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.
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.
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,
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
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.
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.