December 16, 2020

Warmage Redux 2.0

Base Class
Comments from the Finger: And with this, the Palm, Pinky, and I have created the GREATEST CLASS IN D&D. Come at me you cowards. 
The warmage wields cantrips like a fighter wields weapons. It's a perfect class for beginners and veterans alike. If you dig it, check out the Complete Warmage (new and improved)!

Warmage

An elf recites the motions again for the simplest spell she knows, repeating them until she knows they are perfect. With a single, precise stroke, she unleashes a wave of arcane energy, focused into a searing blue beam. 
A tiefling waves her hands to conjure floating greatswords of humming blue energy, which dance about in mesmerizing and deadly arcs. One blade takes on an aspect of fire, and the other lightning, as she begins to cleave through the goblinoid horde.
Waving a black and red checkered banner, a dragonborn king charges into the fore. At his sides are warmages of all houses, a chessboard of elite arcanists, poised to turn the tide of battle.
The undisputed masters of cantrips, Warmages turn the most fundamental types of magic into a deadly and precise art. 

Cantrip Masters
While other spellcasters aspire to grander and more complex spells, warmages refine and master the most fundamental magic: cantrips. Warmages wield their magic in the same way that a warrior uses a sword, bow, or axe: as weapons to be perfected and mastered, not as an unknowable force to be feared. In contrast to sorcerers and wizards, their magic is a trainable skill, one that can be mastered by almost anyone with discipline and aptitude. Therefore, warmages stand among the most fearsome of spellcasters, with only the most rudimentary of spells. 

Strategic Geniuses
Warmages have a long and storied history as grand strategists and tacticians, both in grand battles and personal skirmishes. If a warmage is outgunned or outmanned, they’ll try to outthink their foes, which works more often than not. They demonstrate an efficient kind of pragmatism, owing perhaps to their ability to solve many problems with a few magical tools.

Aligned Free Agents
While some warmages are fully self-taught, the majority join a House, a loose confederation of warmages which practice together and share secrets of the trade. Houses teach invaluable battlefield strategy, but each individual Houses also touts their own brands of tactics and styles of magical tricks. The House of Knights, for example, emphasizes armor and martial prowess, whereas the House of Kings emphasizes battlefield strategy.
By way of metaphor, Houses which value honor and teamwork above all else brand themselves after games of strategy, whereas those who epitomize self-reliance name themselves for games of chance. This division in the warmage Houses is representative of a schism that dates back to the earliest warmage masters. Legend has it that the first two masters separated when one decided to found a college. The other, out of spite, built a casino outside its grounds.

Creating a Warmage
Warmages come from all walks of life, so as you build yours, consider where you first learned the fundamentals of magic, which you would go on to perfect. You might have picked up cantrips from a fellow adventurer or in the early stages of wizarding training. You could even be self-taught. Choose an Arcane Initiation which best fits your character’s history with magic.
Moreover, consider how you feel about magic as a whole. Are you envious of other spellcasters, or are you confident you could best them regardless? Did you once pine to be a wizard, but found you could never muster enough true magic to form a spell slot? Did you choose warmagistry to hone your talents to their absolute peak, or did you choose it to wield power no warrior can equal?
Lastly, consider your prospective warmage house. Though you don’t choose one until reaching third level, your aspirations might shape which house you favor the most. If you would like to dabble with greater arcane magic, the House of Bishops is the best fit. If the clashing of swords at the frontlines piques your interest, consider the House of Knights.

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, fire bolt, prestidigitation, and springheel, and the Adventurer Arcane Initiation. Pick any background.

The Warmage
Level Proficiency
Bonus
FeaturesCantrips
Known
Cantrip
Bonus Dice
Tricks
Known
1st+2Spellcasting, Arcane Initiation, Arcane Fighting Style 4— — 
2nd+2Warmage Edge, Warmage Trick 402
3rd+2Warmage House 503
4th+2Ability Score Improvement 503
5th+3Arcane Surge614
6th+3Tactical Insight614
7th+3Warmage House feature615
8th+3Ability Score Improvement 615
9th+4— 716
10th+4Warmage House feature716
11th+4Arcane Surge improvement 727
12th+4Ability Score Improvement 727
13th+5— 828
14th+5Strategic Deflection 828
15th+5Warmage House feature829
16th+5Ability Score Improvement 829
17th+6— 9310
18th+6Warmage House feature9310
19th+6Ability Score Improvement 9310
20th+6Master Warmage10310

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 warmage 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) a component pouch or (b) an arcane focus
  • An explorer’s pack an (a) a scholar’s pack or (b) one kit you’re proficient in

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

Cantrips
You learn four 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 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 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 you make a successful saving throw against a spell, you can redirect the spell’s energy to a new target. When you do so, choose another creature (including the spellcaster) you can see within the spell’s range or 30 feet, whichever is closer. The spell targets the chosen creature instead of you, as if you cast the spell. The target creature makes its own save against your spell save DC. 
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.


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 can add half your proficiency bonus (rounded up) to any Charisma check you make that doesn’t already use your proficiency bonus. Additionally, you can tell when a creature you are speaking with tells a lie, as long as you haven’t told a lie to that creature.

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.

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. 

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.

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.

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. 

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.

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
Whenever you cast a warmage cantrip which deals thunder damage, you can choose for the spell’s casting to be magically silent for all creatures other than the target. Furthermore, you can become magically silent 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.


Warmage Houses
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.

House of Bishops
The House of Bishops adopts warmages with true arcane potential, expanding on essential magic principles with true spellcasting. Such warmages might be easily confused for wizards or sorcerers, for they don the same garb and wield many of the same spells, but the warmage focus on perfection still holds precedence over garnering a vast array of spells. 

Bishop Spellcasting
Warmage
Level
Spells
Known
1st2nd3rd4th
3rd32
4th43
5th43
6th43
7th542
8th642
9th642
10th743
11th743
12th843
13th9432
14th10432
15th10432
16th11433
17th11433
18th11433
19th124331
20th134331

Spellcasting
When you choose this house 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.
Warmage Edge. You can add additional damage with your warmage spells of 1st level or higher using your Warmage Edge feature, as if they were cantrips.

Arcane Study
At 3rd level, you become proficient in two of the following skills: Arcana, History, Medicine, Investigation, or Religion. 

Mystical Companion
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, quasit, or sprite.

Siege Casting
At 10th level, damage you deal to objects with a warmage spell is doubled. Additionally, when you cast a warmage spell which requires a spell attack roll, you can cast it at up to double its normal range. If its target is beyond its normal range, the spell attack has disadvantage.

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. As a bonus action on your turn, you can expend a number of spell slots with a combined level of 6 or more to regain an expended use of your Arcane Surge.

House of Kings
Warmages who train in the House of Kings specialize in tactics and strategy, learning age-old maneuvers to give them the edge in combat. Natural-born leaders, Kings work best with a cadre of supporters to perform their tactics and overwhelm the enemy. Moreso than all other warmages, those in the House of Kings treat life and death as little more than a game of strategy to be understood and conquered. 

Bonus Proficiencies
When you choose this house at 3rd level, you gain proficiency with medium armor, battleaxes, longswords, tridents, lances, and warhammers.

Battle Tactics
At 3rd level, you learn maneuvers that are fueled by special dice called Battle dice.
Battle Dice. You have two battle dice, which are d8s. A battle die is expended when you use it. You regain all of your battle dice when you take a short or long rest, or when you roll initiative.
Your battle die changes and more battle dice become available when you reach certain levels in this class, as shown on the table below.

Warmage Level Battle Dice
3rd2d8
7th3d8
13th3d10
17th4d10

Using Battle Dice. Once per turn, you can expend a battle die to perform an arcane maneuver of your choice. Your maneuver options are detailed at the end of the subclass description.
Saving Throws. When a maneuver calls for a saving throw to resist its effects, use your spell save DC.

Lead from the Front 
Starting at 7th level, you and each friendly creature within 100 feet that can see you ignores nonmagical difficult terrain. 

Tactical Master
Starting at 10th level, friendly creatures within 10 feet of you add your Intelligence modifier to saving throws against spells and magical effects that deal damage. 

Maneuver: Checkmate
Starting at 15th level, you learn the following maneuver:
When you hit a creature with a weapon or spell attack, you can use your bonus action and expend a battle die to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you that is within reach of the creature you hit. That creature can immediately use its reaction to make one weapon attack or cast a cantrip requiring an attack roll, adding the battle die to the attack’s damage roll.

Grandmaster
Beginning at 18th level, when you roll initiative, choose a number of friendly creatures equal to your Intelligence modifier that can hear or see you to gain a battle die. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes. The creature can wait until after it makes the roll before deciding to add the battle die, but must decide before the GM declares the roll’s outcome. Once the battle die is rolled, it is lost. A creature can have only one battle die from this feature at a time.

Arcane Maneuvers
The maneuvers are presented in alphabetical order.
Blitz. As a bonus action, when you hit a creature with an attack, you can expend one battle die to maneuver one of your comrades into a more advantageous position. Choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
Bulwark. When you hit a creature with a melee attack, you can expend a battle die as a bonus action to brace yourself for its counterattack. The next time the creature damages you before the start of your next turn, you can roll the battle die and subtract the result from the damage dealt. 
Check. When you hit a creature with an attack, as a bonus action you can spend one battle die to force that creature to flee. The target must make a Charisma saving throw. A creature that is immune to being charmed automatically succeeds this saving throw. On a failed save, the target must immediately use its reaction, if available, to move up to half its speed directly away from you. 
Gambit. When you hit a creature with an attack, you can expend one battle die to give your allies an opening. The next creature other than you to make an attack against the target adds the battle die to their attack roll.
Rally. As a bonus action on your turn, you can expend a battle die to choose one allied creature within 60 feet of you who can see or hear you. That creature regains hit points equal to the die rolled + your Intelligence modifier. You cannot use this ability to heal a creature who has 0 hit points.
Stalemate. When you hit a creature with an attack, as a bonus action you can expend one battle die to hold that creature in place. Until the end of its next turn, the target can’t willingly move unless it first takes the Disengage action.

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. Unlike other warriors, however, Knights carry neither swords or shields into combat, for they can forge both out of magical force at a moment’s notice. 

Bonus Proficiencies
When you choose this house at 3rd level, you gain proficiency with medium armor and martial weapons.

Force Breastplate
At 3rd level, plates of magical force reinforce your armor. While you are wearing light or medium armor or are under the effects of mage armor, you can add your Intelligence, rather than your Dexterity, to your Armor Class. 

Mystical Weapon
Also at 3rd level, you learn the force weapon cantrip, which does not count against your total number of cantrips known. Additionally, on your turn when you would draw a weapon, you can summon a simple or martial weapon, made entirely of magical force, to your empty hand. This weapon counts as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage. This weapon vanishes if it leaves your hand.

Flurry of Blades
Beginning at 7th level, when you cast a cantrip which allows you to make multiple spell attacks, such as force weapon or magic daggers, you can use your bonus action to make one additional spell attack.

Knight’s Ward
Starting 10th level, you learn to forge a hardened magical barrier between you and your foes. As a bonus action on your turn, you can gain a number of temporary hit points equal to twice your warmage level, which last for 1 minute. 
Once you use this feature, you can’t use it again until you finish a short or long rest.

Tactical Maneuver
At 15th level, you can spend your entire movement to teleport up to half your movement speed to a location you can see. 

Field of Blades
Starting at 18th level, you can summon a whirlwind of mystical weapons, striking at a legion of foes in a single swipe. As an action on your turn, you can choose up to 5 creatures you can see within 30 feet. Make a single melee spell attack against each target. On a hit, a target takes 2d10 + your Intelligence modifier force damage.

House of Pawns
By far the most prominent warmage House is that of the Pawns. Warmages which join the House of Pawns learn to stretch their skill with cantrips to its limits. Pawns can master any cantrip or trick known to the other warmage houses, for they embody the adaptability all warmages aspire to. 

Promotion
When you choose this house at 3rd level, you gain the adaptability of the quintessential warmage. You learn one warmage trick of your choice, which doesn’t count against your total number of warmage tricks known. Additionally, whenever you learn a warmage trick, you can learn tricks which have the House of Bishops, House of Kings, House of Knights, or House of Rooks as a prerequisite, so long as you meet all of the tricks other prerequisites.

Adaptive Arcanist
Also at 3rd level, you learn to emulate the spellcasting prowess of other warmages. When you finish a short or long rest, choose one warmage cantrip. You learn this cantrip, which doesn’t count against the total number of warmage cantrips you can learn, until you choose a different one with this feature.

Pawn Storm
Beginning at 7th level, when you cast a cantrip targeting a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you deal damage using the cantrip or not.

Additional Arcane Fighting Style
At 10th level, you can choose a second option from the Arcane Fighting Style class feature.

Opening Move
Starting at 15th level, you can add your Intelligence modifier to your initiative rolls. Additionally, when you roll initiative and you are not surprised, you can move up to your movement speed.

Fundamental Mastery
Starting at 18th level, your magic always finds its way to your foes most vulnerable spots. Once on each turn when you roll damage for a warmage cantrip, you can choose to replace one damage die roll with the maximum possible result. 

House of Rooks 
The clandestine members of the House of Rooks make adept spies, assassins, and scouts, though they might just as easily pick up jobs run by rogues and brigands. In addition to their suite of cantrips, Rooks are light on their feet and know a few tricks to magically open doors in utter silence.

Rook Strike
Starting you choose this house at 3rd level, as a bonus action, you can gain advantage on the next spell attack roll you make on your turn. Alternatively, you can impose disadvantage on a saving throw a creature makes against a warmage spell you cast before the end of your turn.
Once you use this ability, you can’t use it again until you finish a short or long rest, or you use a cantrip to reduce a creature to 0 hit points.
 
Rasp
Starting at 3rd level, you can cast the knock spell at will without using a spell slot or spell components. When you cast the spell using this ability, the casting time is increased to 1 minute and the spell is completely silent. 

Arcane Acrobat
Beginning at 7th level, you can add your Intelligence modifier to all Dexterity checks you make. Additionally, while you are conscious, you ignore falling damage from falling any distance shorter than 60 feet. Subtract 60 feet from the distance fallen when calculating falling damage from further drops.

Fleeting Decoy
At 10th level, as a reaction when you take damage from a creature you can see, you raise a defensive illusion to protect you from further harm. Attacks made against you have disadvantage until the beginning of your next turn.

Elusive Step
By 15th level, you’re extremely difficult to pin down. If you move more than 15 feet on your turn, any additional movement you make does not provoke opportunity attacks. 

Flash of Feathers
Starting at 18th level, you can vanish without a trace, slip behind enemy lines, and dive in for the kill. You can cast the invisibility spell once, targeting yourself only, without using a spell slot or spell components. While you are invisible, your movement speed is doubled, and you can make one attack or cast one warmage cantrip without ending the spell. 
Once you use this feature, you can’t use it again until you finish a short or long rest.

Warmage Spell List
*Arc Blade
Acid Splash 
*Burning Blade
*Card Trick
*Caustic Blade
*Cheat
Chill Touch
*Cryptogram
Fire Bolt
*Force Buckler
*Force Dart
*Force Weapon
*Frigid Blade
Light
*Lightning Surge
Mage Hand
*Magic Daggers
Mending
Minor Illusion
Prestidigitation
*Phantom Grapnel
Poison Spray
Produce Flame
*Quickstep
Ray of Frost
Shocking Grasp
*Sonic Pulse
*Springheel
*Thunderous Distortion
True Strike


20 comments:

  1. Why bother regaining battle dice when you rest, if you regain them when you roll initiative? So you can use them outside combat? Wouldn't that make the Rally maneuver prone to abuse?

    This seems very good. From what I remember of the previous iteration, it wasn't quite as elegant as this one (although the class always boasted a huge advantage in design simplicity).

    I suppose force buckler shouldn't stack with a shield, because of the "as if you were wielding a shield" part? Does it count for other effects that care about shields (protection style, shield master)?

    The silent cantrip trick (and maybe others) assume there's a target. What happens if use it with Thunderclap?

    Off the top of my head, nice multiclass combos include a warlock dip (agonizing blast, fun with Gambit maneuver), futuresoul (improved quickened spell), and maybe some of your other classes. Nothing that seems too powerful, though.

    Mystical companion (imp magic resistance) + Tactical insight add up nicely, but not too much so. An enemy smart enough to sling big spells will probably kill the imp anyway.

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    1. Battle dice come back on rests only as a convivence for the player. Sometimes combat-like events happen without initiative rolls, and I want to cover those instances.

      Correct, force buckler doesn't stack with a shield.

      That's a good point about Silent Cantrip. I'll have to chew on it; I'm not sure if it's a design problem or a weird quirk, or furthermore, what the solution looks like.

      Multiclassing: I'm pretty sure it's impossible to use Edge with eldritch blast, so warlock multiclassing is hard. I haven't looked into a lot of other builds, however.

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    2. Right, Edge only works on warmage spells. Cool. Easy solution.

      If battle dice come back when you roll initiative, why can't you start training fights with your friends, then use Rally infinitely to fully heal everyone?
      It's the Bag-o`-Rats issue.

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  2. I've read a couple of versions of the Warmage and I've always wondered why you guys didn't specialize the Houses after what their piece counterparts' big schtick is? Like, the biggest thing about a Rook is the castling maneuver which increases the defense of your King. So, why wasn't the House of Rooks made more about defense? And the biggest thing about Knights is their ability to jump over other pieces, so why wasn't the House of Knights made more about mobility? House of Kings is perfect as is.

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    1. We sort of did this, but sort of didn't. I was more important that we established a mechanical identity for the subclasses which was in harmony with the larger theme of the class.

      The knight gets a short range teleport -- this is an embodiment of its movement. However, a "Knight" outside the context of chess is a melee warrior in heavy armor, usually with a sword. So that was the larger direction we focused on, creating a gish option out of the subclass.

      Similarly, bishops are good from far away, kings are in charge of other pieces, etc. The Rooks lean more heavily on a rogue than a tank, and this is because "Rook" (the bird) and "Castle" basically don't have anything to do with one another; we chose the former interpretation for mechanical diversity.

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    2. Oooooohhh, rook, ok i get it now.

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    3. Isn't it weird that the castle piece is named after a blackbird?

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    4. It isn't. It comes from the persian Rukh, meaning chariot. In the early days of chess, it represented either a chariot, or a war elephant (in India).

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    5. So what's weird is that the rook piece now looks like a little castle... and that it's able to move the full length of the board in a single move. I did wonder why the only inanimate object in the game was so fast!

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    6. It also represents a Rookery were messenger birds were kept a lot of time that was the highest point of a castle. A message was the fastest way to get someone killed.

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  3. welp I like this a lot

    I don't really know if I just didn't read the old version as much because of the font(on the old complete pdf) or something so I can't speak much to the changes but a quick skim tells me this version is cleaner and definitely has more of a class identity goal in mind

    this redux has defo rekindled some interest in playing a warmage.

    I'm mildly confused/disappointed in some of the elemental coverage with the tricks- there only being one option for poison and necrotic damage respectively on the spell list for draining cantrip. and as I think someone else mentioned earlier there's only one cantrip that fulfills the requirements for silent cantrip(though even with only one spell it's a really interesting option)
    it might be intentional, and it still looks like it'd function absolutely fine but I, personally, am a fan of nonstandard damage types and was hoping for a little more love for them

    all in all though these subclasses are great and really refine all the best feelings of simple martial spellcaster(the ones on the complete version are especially cool if anyone's needing a little more enticement haha)

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  4. what was problematic about the previous version that you had to rewrite hte class like this?

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  5. How would this work with your Spellcasting Variant rules? Would they gain extra 0th level spell slots as they level up to combat the general karate chop to their overall effectiveness?

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  6. It seems like warmage's edge is really powerful and i want to make sure i'm interpreting it correctly. I also have some questions about how the Master Warmage feature works, even through it is a capstone and most games won't get there.

    Warmage's Edge:
    So, with warmage's edge, at 19th level a force bolt would do 7d10 + int Damage?
    Would Arc Blade do 6d6/7d6 extra damage? Or do you pick which portion to apply the bonus dice to?
    How does this work with force weapon? At 19th level would it be 4 attacks doing 4d10 damage each with + int for one attack? With an additional attack for a bonus action for a House of Knights warmage?

    Master Warmage:
    And then at 20th level, the Master warmage ability, does that apply before or after warmage's edge? I would think before, or it wouldn't apply to many cantrips, as the bonus dice from warmage's edge would keep most cantrips from having 4 dice of damage. And having it tigger for both 4 dice of damage and 4 attacks for force weapon would be just ridiculous...
    How does it work for the weapon attack cantrips? Like Arc Blade? does the primary attack count as a 4 die cantrip (by including the weapon damage die)? Or does the secondary effect count as a 4 die cantrip when it goes off? Or is it a 7 die cantrip and does not get any benefit?
    Could split Fire be used to trigger the extra attack of Master Warmage?
    Speaking of Flurry of blades, Warmage's edge and Master warmage, do these stack so a house of knight warmage with an action and bonus action be able use force weapon to do 6 attacks for 4d10, with + int to one attack?

    Eldritch Blast:
    Could Eldritch blast get a 5th attack from Master Warmage? (Could get with a feat, but would be a bad option still since warmage's edge doesn't apply.) Would a House of knight warmage be able to cast a 6 attack eldritch blast with an action and a bonus action (FLurry of blades) or should these abilities also get the "warmage cantrip" restriction?
    Then again, it probably wouldn't be worth it as you would be going from 6 attacks at 4d6 (Force Dagger), to 6 attacks at 1d10. But you would get better range.

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  8. Some of these tricks are refined versions of the ones found in "esoteric warmage tricks". Do we assume that the ones not updated are obsolete or unbalanced such as Decoy or the combo tricks like Mystical Sculptor?

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  9. Dunno if you guys are even reading, but was just curious as to why some of the previous cantrips were Axed i noticed a good few of them were missing.

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  10. Hello to everyone out here, I am here to share the unexpected miracle that happened to me … My name is Susan Christian , I live in London, UK. we got married for more than 9 years and have gotten two kids. thing were going well with us and we are always happy. until one day my husband started to behave in a way i could not understand, i was very confused by the way he treat me and the kids. later that month he did not come home again and he called me that he want a divorce, i asked him what have i done wrong to deserve this from him, all he was saying is that he want a divorce that he hate me and do not want to see me again in his life, i was mad and also frustrated do not know what to do, i was sick for more than 2 weeks because of the divorce. i love him so much he was everything to me without him my life is incomplete. i told my sister and she told me to contact a spell caster, i never believe in all this spell casting of a thing. i just want to try if something will come out of it. i contacted Dr Emu for the return of my husband to me, they told me that my husband have been taken by another woman, that she cast a spell on him that is why he hate me and also want us to divorce. then they told me that they have to cast a spell on him that will make him return to me and the kids, they casted the spell and after 1 week my husband called me and he told me that i should forgive him, he started to apologize on phone and said that he still live me that he did not know what happen to him that he left me. it was the spell that he Dr Emu casted on him that make him come back to me today, me and my family are now happy again today. thank you Dr Emu for what you have done for me i would have been nothing today if not for your great spell. i want you my friends who are passing through all this kind of love problem of getting back their husband, wife , or ex boyfriend and girlfriend to contact Dr Emu ,if you need his help you can contact him through his private mail: emutemple@gmail.com or you can contact him through his website https://emutemple.wordpress.com/ fb page Https://web.facebook.com/Emu-Temple-104891335203341 and you will see that your problem will be solved without any delay.

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    1. That Dr. Emu sounds like a good idea for a Wizard (abjurer) npc, but not for a warmage.

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  11. It seems like Chivalrous Presence kind of break the game for the DM, what with its auto-succeed, built-in lie detector. The way the mechanics of this feature are arranged seems un-fun for both parties. For the the player, they don't get to do anything as a result of the feature (meaning there's no dice involved, or check). And for the DM the party automatically gets to know every time a NPC is lying to them from level 2. That seems to me to be borderline role-play breaking--am I just misguided in estimating its influence?

    Have you considered these implications, or other ways to simulate this feature? Perhaps expertise in Insight, or advantage on Insight checks to detect lies?

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