">7</td><td style="height: 29px; width: 79px;">1</td><td style="height: 29px; width: 64px;">6</td></tr><tr style="height: 29px;"><td style="height: 29px; width: 64px;">11</td><td style="height: 29px; width: 64px;">4</td><td style="height: 29px; width: 320px;">Arcane Surge improvement</td><td style="height: 29px; width: 64px;">7</td><td style="height: 29px; width: 79px;">2</td><td style="height: 29px; width: 64px;">7</td></tr><tr style="height: 29px;"><td style="height: 29px; width: 64px;">12</td><td style="height: 29px; width: 64px;">4</td><td style="height: 29px; width: 320px;">Ability Score Improvement</td><td style="height: 29px; width: 64px;">7</td><td style="height: 29px; width: 79px;">2</td><td style="height: 29px; width: 64px;">7</td></tr><tr style="height: 29px;"><td style="height: 29px; width: 64px;">13</td><td style="height: 29px; width: 64px;">5</td><td style="height: 29px; width: 320px;">—</td><td style="height: 29px; width: 64px;">8</td><td style="height: 29px; width: 79px;">2</td><td style="height: 29px; width: 64px;">8</td></tr><tr style="height: 29px;"><td style="height: 29px; width: 64px;">14</td><td style="height: 29px; width: 64px;">5</td><td style="height: 29px; width: 320px;">[Strategic Deflection](https://dnd.andrej-katic.from.hr/link/219#bkmrk-strategic-deflection)</td><td style="height: 29px; width: 64px;">8</td><td style="height: 29px; width: 79px;">2</td><td style="height: 29px; width: 64px;">8</td></tr><tr style="height: 29px;"><td style="height: 29px; width: 64px;">15</td><td style="height: 29px; width: 64px;">5</td><td style="height: 29px; width: 320px;">Warmage House feature</td><td style="height: 29px; width: 64px;">8</td><td style="height: 29px; width: 79px;">2</td><td style="height: 29px; width: 64px;">9</td></tr><tr style="height: 29px;"><td style="height: 29px; width: 64px;">16</td><td style="height: 29px; width: 64px;">5</td><td style="height: 29px; width: 320px;">Ability Score Improvement</td><td style="height: 29px; width: 64px;">8</td><td style="height: 29px; width: 79px;">2</td><td style="height: 29px; width: 64px;">9</td></tr><tr style="height: 29px;"><td style="height: 29px; width: 64px;">17</td><td style="height: 29px; width: 64px;">6</td><td style="height: 29px; width: 320px;">—</td><td style="height: 29px; width: 64px;">9</td><td style="height: 29px; width: 79px;">3</td><td style="height: 29px; width: 64px;">10</td></tr><tr style="height: 29px;"><td style="height: 29px; width: 64px;">18</td><td style="height: 29px; width: 64px;">6</td><td style="height: 29px; width: 320px;">Warmage House feature</td><td style="height: 29px; width: 64px;">9</td><td style="height: 29px; width: 79px;">3</td><td style="height: 29px; width: 64px;">10</td></tr><tr style="height: 29px;"><td style="height: 29px; width: 64px;">19</td><td style="height: 29px; width: 64px;">6</td><td style="height: 29px; width: 320px;">Ability Score Improvement</td><td style="height: 29px; width: 64px;">9</td><td style="height: 29px; width: 79px;">3</td><td style="height: 29px; width: 64px;">10</td></tr><tr style="height: 29px;"><td style="height: 29px; width: 64px;">20</td><td style="height: 29px; width: 64px;">6</td><td style="height: 29px; width: 320px;">[Master Warmage](https://dnd.andrej-katic.from.hr/link/219#bkmrk-master-warmage)</td><td style="height: 29px; width: 64px;">10</td><td style="height: 29px; width: 79px;">3</td><td style="height: 29px; width: 64px;">10</td></tr></tbody></table>

# Warmage tricks

The following tricks are presented in alphabetical order. If a warmage trick has prerequisites, you must meet them to choose it. You can choose the trick at the same time that you meet its prerequisites.

**BISHOP'S MANEUVER**  
**Prerequisites:** 10th level, House of Bishops  
You can take the Disengage action as a bonus action, and when you do so, your movement speed increases by 10 feet until the end of your turn.  
**BLASTING CANTRIP**  
Once on each of your turns, when you deal force damage to a creature with a warmage cantrip, you can push the creature up to 10 feet away from you in a straight line.  
**BLINDING LIGHT**  
**Prerequisite:** light cantrip  
When you use the light cantrip to target an object you are holding, you can direct a flare at a creature within 10 feet of you, which must make a Constitution saving throw against your spell save DC. On a failed save, the creature is blinded until the beginning of your next turn. After a creature has failed a saving throw against this ability, it has advantage on all Constitution saving throws against it for 24 hours.  
**CASTLE**  
**Prerequisites:** 10th level, House of Rooks  
As an action, you can choose a willing Small or Medium creature you can see within 100 feet of you. You both teleport, switching places. Once you use this trick, you can’t use it again until you finish a short or long rest.  
**CHIVALROUS PRESENCE**  
**Prerequisite:** House of Knights  
You gain proficiency in the Insight and Persuasion skills. Additionally, you have advantage on ability checks you make to interact with nobility, and other creatures can always discern when you’re telling the truth.  
**CLOAK OF FEATHERS**  
**Prerequisite:** House of Rooks  
While not wearing armor, under the effects of mage armor, or using a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.  
**COMMANDER'S STEED**  
**Prerequisites:** House of Kings  
You learn the find steed spell and can cast it without using a spell slot. Your steed is more resilient than most, and has a number of additional hit points equal to your warmage level.  
**CORROSIVE CANTRIP**  
Once on each of your turns, when you deal acid damage to a creature with a warmage cantrip, you can cause the acid to erode the target’s defenses. The next time a creature makes an attack roll against the target before the beginning of your next turn, roll a d4 and subtract it from the target’s Armor Class for this attack.  
**DIRECTED MOMENTUM**  
**Prerequisite:** 10th level, House of Lancers  
Once on each of your turns, when you score a critical hit with a melee attack or reduce a creature to 0 hit points with one, you can make an unarmed strike against a second target. If the target is within range of your Shock Trooper feature, you can lunge toward it. On a hit, this attack deals an additional 1d8 force damage.  
**DRAINING CANTRIP**  
Whenever you deal necrotic or poison damage to a hostile creature using a warmage cantrip, you can siphon some of its life force. You gain temporary hit points equal to half your warmage level, which last for 1 minute.  
**ENCRYPTOGRAM**  
**Prerequisite:** cryptogram cantrip  
Your knowledge of ciphers has improved your magically clandestine communications. When you cast the cryptogram cantrip, its limit is 20 characters, instead of 8, and only the specified recipient can read the message.  
**EXPLOSIVE CANTRIP**  
Once on each of your turns, when you deal fire  
damage to a creature with a warmage cantrip, each  
creature within 5 feet of the target, except yourself  
and the target, must succeed a Dexterity saving  
throw against your spell save DC or take half the fire  
damage dealt.  
EXTENDED RANGE  
The range of your warmage cantrips is doubled.  
FIELD MEDIC  
Prerequisite: House of Bishops  
You learn the cantrip spare the dying, which does not  
count against your maximum number of cantrips  
known. Additionally, when you cast spare the dying  
on a creature which has 0 hit points, the target  
regains 1 hit point and gains temporary hit points  
equal to your level, which last for 1 minute. Once a  
creature regains hit points due to this ability, it can’t  
do so again until it finishes a long rest.

FLEXIBLE RANGE  
Being within 5 feet of a hostile creature doesn’t  
impose disadvantage on your ranged spell attack  
rolls. Additionally, the range of any cantrip you cast  
that requires a melee spell attack increases to 10 feet.  
FOLD  
Prerequisites: House of Cards, 10th level  
You have learned to graciously accept defeat using  
your Deck of Fate. As a reaction when you are hit by  
an attack, you can play your entire hand to cast the  
shield spell without using a spell slot.  
Once you use this ability, you can’t use it again  
until you finish a short or long rest.  
GAMBLE  
Prerequisites: cheat cantrip, House of Cards or House  
of Dice  
You are always under the effects of the cheat cantrip.  
Additionally, you can reroll an attack roll, ability  
check, or saving throw. Once you use this ability, you  
can’t use it again until you finish a short or long rest.  
INFINITE VARIATION  
Prerequisite: prestidigitation cantrip  
You have become exceptionally skilled at using  
the prestidigitation cantrip to mimic other spells.  
When you cast prestidigitation, you can use it to  
emulate the effects of any other cantrip that does not  
deal damage, even one that is not on the warmage  
spell list. To do so, you must succeed on a DC 15  
Intelligence (Arcana) check, otherwise the spell  
fizzles and does nothing. A cantrip cast using this  
trick counts as a warmage cantrip and uses your  
Intelligence modifier as the spellcasting modifier.  
ICY CANTRIP  
Once on each of your turns, when you deal cold  
damage to a creature with a warmage cantrip, you  
can numb the target with a frigid blast. The first time  
the target makes an attack roll before the end of its  
next turn, it must roll a d4 and subtract it from the  
roll.  
KNIGHT'S AEGIS  
Prerequisites: 10th level, House of Knights, force  
buckler cantrip  
When you cast the force buckler cantrip, you can  
concentrate on it for up to 1 minute. The spell does  
not end early if you are hit by an attack.

LEADING EDGE TACTICS  
Prerequisites: House of Lancers  
You always have a plan when engaging the enemy. As  
such, attacks during the first round of combat have  
disadvantage against you.  
LIEUTENANT'S DEMAND  
Prerequisites: 10th level, House of Kings  
You can cast the spell command at will without using  
a spell slot.  
MAGE HAND KNACK  
Prerequisite: mage hand cantrip  
Your skill with the mage hand cantrip allows you  
to use it as an extension of yourself. When you cast  
the spell and as a bonus action on each of your  
subsequent turns, you can use one of the following  
effects with the hand:  
Press. The hand pushes against a Large  
or smaller creature within 5 feet of it. Choose a  
direction away from that creature. Every foot of  
movement in that direction while the hand is  
pressing against it costs the creature two feet of  
movement. The hand continues to push the target  
until the spell ends or you use your bonus action to  
use a different effect using the hand.  
Punch. The hand strikes one creature or object  
within 5 feet of it. Make a melee spell attack for the  
hand using your spell attack bonus. On a hit, the  
target takes 1d6 force damage.  
Seize. The hand grabs a creature of Tiny size  
and attempts to grapple it. The creature must succeed  
on a Strength (Athletics) or Dexterity (Acrobatics)  
check against your spell save DC or be grappled by  
the hand. The hand continues to grapple the target  
until the target uses an action to escape on its turn,  
the spell ends, or you use your bonus action to use a  
different effect using the hand.  
MINOR SHADOW ILLUSION  
Prerequisite: minor illusion cantrip  
When you create the image of an object in an  
unoccupied space using the minor illusion cantrip,  
you can fill it with fibers of shadowstuff, causing it  
to become partially real. No matter what form the  
semi-real object takes, it still must be no larger than  
a 5-foot cube. It has AC 10 and 5 HP, and it weighs 5  
pounds. You can only have one semi-real illusion at  
a time. While this semi-real object exists, the cantrip  
requires your concentration.  
The illusion can’t replicate a creature, but it can  
deal damage to a creature within its 5-foot cube. If

the illusion is of an object that can deal damage, a  
creature that enters the object’s 5-foot cube or begins  
its turn there must make an Intelligence saving throw  
against your spell save DC. On a failed save, the  
creature takes 1d6 damage of a type appropriate to  
the illusion. This damage increases by 1d6 when you  
reach 5th level (2d6), 11th level (3d6), and 17th level  
(4d6). This damage can’t trigger Warmage Edge or  
any warmage tricks.  
MYSTICAL ARMOR  
You can cast the spell mage armor on yourself at will,  
without expending a spell slot.  
MYSTICAL ATHLETE  
Prerequisite: quickstep or springheel cantrip  
When you cast the quickstep cantrip, your speed  
increases by 20 feet instead of 10 feet. When you  
cast the springheel cantrip, your jumping distance  
increases by 20 feet instead of 10 feet. If you know  
both of these cantrips, you can cast both of them as  
part of the same bonus action.  
MYSTICAL WEAPONMASTER  
Prerequisite: force weapon or magic daggers cantrip  
Once on each of your turns when you roll a 1 on the  
d20 for an attack roll for the force weapon or magic  
daggers cantrips, you can reroll the die and must use  
the new roll.  
MYSTICAL VISION  
You can cast the spell detect magic at will without  
expending a spell slot.  
PHANTOM HOOKSHOT  
Prerequisite: phantom grapnel cantrip  
You can cast the phantom grapnel cantrip as a bonus  
action. If you do so, its range is reduced to 15 feet.  
Additionally, creatures pulled by phantom grapnel are  
pulled an additional 10 feet.  
RAPID FORTIFICATION  
Prerequisite: mending cantrip  
You can cast the mending cantrip as a bonus action,  
or you can cast it as an action for one of the following  
effects:  
• You can restore a single object, such as a door,  
cart, wall, or window to pristine condition, if at  
least half of its parts are present. This object can  
be no larger than 10 cubic feet, or 1 cubic foot if  
it is an exceptionally complex object (such as a  
clock).

• You can create simple fortifications, such as  
sealing a door shut, adding wooden planks to a  
window, or building a short stone wall (no larger  
than 10 cubic feet). You must have the materials  
present to use this ability.  
SNAKE EYES  
Prerequisites: House of Dice, 10th level  
If you roll a 1 or 2 on a Die of Fate, you keep the die  
instead of giving it to the GM.  
SEVERE CANTRIP  
When a creature rolls a 1 on a saving throw against  
one of your warmage cantrips, it automatically fails  
the save and takes twice the number of damage dice  
dealt by the spell, as if you scored a critical hit. The  
additional damage only applies to the creature that  
rolled a 1.  
SIGNATURE FOCUS  
Prerequisite: 5th level  
When you finish a long rest, you can place a unique  
sigil on a simple weapon, which becomes your  
signature focus until you use this ability again. This  
weapon becomes magical, and can be used as an  
arcane focus. Your signature focus is bonded to you,  
and gains a number of special abilities:  
• As a bonus action, you can call your signature  
focus to your hand, as long as you are on the  
same plane as it.

• You can add your Intelligence modifier, instead  
of your Strength or Dexterity modifier, to attack  
rolls using your signature focus.  
• Your signature focus gains a number of charges  
equal to your Intelligence modifier. When  
you damage a creature with it or a cantrip cast  
through it, you can expend one charge to deal  
an additional 1d8 force damage to that creature.  
Your focus regains all spent charges after you  
finish a long rest.  
SILENT CANTRIP  
Once on each of your turns when you deal thunder  
damage to a hostile creature with a warmage cantrip,  
you can create a 15-foot diameter sphere of magical  
silence, centered on yourself or the creature (your  
choice), which lasts until the start of your next turn.  
SPLIT FIRE  
Prerequisite: 5th level  
When you cast a warmage cantrip that requires  
a single spell attack roll, you can select multiple  
creatures and make a spell attack roll against each.  
You can target a number of creatures equal to the  
number of damage dice the cantrip deals, and split  
your damage dice up amongst your targets, to a  
minimum of 1 die of damage per target. Each attack  
must target a different creature.  
For example, fire bolt deals 3d10 damage. You  
can choose to target three creatures and deal 1d10  
damage to each creature, or you can target two  
creatures, dealing 1d10 damage to one creature and  
2d10 damage to the other creature, or you can target  
one creature for 3d10 damage.  
STATIC CANTRIP  
Whenever you deal lightning damage to a hostile  
creature using a warmage cantrip, you can sap part  
of the energy into a charge which clings to your body  
until the beginning of your next turn. While charged,  
you can use your reaction when you take damage  
from a creature you can see within 5 feet of you to  
deal lightning damage equal to half your warmage  
level to the creature.  
UNERRING STRIKE  
Prerequisites: 10th level, true strike cantrip  
When you cast the true strike cantrip, you can  
concentrate on it for a number of rounds equal to  
your Intelligence modifier. You gain advantage on the  
first attack roll you make against the target each round  
while maintaining concentration on true strike.