January 19, 2018

Warmage Redux

Base Class 
Comments from the Finger: The Complete Warmage is a totally different class to the warmage that's been available for free for on the blog. Its archetypes are completely different, its Tricks were completely revamped, and it has an entire new suite of cantrips. This warmage here, the Redux, is essentially the warmage from the Complete book, sans a few cantrips, subclasses, and tricks. Enjoy it!

Check out the Complete Warmage!


A man, clad in brilliant platinum ceremonial armor rides alongside a unit of soldiers, marching in perfect precision. As he shouts marching commands, his men respond almost preternaturally, anticipating his orders. In rapid succession, each of the men reaches a hand skyward and releases a bright pulse of flame, instants later exploding overhead with a thunderous kaboom. The armored rider takes a few notes, nods his head, and the men begin their display again.
     A female elf and twenty trainees stand in something reminiscent of an archery range, though constructed entirely from metal. At her signal, they let loose a barrage of energetic bolts downrange at a cluster of statues. Some miss their mark entirely, while others land only a glancing blow. Shaking her head with disapproval, the elf commands the students to gather behind her. Heat and energy wells in her outstretched palm, then flies downrange, exploding into a brilliant fireball, reducing the statues to rubble. Smirking, she turns and snaps her fingers, and the students quickly retrieve brooms, dustpans, and more statues.
     A thousand armored troops stand at attention in perfect rank and file. To the fore of the group is a raised dais, upon which a half orc kneels before a fire-haired dwarf matron. She taps one of his shoulders, then the other, with an intricate golden rod. Then he stands, and the matron places the rod in his hand and a shield emblazoned with the visage of a horse in his other. The half orc bows and turns to his comrades, instantly cracking the facade: the boom of a thousand voices rises up in cheer, welcoming their new brother into the fold.

Martial Spellcasters
Popular as both wartime mercenaries and as peacekeepers, warmages are a unique breed of spellcaster, one that specializes in and perfects the use of the lowest level spells, cantrips. Warmage philosophy teaches that, with discipline, magic can be used at its lowest level as easily as a common warrior wields a bow, a sword, or an axe. When used in this way, magic is not a mysterious, unknowable force, but a trainable weapon, and can be taught to almost anyone with aptitude. The College of Warmages, as a result, has managed to field an army of highly effective (though comparatively simple) spellcasters.
     The College of Warmages is viewed with scrutiny (if not outright hostility) by the rest of the world due to their practices and teachings. For those without magical aptitude, the College's overpowering force is a perpetual threat. The College is a host unto itself, and its army, though certainly still honorable, is nonetheless wholly mercenary. A nation that enlists warmage aide in one war might find warmages allied with their enemies in the next.
     Wizards and sorcerers, on the other hand, see warmages as rudimentary and trite, largely because warmages do not understand the nuances of magic. Warmages are not interested in studying magic, nor do they wish to plumb the mysteries that confound spellcasters everywhere; they seek only to destroy. For this reason, warmages are even a threat to other spellcasters. Their single-minded utilization of magic has honed their magic's destructive potential, and their great numbers threaten rarer spellcasters in an outright battle. 

Glory and Duty
While rules, traditions, and the chain of command are rule and law in the College, graduates are afforded ample freedom for travel and adventure. Graduates only need fulfill two requirements: first, the College may recall the warmage to serve once a year, and second, the warmage is never to discredit or dishonor the College. Those who do will find themselves before an inquiry board in short order, and punishments range from lashings and imprisonment, to expulsion from the College and even execution.

Creating a Warmage
The choice to become a warmage is neither easy, nor is it ever accidental. Each and every warmage has both magical aptitude and formal military training, and has made a conscious decision to devote a portion of his or her life to the College. That being said, since the College accepts nearly any candidate that meets the training prerequisites, warmages might come from a myriad of backgrounds and beginnings.
     Rather central to a warmage's character is his Arcane Initiation. Where did you learn of magic? Is it innate, something you were just born with? Did you grow up in a convent or monastery? Were you apprenticed to a proper wizard or alchemist? As well, why did you choose to reject the path to become a proper spellcaster?
     Though it is a natural choice to select a militaristic background, nearly any can fit into the mold of the college. Were you perhaps a thief or con man who mistakenly stole from a member of the House of Rooks? Were you perhaps a town guard or militia man who came into contact with a Knight, Pawn, or Queen, and was awed by their prowess?
     Lastly, determine which House your warmage wants to belong to. A warmage is initiated into his or her house within the first week of being in the College, but they do not fully graduate until they gain their House subclass at third level. Being a member of a warmage house is much more for a warmage than just selecting a specialty; it is a part of their identity. They will have brothers and sisters the world over who know them by the medal they wear, the symbol they display; there are handshakes, code words, common slang shared between all members of a house, and dozens of other traditions large and small.

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 Hours of Knights or Pawns. Then choose the cantrips chill touch, fire bolt, and mage hand, and the scholar Arcane Initiation.

The Warmage
LevelProficiency Bonus FeaturesCantrips KnownTricks Known
1st+2Spellcasting, Arcane Initiation, Arcane Fighting Style3
2nd+2Warmage Edge, Warmage Trick32
3rd+2Warmage House42
4th+2Ability Score Improvement42
6th+3Warmage Tactics54
7th+3Warmage House feature64
8th+3Ability Score Improvement64
10th+4Warmage House feature76
11th+4Warmage Surge86
12th+4Ability Score Improvement86
14th+5Warmage Eye98
15th+5Warmage House feature108
16th+5Ability Score Improvement108
18th+6Warmage House feature1110
19th+6Ability Score Improvement1210
20th+6Master Warmage1210

Class Features
As a warmage, you gain 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 warmage level after 1st

Armor: Light armor
Weapons: Simple weapons
Tools: One artisan’s kit, one musical instrument
Saving Throws: Constitution, Intelligence
Skills: Choose two from Animal Handling, Arcana, Athletics, Acrobatics, History, Investigation, Medicine, Perception, and Survival.

You start with the following equipment, in addition to the equipment granted to you by your background:
  • Leather armor, a dagger, and any simple weapon
  • (a) a light crossbow and 20 bolts or (b) a shortbow and 20 arrows
  • An explorer’s pack an (a) a traveler’s pack or (b) one kit you’re proficient in

At 1st level, you begin to learn the simple, yet potent, brand of spellcasting for which warmages are known.

At 1st level, you learn 3 cantrips 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 study and memorization. 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
The College of Warmages takes in students from all walks of life, but only trains those that have some aptitude in magic. At 1st level, choose where you first encountered the spark of magic from the following:
     Scholar. You learned your spells and skills through study and practice, likely in a school or under the tutelage of a master. You have a spellbook which begins inscribed with two 1st-level spells of your choice that have the ritual tag from any class’s spell list. With your spellbook in hand, you can cast the chosen spells as rituals.
     On your adventures, you can add other ritual spells to your spellbook. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your warmage level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours and costs 50 gp for the rare inks needed to inscribe it.
     Additionally, you learn the cantrips prestidigitation and dancing lights, which don’t count against the total number of cantrips you know.
     Sage. You learned magic in a monastery, church, or nunnery, or perhaps as part of a circle of druids. You learn the cantrips guidance, light, and sacred flame, which don’t count against the total number of cantrips you know, as well as one 1st level cleric or druid spell which you can cast once without using a spell slot. You regain the ability to cast this spell when you finish a long rest.
     Savant. You inherited your powers either by birthright or though magical happenstance. In either case, you are less trained than others, but your magic flows out of you with surprising ease. You learn two additional cantrips of your choice from the sorcerer spell list, which don’t count against the total number of cantrips you know, and when you roll a critical hit on a spell attack roll, you deal an extra die of damage.

Arcane Fighting Style
The College of Warmages teaches 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. When you cast a warmage cantrip, you can increase its damage die by one step, to a maximum of d12. A cantrip that initially deals 1d12 damage instead deals an additional 1d4 damage per damage die. (Die progression is as follows: d4 → d6 → d8 → d10 → d12.)
     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 AC, potentially causing the attack to miss.
     Resistive. While you are wearing light or medium armor or are under the effect of the mage armor spell, you gain a +1 bonus to AC.
     Sniper. When making a ranged spell attack, you gain a +2 bonus to the attack roll.
     Striker. When you roll a 1 or 2 on a damage die for a warmage cantrip you cast which requires a melee attack, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Warmage Edge
Starting at 2nd level, whenever you deal damage with a warmage spell, you can add your Intelligence modifier to that damage.

Warmage Trick
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 2 additional tricks at 5th, 9th, 13th and 17th level.
     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 your House from the following: Pawn, Knight, Bishop, Rook, or King. You gain your first house ability at 3rd level, and an additional one 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.

Warmage Tactics
 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.

Warmage Surge
Starting at 11th level, you learn to, for a moment, tap into a vast reservoir of magical power, unleashing it upon your foes. On your turn, when you deal damage with a warmage cantrip, you can double cantrip's damage dice.
     Once you use this ability, you can’t use it again until you finish a short or long rest.

Warmage Eye
At 14th level, you are granted a set of innate magical enchantments which greatly enhance your ability to assess the battlefield, determine potential threats, and neutralize them accordingly. You can add your Intelligence modifier to all Perception checks that rely on sight. Additionally, your ranged attacks ignore half and three-quarters cover.

Master Warmage
At 20th level, you reach the pinnacle of your warmage prowess. You can use your Warmage Surge three times between rests.

Warmage Houses
Within the College, different warmages are divided into separate Houses, each of which emphasizes a different approach to combat.

House of Bishops
The House of Bishops focuses solely on spellcasting, expanding the warmage principles to more intricate magic.

Bishop Spellcasting
Warmage Level Spells Known1st2nd3rd4th

At 3rd level, you gain the ability to cast spells more potent than cantrips.
     Spell Slots. The Bishop Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
     Spells known of 1st-Level or Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the conjuration and evocation spells on the wizard spell list.
     The Spells Known column of the Bishop Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be a conjuration or evocation spell of your choice, except for the spells learned at 8th, and 14th level, and must be of a level for which you have spell slots.
     Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be a conjuration or evocation spell, unless you’re replacing the spell you gained at 8th or 14th level.

Arcane Study
At 3rd level, you can select any two skills from Arcana, History, Medicine, Investigation, and Religion. You gain proficiency in that skill if you did not have it before, or double your proficiency bonus if you already have proficiency in it.

Mystical Guardian
At 7th level, you learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
     When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, blink dog, or wolf.
     Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.

Siege Casting
At 10th level, once per turn, when you deal damage to a creature or object with a warmage spell, you deal an additional 1d8 force damage. Additionally, when you cast a warmage spell on your turn that has a range longer than 5 feet, you can use a bonus action to triple that spell's range.

Arcane Sculpting 
Starting at 15th level, when you cast a warmage spell that affects other creatures that you can see, you can choose a number of them equal to your Intelligence modifier. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Arcane Dominance
At 18th level, you learn a powerful magical trick. Select a 1st level wizard spell you know. You can cast this spell at its lowest level without expending a spell slot.

House of Knights
The House of Knights have a long and storied tradition of melding melee combat and swordplay with the warmage's simple spellcasting.

Bonus Proficiencies
At 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Knight’s Armory
At 3rd level, you gain access to the armory of the House of Knights, an interdimensional space where the weapon stocks of the college are held. You can use your bonus action to summon a simple or martial weapon of your choice from the armory to your empty hand. Any weapon summoned from the armory counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. Weapons requiring ammunition are summoned with a quiver or case and 50 pieces of appropriate ammunition.
     A weapon summoned from the armory disappears if it is more than 5 feet away from you for 1 minute, and ammunition vanishes immediately after it is used. It also disappears if you summon a new weapon, if you use an action to dismiss your weapon, or if you die.
     You can store a personal magic weapon in the armory, accessible only to you, by performing a special ritual during a short or long rest while you hold the weapon. You can then dismiss the weapon to the armory and summon it back at any time thereafter. The weapon is removed from storage if you die, perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it.

Knight’s Flurry
Starting at 7th level, when you use your action to cast a cantrip, you can make one attack with your Armory weapon as a bonus action.

Fighting Style
At 10th level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
     Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
     Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
     Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Knight’s Maneuver
At 15th level, you can spend your entire movement to teleport up to half your movement speed.

Master Strike
At 18th level, you learn to constantly flood your weapons with arcane energy. When you finish a short or long rest, choose either cold, fire, or lightning damage. Attacks you make with melee weapons deal an additional 1d6 damage of the chosen type. On your turn, when you use your action to cast a warmage cantrip, you can use a bonus action to change your bonus damage type to the same damage type as that cantrip.

House of Rooks
The House of Rooks trains the spies, assassins, and secret operatives required to effectively run an army.

Bonus Proficiencies
At 3rd level, you gain proficiency in hand crossbows, rapiers, shortbows, shortswords, whips, thieves' tools, and the Stealth skill.

Rook Strike
Beginning at 3rd level, once per turn, you can deal an extra 1d4 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse weapon, a ranged weapon, or a warmage cantrip.
     You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
     The amount of the extra damage increases as you gain levels in this class, as shown in the Rook Strike table. At 10th level, you can choose to deal cold, fire, or lightning damage, and at 15th level, you can choose to deal force damage with a rook strike.

Rook Strike
Warmage Level Bonus Damage

Rook’s Flight
At 7th level, you can take the Dash or Hide action as a bonus action.

Rook’s Caw
At 10th level, you gain the message cantrip, if you did not have it before. When casting the spell, you can target a creature you know but cannot see, regardless of range, provided the creature is on the same plane as you and you have a personal item of theirs (such as a sigil, a token, or a letter.)

Rook’s Wings
At 15th level, you gain the ability to fly at your normal movement speed. You must begin and end your movement on solid ground, otherwise you fall.

Rook’s Flash
At 18th level, you can vanish from your enemy's eyes, appearing behind them and striking where they are most vulnerable. As an action, you can teleport next to a creature who is within 100 feet and make a single melee weapon attack or use a cantrip requiring a melee or ranged spell attack. You gain advantage on the attack roll.
     Once you use this ability, you can’t use it again until you finish a short or long rest.

Warmage Tricks
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 Blessing
Prerequisite: House of Bishops
Select one of the following damage types: acid, cold, fire, lightning, poison, radiant, or necrotic. You can replace the damage type of your melee attacks and any Warmage cantrip you cast with the chosen damage type. You can learn this trick multiple times, selecting a new damage type each time.

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. On a failed save, it 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 subsequent saving throws against it for 24 hours.

Charged Blade
Prerequisite: shillelagh cantrip
When you cast shillelagh, you can now target any weapon with the spell. If the weapon's damage die was already 1d8 or greater, it remains the same. In addition, the duration of your shillelagh cantrip increases to 24 hours, and ends only if you choose to end it or a creature other than you attempts to wield that weapon.

Cloak of Feathers
Prerequisite: House of Rooks
While not wearing armor or using a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Extended Range
When you cast a warmage cantrip requiring a ranged spell attack, that cantrip's range is doubled.

Field Medic
Prerequisite: House of Bishops
You learn the cantrip spare the dying and the spell cure wounds. Additionally, when you cast spare the dying on a creature who has 0 hit points, the target heals 1 hit point and gains temporary hit points equal to your level, which last for 1 minute.

Flexible Range
When you cast a warmage cantrip requiring a ranged spell attack in melee, you don't have disadvantage on the attack roll. Additionally, when you cast a warmage cantrip requiring a melee spell attack, you can instead make it as a ranged spell attack with a range of 30 feet.

Knight’s Ward
Prerequisite: House of Knights
You can use your bonus action to gain resistance to your choice of nonmagical bludgeoning, piercing, or slashing damage until the beginning of your next turn.

Mystical Armor
You can cast the spell mage armor without using a spell slot.

Mystical Athlete
Prerequisite: quickstep and springheel cantrips
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. When you cast either of these cantrips, you can instantly cast the other (no action required).

Mystical Vision
You can cast the spell detect magic at will without expending a spell slot.

Rapid Fortification
Prerequisites: 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, even if all of the original parts are not 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 5 square feet). You must have the materials present to use this ability.

Blasting Cantrip
Prerequisite: 5th level, force dart* or mystical blade cantrip
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.

Booming Cantrip
Prerequisite: 5th level, thundering blade cantrip
Once per turn, when you deal thunder damage to a creature with a warmage cantrip, you can force that creature to succeed on a Strength saving throw or be knocked prone.

Caustic Cantrip
Prerequisite: 5th level, acid splash or acidic blade* cantrip
When you deal acid damage to a creature with a warmage cantrip, that creature must make a Dexterity saving throw or take half the damage dealt again at the start of its next turn. A creature can only be affected by this ability once per turn.

Commander’s Steed
Prerequisites: 5th level, House of Kings* or House of Knights
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.

Electrified Cantrip
Prerequisite: 5th level, shocking grasp or storming blade* cantrip
When you deal lightning damage to a creature with a warmage cantrip, you can force that creature to succeed on a Constitution saving throw or be stunned until the start of your next turn. You can use this ability a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a long rest.

Entropic Cantrip
Prerequisite: 5th level, chill touch cantrip
When you deal necrotic damage to a creature with a warmage cantrip, it must make a Constitution saving throw or gain one level of exhaustion. After being affected by this trick, a creature is immune to it until it finishes a long rest.

Explosive Cantrip
Prerequisite: 5th level, fire bolt or molten blade cantrip
When you deal fire damage to a creature with a warmage cantrip, each creature except yourself and the target within 5 feet of the target must make a Dexterity saving throw or take half the fire damage dealt. A creature in the area of more than one explosive burst is affected only once. A creature can only be affected by this ability once per turn.

Frigid Cantrip
Prerequisite: 5th level, glacial blade* or ray of frost cantrip
When you deal cold damage to a creature with a warmage cantrip, that creature must make a Constitution saving throw. On a failed save, it can't make more than one melee or ranged attack until the start of your next turn. A creature can only be affected by this ability once per turn.

Improved Martial Training
Prerequisite: 5th level, House of Kings* or House of Knights or House of Pawns*
You can attack twice, instead of once, whenever you take the Attack action on your turn.

Mystical Weaponmaster
Prerequisite: 5th level, magic daggers and mystical blade cantrips
When you use your action to throw a weapon summoned by the magic daggers cantrip, you can use your bonus action to throw one additional dagger.
     Additionally, the range for the mystical blade cantrip increases to 10 feet.

Rook’s Perch
Prerequisite: 5th level, House of Rooks
Your base movement speed increases by 10 feet, and you gain a climb speed equal to your normal movement speed.

Select Fire
Prerequisite: 5th level
When you cast a warmage cantrip that requires a spell attack roll, you can select multiple targets 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.
     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.

Skilled Hand
Prerequisite: 5th level, mage hand cantrip
When you cast the mage hand cantrip, you can use it to wield a weapon. The hand can hold any weapon you are proficient with that isn’t heavy. You must have as many hands free as it would normally take to wield the hand's weapon, otherwise the weapon falls to the ground. Until you direct it to move or attack, the weapon hovers and whirls in place.
     When you take the Attack action on your turn, you can forgo one of more of your own attacks to allow the hand to attack a target within its reach instead. You use your Intelligence modifier, rather than Strength or Dexterity, for the attack and damage rolls of the weapon. If you forgo all of your attacks, you can use your bonus action to make an additional attack with the hand.
     On your turn, you can move the hand up to 30 feet without using an action, up to the maximum range of your mage hand cantrip.

Venomous Cantrip
Prerequisite: 5th level, poison spray cantrip
When you deal poison damage to a creature with a warmage cantrip, you can force that creature to make a Constitution saving throw or gain the poisoned condition until the start of your next turn. You can use this ability a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a long rest.

Bishop’s Maneuver
Prerequisite: 10th level, House of Bishops
You can take the Disengage action as a bonus action, and when you take the Disengage action, your movement speed is doubled.

Prerequisite: 10th level, House of Rooks
As an action, you magically swap places with a willing Small or Medium creature that is within 100 feet of you, each of you vanishing in a burst of feathers before appearing in the other's previous spot.

Flurry of Daggers
Prerequisite: 10th level, magic daggers cantrip
When you use an action to throw weapons summoned by your magic daggers cantrip, you can throw an additional dagger.

Knight’s Shield
Prerequisite: 10th level, House of Knights, force buckler cantrip
When you cast force buckler, it adds +3 to your AC instead of +2.

Unerring Strike
Prerequisite: 10th level, true strike cantrip
When you cast true strike, 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.

*Included in Complete Warmage

Warmage Cantrip List

**Acidic Blade
Acid Splash
Chill Touch
**Glacial Blade
Fire Bolt
*Force Buckler
**Force Dart
Mage Hand
*Magic Daggers
*Molten Blade
*Mystical Blade
**Phantom Grapnel
Poison Spray
Ray of Frost
Shocking Grasp
**Storming Blade
*Thundering Blade
True Strike
* New cantrips described below
** New cantrips in the Complete Warmage

Warmage Cantrips

Changelog: 1/19/18: Small wording changes
Trick: Charged Blade: No longer adds +1d4 damage. Instead, lasts 24 hours


  1. The opening flavor text mentions a Queen. Is there supposed to be a Queen House in the Complete Version?

    1. There is! Or rather, there's a House of Kings, to which queens belong.

  2. This was accompanied by an update to the Complete Warmage's pdf on the store. Was anything changed in the update?

    1. Mostly the same stuff that was changed here:

      - Removed Thorn Whip from the spell list (non-SRD spell)
      - Adjusted the Phantom Grapnel cantrip for balance issues.
      - Reworked Commander's steed and the old Warmage Eye into Tricks.
      - Added Warmage Surge
      - Reworked Master Warmage for balance issues
      - Added new Tricks (specifically Rapid Fortification)
      - Adjusted Warmage Tactics for balance issues

      I think that's about it.

    2. I do not see phantom Grapnel.

    3. Correct: we reserved a few of the cantrips for the Complete version (if only to differentiate between that version and this one.)

    4. That's because it is only in Complete Warmage.

    5. Is the updated PDF available to Patreon subscribers? Curious about the change to Phantom Grapnel, since I like that cantrip but that it seemed a little strong, especially combined with Phantom Hookshot.

    6. Yeah, I updated the PDF available on Patreon as well. Phantom Grapnel has had a range nerf (though it can still be increased with tricks)

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  4. Oh, the Warmage. Like any gish, it's always either under- or over- powered... This one (mush like its predecessor) does seem rather balanced for the most part. As usual, I have several notes:

    Warmage house mentions Pawn and King, which aren't here. They should probably have an asterisk.

    Warmage surge seems really powerful for critical hits, since you declare it after the roll. Also, how does it work with Savant? Do you double before or after adding the extra die (I'm guessing before)?
    In any case, it's not overpowered at 11th level (for some reason I though of it as 6th level when I first read it).

    I wouldn't normally allow an imp or pseudodragon as a familiar (Mystical guardian)- they grant you spell resistance, which is really, really good, and they usually nee dto be earned. Maybe... Warhorse? Homunculus? Mephit?

    Does Siege Casting work on cantrips (RAW, it does)? That's another good combo with Surge.

    A 7th level knight with charged blade can cast GFBlade and attack, and deal 4d6+2d4+2d8+2*str mod+3*int mod= avg 48 damage (assuming +4 on str and int) on one turn (divided between 2 targets). And rerolling all 1s and 2s, so almost certailny more damage. And possibly adding damage form explosive cantrip.
    Greatsword=2d6, *2 for 2 attacks.
    str mod for both attacks.
    1d4 from charged blade for both attacks.
    1d8 to 2 targets from GFB.
    int mod to 1 target fropm GFB.
    Int mod to 2 targets from Warmage Edge.

    Does explosive cantrip only count fire damage, or all damage (say, from GFB or siege casting)?

    1. So, using the Imp or Pseudodragon to gain Magic Resistance is a variant rule, so the player doesn't just /get/ it: they need to ask the GM. Just as with any warlock character, the GM should say no.

      Siege Casting (the feature) is dealing the damage, not the cantrip itself, so it shouldn't stack with Surge. It's possible I need to add change some wording to make Surge clearer in this regard.

      We ran the numbers for your hypothetical knight build, and I'm not super worried about that. It seems like a lot, especially for 7th level, but an eldritch knight is dealing 36.5 to one target at that level, using the same weapon and cantrip. Dealing 48, but needing to split it between two targets is less crazy, since it means less per target damage.

      Also, I'll change the wording on Explosive Cantrip to read that it only counts for fire damage.

      Thanks for the notes, as always!

    2. Also, yes, Siege casting DOES work on cantrips: they are spells, after all!

    3. I actually didn't remember that the shared magic resistance is a variant rule.

      How does an eldritch knight deal 36.5? It's 2d6(greatsword)+4+2d10(firebolt)=22. You can't use extra attack when using War Magic. Action Surge can raise it to 6d6+12+2d10=42, but only 1/short rest.

    4. Sorry, my bad. The Eldritch knight deals 4d6+8+2d8+4=35 with GFB. But that's also divided.

    5. Oh, I misread something on our end: that /was/ multi-target damage. My bad.

      Right now, I don't think the multi-target damage is all that bad, since it's fairly close to what an eldritch knight can accomplish (and since this is a way less tanky class, that boost in damage is acceptable.) We should keep an eye on multi-target damage, but single-target damage is more important here as a balancing metric, since that determines how fast attackers are removed from the fight.

      And I /do/ think we have a major problem lurking in the single-target damage.

      Most melee cantrip + knight set ups deal 35.5 (4d6+2d4+8+1d8+4) to a single target (before surging) at 7th level, which is arguably too much. The warmage in melee should be throwing around a bit more damage than an EK. Single target EK w/ GFB is 26.5 (4d6+1d8+8). A warlock using hex an eldritch blast is at 28 (2d10+2d6+10). Bottom line, we should be around 30.

      Here's one proposal to balance it out: Remove the +1d4 from Charged Blade. It already gives you the ability to use shillelagh for SAD melee, so there's value in there already.

      I'm not entirely sold on this solution myself, but it's on the table. What does everyone think?

    6. I think that works, then the only source of additional damage over an EK is Warmage Edge and some of the 5th level Warmage Tricks (which usually require saving throws).

    7. Removing the 1d4 definitely seems fine.
      Also, for single target damage Booming Blade is probably better that GFB, but it doesn't really matter to the difference between EK and warmage.

    8. Or any of the other Blade cantrips we made.

      In any case, getting rid of the 1d4 per hit should keep this in line from 1 - 20. I will say that we certainly did most of our testing around getting the ranged balance right, as even a knight isn't in the best situation when in melee.

  5. Heck yeah, an update to my favorite class! I'm liking the changes I can see so far and while I'm disappointed on how nerfed Phantom Grapnel is I will admit that being able to essentially Dimension Door as a cantrip is pretty broken. I always felt like Commander's Steed/Mount was off as a Class Feature for all the houses and makes a lot more sense as a Trick.

    BTW I was playing my Mystic recently and had a hard time finding feats I liked because of how spaced out all of you guy's are. I was wondering if you could make another feat post compiling all the scattered feats you've put out that don't have a post all to themselves?

    1. I'm glad you're digging all the changes!

      See, last month on Patreon was a feats book, and I was /convinced/ we had a lot more scattered feats than we actually had. In any case, Feats for the Fearsome (on Patreon) does compile the few we had and adds a ton of new feats to the mix.

  6. I like this Warmage much better. Kudos to y'all for updating it!

  7. I miss more tricks for House of Kings ):

    1. Strictly speaking, it hasn't gone anywhere -- the updated list of King maneuvers are in the Complete Warmage. (We did rebalance a few of them, so it's worth checking out.)

  8. Is it really intended that you can't cast melee cantrips through the Skilled Hand trick? Or even use your Knight's Flurry attacks through it?

    I had made a Warmage specifically focused on mage hand weapon wielding, but it seems like after level 5 there's literally nowhere else to go with the character as a Warmage, because no class abilities actually work with the Attack action after that. I get no more attacks or damage scaling, ever. If I want more damage than what I can do at level 5, I can't use Skilled Hand at all it seems.

    Is the intention for it to only be useful early in a character's career or is there something I'm missing?

    1. For clarity, I'm working off the full pdf in the store

    2. Melee cantrips, no. The issue is the range of said melee cantrips: even if you used a polearm, you still have to be within 5 feet of your target.

      I have at least one trick that will help coming in a future post.

      As an aside, if you'd like to make a character that focuses ENTIRELY around mage hand, may I suggest the Vector Knight?

    3. Hey, thanks for the reply and I look forward to the future post with more tricks!

      What about the bonus action attack from Knight's Flurry?

    4. By RAW, no. But I don't actually see any issue with allowing you to do so. We may errata that in the future.

  9. Hey, I love your work, and I use it a lot on my campaings, they are almost cannon to me on 5th edition. I just wanted to ask one thing, that doesn't really have anything to do with this page but I don't know where else to comment, so... I have and idea for a base class, and I kinda wante to have it out for people to use, so I thought if you wouldn't like for me to send you the archive I wrote and evaluate any balance issues and publish it. You don't even have to credit me or anything, I just wanted to share it. It is an adaptation of 4th edition's Warlord, by the way, with 4 archetype choices.

    1. Sorry about any possible typos, I didn't found any yet, but english is not my first language, so I'm being precautious.

    2. Hey, I appreciate the interest, but I'm afraid we've got too many active projects right now to take submissions. We've done it in the past, but currently, I'm afraid we just don't have the time. Sorry!

    3. Also, have you checked out the patreon? We shared our Marshal base class with patrons not long ago, which is quite warlord-y.

    4. I'd love to join in patreon, of many content creators acctually, but I'm currently unemployed, and I can't really, tho I would love to. When I can afford it, I most certainly will.

  10. I have 2 questions about this class.

    First, how does critical hits work with Warmage Surge?
    Doing quick math with taking Savant and Blaster as my initiation and fighting style, I see this doing big nova damage.
    doubled (6d12)
    savant adds 1d12
    warmage surge doubles damage die
    (6d12+1d12) times 2 is 14d12 damage, or an average of 91+Int. Add the Explosive cantrip trick and you got a decent small aoe cantrip.

    Secondly, does blaster increase the blade cantrips from a d8 to a d10 as well?

    I love this class and I love the theme of it. I will be starting one this saturday, playing as this class and am very excited. Thank you for the great content, and when I read this class, I had to buy it.

    I have been a fan of your guys' work for over a year and have been playing an Inquisitor Paladin for over a year and a half!

    1. The cantrip I chose for the math was firebolt.

    2. Critical hits apply after warmage surge.

      It's best to think of Warmage Surge as a form of Smite with a set (instead of variable) effect, and saving it for absolutely devastating critical hits is absolutely a good tactical choice.

      And yes, your math checks out. 1/short rest, after 11th level, when you crit, you can deal around 100 damage with a cantrip.

      Also, yes, Blaster does increase the d8s of things like GFB to d10s. it doesn't touch your weapon damage dice, though.

    3. Another question. How about the bishop trick that allows you to change elements on other cantrips with tricks that are damage specific. Ex. choosing lightning as the element and having the electrified cantrip to allow you to cast firebolt as a lightning damage spell and then making the target stunned. Is that an interaction that works out?

      Thank you again for getting back to me so quickly!!!

    4. So many questions....
      If I use Mystical Blade or Magic Daggers and have that bishop trick to gain lightning, can that as well be changed to lightning damage, and as well proc the electrified cantrip?

    5. Yes to all.

      The tricks specifically state "When you deal X type of damage" as the trigger.

      So, for example, Electrified Cantrip states:

      "When you deal lightning damage to a creature with a warmage cantrip, you can force that creature to succeed on a Constitution saving throw or be stunned until the start of your next turn. You can use this ability a number of times equal to your Intelligence modifier. You regain all expended uses when you finish a long rest."

      This triggers if you use, say, shocking grasp or Storming Blade (the prerequisites), or if you use Bishop's Blessing to change the damage of your cantrip to lightning damage.

      By contrast, if you use Bishop's Blessing to change the damage of Fire Bolt to Lightning, it will not proc Explosive Cantrip, even though that cantrip is the prerequisite.

      From the way I worded things, I would say yes, you can change the damage type of those cantrips. Unequivocally, you can use it on Mystical Blade, but I would also argue for allowing it to work on Magic Daggers as well.

  11. Hey, I bought the complete warmage before this update came out, is there a way for me to download the updated version without paying for it all over again? Because if there is, I can't find it. I have the old PDF downloaded to my computer.

    1. Check your email -- you should have gotten a download link for the updated book when I updated it. If you can't find that (or the link has expired), send me an email at middlefingerofvecna@gmail.com