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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.
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,
 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 - Dabblers in true arcane magic, gaining spell slots to supplement their cantrips
House of Cards - Plays a magical game of cards to enhance their combat prowess
House of Dice - Gamblers with an innate power to control fate
House of Kings - Leaders and commanders, with a wide array of maneuvers at their disposal
House of Knights - Frontline combatants, fortified with magical armor
House of Lancers - Monastic warmages which channel cantrips through their unarmed strikes
House of Pawns - Versatile cantrip masters
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.