View Full Version : D&D 5e/Next Warmage

2015-10-23, 09:48 AM
Note: Credit goes to Sindeloke for the original form of this class. I just took the idea and ran with it.


Referring to a Warmage as a spellcaster both oversimplifies and overstates what they actually are. While wizards have their musty tomes, sorcerers their blood, and warlocks their unknowable patrons, warmages grasp their magic bluntly, but directly, as if they were grasping a sword, staff, or bow. Warmages are not subtle nor varied in their spellcasting, and eschew the larger, more complicated magics of their sorcerer and wizard brethren: as their name implies, they are dedicated almost single-mindedly to the art of war, and they have become very good at it over time.
All warmages, without question, come from the College of Warmages, an academy dedicated to training the most powerful warriors in the world. Though there is a strict hierarchy within the school, adventurers are commonplace among graduates, and few restrictions are placed upon those who choose to leave to find their fortune: that is, provided they make a good name for the College.

Trained for Battle
Popular as mercenaries and peacekeepers alike, most warmages have an extremely narrow skill set which principally involves violence. Though there is always a place for warmages in society, they do not always find the most honorable of positions. For every warmage knight of a royal order, it seems two are vagabonds. However, the ones that demonstrate valor and courage, especially the adventuring type, are well rewarded in their travels by those in dire need of their skill in battle.

Peerless Spellcasters
Though within the College of Warmages only a handful are educated in true magic use, all are initiated in the Arcane. The College hones and sharpens the most elementary magic skills, reducing the art of magic into a trade practice. Chiefly for this reason, wizards and arcane scholars despise the work the College does, as it contributes nothing to knowledge of the arcane and spreads only the most dangerous and volatile types of magic. Likewise, the Generals of the College have little but disdain for most well known spellcasters, viewing them as decadent and superfluous relics.
Still, the results are unarguable. The standing mercenary army fielded by the College has been the deciding factor in a number of major battles and wars throughout the years, and their practice of honing the most basic of magic has led to the creation of many powerful soldiers. This rote mastery of arcane magic makes them a force to be reckoned with.

Quick Build
You can make a Warmage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the soldier background. Third choose the cantrips chill touch, fire bolt, and mage hand, and the scholar Arcane Initiation.

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, longswords
Tools: One artisan's kit, one musical instrument

Saving Throws: Intelligence, Constitution
Skills: 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:
A dagger
(a) a light crossbow or (b) a shortbow
a quiver of (a) 20 bolts or (b) 20 arrows
Explorer's pack
(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. See chapter 10 of the Playerís Handbook for general rules regarding spellcasting and chapter 11 for the wizard spell list.

At 1st level, you learn 2 cantrips from the following list: acid splash, chill touch, fire bolt, booming blade, lightning lure, greenflame blade, magic stone, poison spray, ray of frost, shocking grasp, sword burst, and thunderclap.
Additionally, you learn one cantrip from the following list: blade ward, control flames, gust, mage hand, mold earth, shape water, shillelagh, and true strike. You learn additional cantrips as you increase in level, as shown on the class table, which you select from the wizard spell list.

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

Arcane Initiation
The college of Warmages takes in students from all walks of life, but only trains those that have some obvious aptitude in magic. At 1st level, you select an Arcane Initiation: where you first encountered the spark of magic. Choose one of 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 gain a spellbook in which you may scribe ritual spells. You may cast these spells without using a spell slot, but you may only do so as a ritual. Additionally, you learn the cantrips prestidigitation and dancing lights.
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, as well as one 1st level cleric or druid spell, which you may cast as a 1st level spell without a spell slot. You must take a short or long rest before you can cast this spell again.
Savant. You inherited your powers either by birthright or though magical happenstance/accident. In either case, you are less trained than others, but your magic flows out of you with surprising ease. You learn one additional cantrip from the Sorcerer list, and when you roll a 1 or 2 on a damage die for a warmage spell, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

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, 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)
Defensive: While you are wearing armor, you gain a +1 bonus to AC.
Deflector: When you are hit by a ranged or melee spell attack, you may use your reaction to add your proficiency bonus to you AC, potentially causing the attack to miss. You must have one hand free in order to use this ability.
Sniper: When making a ranged spell attack, you gain a +2 bonus to the attack roll.
Striker: When casting a warmage spell requiring a melee attack, you deal an additional point of damage for each damage die of the spell.

Warmage Edge
Beginning at 2nd level, when you deal damage with a warmage spell, you deal additional damage to each target equal to your Intelligence modifier.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. If you gain this ability from another class, your levels stack to determine how many uses of Action Surge you have between rests.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Warmage House
The College of Warmages divides its students into distinct Houses, teaching different skills, abilities, and techniques. Upon reaching 3rd level, you may select your House from the following:
Knight: The House of Knights teaches martial aptitude and melee combat.
Bishop: The House of Bishops focuses on magical power and mastery of warmage magic.
Rook: The House of Rooks focuses on discretion, subterfuge, and silence.
King: The House of Kings teaches tactics, command, and battlefield control.
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 6th, 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 canít increase an ability score above 20 using this feature.

Warmage Trick
Beginning at 5th level, you learn a Warmage Trick, a special technique that alters the way you cast you fight, move, and cast your spells. You learn 2 Tricks at 5th level and an additional trick at 9th, 13th and 16th level.

Master Warmage
At level 20, you hit the pinnacle of your warmage skills. Whenever you cast a warmage cantrip, you may use your bonus action to immediately cast another one. You may use this ability a number of times equal to your Intelligence modifier. You regain all expended used when you finish a long rest.

Warmage Houses

House of Bishops

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

At 3rd level, you gain the ability to cast spells more potent than cantrips.

Spell Slots. The House of Bishops Spellcasting table shows you how many spell slots you have to cast your spells of 1st level and higher. You regain all expended spell slots when you take a long rest.

Spells known of 1st-Level or Higher. You know three 1st-Level wizard spells of your choice, two of which must be from the Evocation or Conjuration schools.
The Spells Known column of the table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be from the Evocation or Conjuration schools, except for the spells learned at 8th, 14th, and 20th level.
When you gain a level in this class, you may swap one of your spells known for a different spell, provided it is for a level you have spell slots in and it comes from either the Evocation or Conjuration Schools. You may select a spell from any school if you are replacing the spells you learn at 8th or 14th level.

Arcane Study
At 3rd level, you may 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 it if you already have proficiency in it.

Arcane Surge
At 7th level, you learn to squeeze more power out of your cantrips. When rolling your damage dice for a warmage cantrip, you may treat any 1 on a damage die as a 2.

Arcane Power
At 10th level, whenever you deal damage with a warmage cantrip , you deal an additional die of damage.

Arcane Aegis
At 15th level, you gain a personal field of ablative, protective force. Following a long rest, you gain a pool of temporary HP equal to 5 + you level. Whenever you cast a spell of 1st level or higher, you add a number of temporary HP equal to your Intelligence modifier to this pool, to a maximum of twice your level.

Arcane Mastery
At 18th level, you learn a powerful magical trick. Select a 1st level wizard spell you know: you may cast that spell without using a spell slot, as if you had cast it using a 2nd level spell slot.

House of Kings

The House of Kings trains the lieutenants and generals of the Warmage army, specializing in tactics and strategy.

Bonus Proficiencies
At 3rd level, you gain proficiency in medium armor, shields and lances.

Arcane Superiority
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice, chosen from the Battlemaster maneuver list. You may use a melee or ranged spell attack in place of a weapon attack when activating a maneuver. If a maneuver grants additional damage, that damage is either Fire, Lightning, Acid, or Cold damage (your choice).
You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace a maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw. to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier

Trusted Advisor
At 3rd level, you may use your Intelligence modifier in place of your Charisma modifier on Persuasion, Deception, and Intimidation checks.

Lead from the Front
Starting at 7th level, neither you nor any allies within 100 feet of you are affected by rough terrain. You must be visible for your allies to benefit from this ability.

Improved Arcane Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Font of Power
At 15th level, when you roll initiative, if you do not have any superiority dice remaining, you regain 1 superiority die.

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 Proficiences
At 3rd level, you gain proficiency with medium armor and martial weapons.

Weapon Bond
At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.
Once you have bonded a weapon to yourself, you canít be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.
You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

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

Combat Style
At level 10, you gain a fighting style, chosen from the following:
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.

Knights's Maneuver
At 15th level, instead of your normal movement, you may choose to teleport up to half your movement speed.

Master Strike
At level 18, after casting a cantrip, your bonded weapon(s) deals 1d6 additional damage of the same type as the cantrip you cast until the end of your next turn.

House of Rooks

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

Bonus Proficiencies
At 3rd level, you gain proficiency in shortswords, rapiers, whips, shortbows, hand crossbows, 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 donít need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isnít incapacitated, and you donít have disadvantage on the attack roll.
This extra damage increases to 2d4 at 7th level, 3d4 at 10th level, 4d4 at 15th level, and 5d4 at 18th level. At 10th level, you may make this extra damage Fire, Cold, or Lightning damage. At 15th level, you may make this extra damage Force 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. When casting the spell, you may 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 (a sigil, a token, a letter, etc.)

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 may 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 must make a short or long rest before you can do so again.

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: Cold, Fire, Lightning, Acid, Radiant, Necrotic. You may replace the damage type of your melee attacks and any Warmage cantrip you cast with the chosen damage type. You may learn this trick multiple times, selecting a new damage type each time.

Bishop's Maneuver
Prerequisite: Level 10, House of Bishops
You may take the Disengage action as a bonus action on any round in which you do not take any hostile actions towards another creature. Additionally, when you take the Disengage action, your movement speed is doubled.

Blasting Cantrip
Prerequisite: sword blast cantrip
When you deal force damage to a creature with a warmage cantrip, that creature must make a Strength saving throw or be knocked prone.

Booming Cantrip
Prerequisite: thunderclap or booming blade cantrip
When you deal thunder damage to a creature with a warmage cantrip, that creature must make a Strength saving throw or be shoved 10 feet away from you in a straight line.

Prerequisite: Level 10, House of Rooks
As a bonus action, you magically swap places with a willing Small or Medium creature who is within 100 feet of you, each of you vanishing in a burst of feathers before appearing in the other's previous spot. Once you use this trick, you must take a short or long rest before you can do so again.

Caustic Cantrip
Prerequisite: acid splash 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.

Charged Blade
Prerequisite: shillelagh cantrip
When casting shillelagh, you may target any nonmagical weapon instead of only a club or quarterstaff. If the weapon's damage die was already 1d8 or greater, it now deals an additional 1d4 force damage on a hit.

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.

Commander's Call
Prerequisite: House of Kings
You may cast the spell command at will without using a spell slot.

Electrified Cantrip
Prerequisite: shocking grasp or lightning lure cantrip
When you deal lightning damage to a creature with a warmage cantrip, that creature must make a Dexterity saving throw or be restrained until the start of your next turn.

Elemental Crafting
Prerequisite: control flame, gust, mold earth, or shape water cantrip
You may craft weapons, armor, shields, and other simple constructs out of the 4 basic elements. As an action, you may cast control flame, gust, mold earth, or shape water, and shape a number of items up to your Intelligence modifier out of your chosen element. These objects last for an hour, or until you dismiss them. A weapon summoned using this ability has a damage type determined by the cantrip cast: control flames deals fire damage, gust deals lightning damage, mold earth deals acid damage, and shape water deals cold damage.

Entropic Cantrip
Prerequisite: 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. A creature cannot gain more than one level of exhaustion from this ability in a single day.

Explosive Cantrip
Prerequisite: fire bolt or greenflame blade cantrip
When you deal fire damage to a creature with a warmage cantrip, each creature except yourself within 5 feet of the target must make a Dexterity saving throw or take half the damage dealt.

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, the target gains temporary hit points equal to your level.

Flexible Range
When you cast a warmage cantrip that requires a melee or ranged spell attack roll, you may choose to make it as either a melee spell attack roll or a ranged spell attack roll with a range of 120 feet.

Frigid Cantrip
Prerequisite: ray of frost cantrip
When you deal cold damage to a creature with a warmage cantrip, that creature must make a Constitution saving throw or its speed is reduced to 0 until the start of your next turn.

King's Stand
Prerequisite: Level 15, House of Kings
You may enter a state allowing you to make a final stand against an opponent. As a bonus action, you (and your mount, if you have one) gain resistance to all damage except Psychic damage and you gain advantage on all melee attacks. However your speed is reduced to 5 feet, regardless of enchantments or abilities that would otherwise raise it. You may maintain this stance as long as you maintain concentration on it, up to 1 minute. Once you use this ability, you must take a long rest before you can do so again.

Knight's Defense
Prerequisite: Level 10, House of Knights
When a friendly creature within 30 feet of you is hit by a melee or ranged attack, you may spend your reaction to move next to that creature and become the target of the attack instead, potentially causing the attack to miss. Once you use this trick, you must take a short or long rest before you can do so again.

Knight's Swing
Prerequisite: House of Knights
When you take the attack action on your turn, you may attack twice instead of once.

Knight's Ward
Prerequisite: House of Knights, blade ward cantrip
While you are wielding a one handed or versatile weapon in one hand and nothing in the other, your AC is increased by 2.

Magic Daggers
Prerequisite: magic stone cantrip
When you cast magic stone, you no longer require pebbles to enchant. Instead, you summon a number of magical throwing weapons, be they daggers, shuriken, darts, etc. You summon a number of weapons equal to twice your Intelligence modifier; these weapons float around you within easy reach until used, dismissed, or the spells duration lapses. You may not have more weapons summoned at once than twice your Intelligence modifier.
As an action on your turn, you may throw two of these weapons as ranged spell attacks. Each weapon deals 1d6+intelligence modifier magical piercing, bludgeoning, or slashing damage (your choice), and has a range of 120 ft. Additionally, you add your Warmage Edge damage to each creature hit by your weapons that turn. (Example: you throw two daggers at a goblin. The goblin takes 2d6+10 damage from the two daggers, plus 5 damage from Warmage Edge.)
You may throw additional daggers at higher levels: at 11th level, you may throw three daggers as an action, and at 16th level, you may throw four. You may throw a single dagger as an opportunity attack.

Queen's Charge
Prerequisite: Level 10, House of Kings
As an action, you may move up to triple your movement distance towards a creature, and may make a single attack against; if you hit, you may use a bonus action to cast a warmage cantrip at that creature, which automatically hits if it requires an attack roll. You may perform this action while mounted. Once you use this trick, you must take a short or long rest before you can do so again.

Rook's Perch
Prerequisite: 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
When you cast a warmage cantrip that requires a melee or ranged spell attack roll, you may select multiple targets. You may target a number of creatures equal to the number of damage dice the cantrip deals, and you split your damage dice up amongst your targets, to a minimum of 1 die of damage.
Example: Firebolt deals 3d10 damage. You may choose to target three creatures with 1d10 damage each, two creatures with 1d10 damage to one and 2d10 damage to the other, or one creature for 3d10 damage.

Skilled Hand
Prerequisite: Level 10, mage hand cantrip
You may use mage hand to wield a weapon you are proficient with up to 30 feet from you. On your turn, you may use a bonus action to make a single attack with the weapon your mage hand is wielding.

Unerring Strike
Prerequisite: Level 10, true strike cantrip
When you cast true stike, you may choose to automatically hit with your next attack instead of gaining advantage.

Venomous Cantrip
Prerequisite: poison spray cantrip
When you deal poison damage to a creature with a warmage cantrip, that creature must make a Constitution saving throw or become poisoned until the start of your next turn.

2015-10-23, 05:21 PM
there are an error in HP at first level I believe, shouldnt it be 8 + Constitution modifier?

2015-10-23, 05:27 PM
Yes, that is a typo.