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.
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