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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
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per witch level after 1st
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

the warmage    
levelprof.featuresCantrips knownCantrip bonus diceTricks known
12Spellcasting, Arcane Initiation, Arcane Fighting Style40
22Warmage Edge, Warmage Tricks402
32Warmage House503
42Ability Score Improvement503
53Arcane Surge614
63Tactical Insight614
73Warmage House feature615
83Ability Score Improvement615
94716
104Warmage House feature716
114Arcane Surge improvement727
124Ability Score Improvement727
135828
145Strategic Deflection828
155Warmage House feature829
165Ability Score Improvement829
1769310
186Warmage House feature9310
196Ability Score Improvement9310
206Master Warmage10310