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.
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