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 walking 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 you can see 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 start of your next turn. After a creature has failed a saving throw against this trick, it has advantage on all saving throws against it for the next 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 120 feet of you. You both teleport, swapping places. Once you use this trick, you can't use it again until you finish a short or long rest.
Chivalrous Presence
Prerequisite: House of Knights
You gain proficiency in the Insight and Persuasion skills, and you have advantage on ability checks you make to interact with nobility. Additionally, other creatures can always discern when you're telling the truth.
Cloak of Feathers
Prerequisite: House of Rooks
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.
Commander's Steed
Prerequisite: House of Kings
You learn the find steed spell and can cast it at will without expending a spell slot. Your steed is more resilient than most; its hit point maximum is increased by an amount 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 start of your next turn, roll a d4 and subtract it from the target's Armor Class for this attack.
Directed Momentum
Prerequisite: 10th level, House of Lancers
Once on each of your turns, when you score a critical hit with a melee attack or reduce a creature to 0 hit points with one, you can make an unarmed strike against a second target. If the target is within range of your Shock Trooper feature, you can lunge toward it. On a hit, this attack dea ls an extra Id8 force damage.
Draining Cantrip
Whenever you deal necrotic or poison damage to a hostile creature with a warmage cantrip, you can siphon some of its life force. You gain temporary hit points equal to half your warmage level, which last for 1 minute.
Encryptogram
Prerequisite: cryptogram cantrip
Your knowledge of ciphers has improved your magically clandestine communications. When you cast the cryptogram cantrip, its limit is 20 characters, instead of 8, and only the specified recipient can read the message.
Explosive Cantrip
Once on each of your turns, when you deal fire damage to a creature with a warmage cantrip, each creature within 5 feet of the target, except yourself and the target, must succeed on a Dexterity saving throw against your spell save DC or take half the fire damage dealt to the target.
Extended Range
When you cast a warmage cantrip that has a range of 5 feet or greater, its range is doubled.
Field Medic
Prerequisite: House of Bishops
You learn the spare the dying cantrip, which doesn't count against your number of cantrips known. Additionally, when you cast spare the dying on a creature that has 0 hit points, the target regains 1 hit point and gains temporary hit points equal to your warmage level, which last for 1 minute. Once a creature regains hit points from this trick, 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, when you cast a wannage cantrip that requires a melee spell attack, its range increases to 10 feet.
Fold
Prerequisites: House of Cards, 10th level
You have learned to graciously accept defeat using your Deck of Fate. As a reaction when you are hit by an attack, you can play your entire hand to cast the shield spell without expending a spell slot. Once you use this trick, you can't use it again until you finish a short or long rest.
Gamble
Prerequisite: cheat can trip, House of Cards or House of Dice
You are always under the effects of the cheat cantrip. Additionally, you can reroll an attack roll, ability check, or saving throw. Once you use this ability, you can't use it again until you finish a short or long rest.
Infinite Variation
Prerequisite: prestidigitation cantrip
You have become exceptionally skilled at using the prestidigitation cantrip to mimic other spells. When you cast prestidigitation, you can use it to emulate the effects of any other cantrip that doesn't deal damage, even one that is not on the warmage spell list. To do so, you must succeed on a DC 15 Intelligence (Arcana) check, otherwise the spell fails. Intelligence is your spellcasting ability for a cantrip cast using this trick, and it counts as a warmage cantrip for you.
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 the number rolled from the attack roll.
Knight's Aegis
Prerequisite: 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 doesn't end early if you are hit by an attack.
Leading Edge Tactics
Prerequisite: House of Lancers
You always have a plan when engaging the enemy. Whenever a creature makes an attack against you during the first round of combat, it has disadvantage on the attack roll.
Lieutenant's Demands
Prerequisite: 10th level, House of Kings
You can cast the spell command at will without expending 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 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 1 extra foot of movement. The hand continues to push against the target until the spell ends or you use your bonus action to use a different effect with 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 Tiny creature and attempts to grapple it. The creature must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check (its choice) 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 break the grapple on its tum, the spell ends, or you use your bonus action to use a different effect with the hand.
Minor Shadow Illusion
Prerequisite: minor illusion cantrip
When you create the image of an object in an unoccupied space using the minor illusion cantrip, you can fill it with fibers of shadowstuff, causing it to become partially real. No matter what form the semi-real object takes, it still must be no larger than a 5-foot cube. It has AC 10 and 5 hit points, and it weighs 5 pounds. You can only have one semi-real illusion at a time. While this semi-real object exists, the cantrip requires your concentration.
The illusion can't replicate a creature, but it can deal damage to a creature within its 5-foot cube. If the illusion is of an object that can deal damage, a creature that enters the object's 5-foot cube or begins its turn there must make an Intelligence saving throw against your spell save DC. On a failed save, the creature takes 1d6 damage of a type appropriate to the illusion. This damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). This damage can't trigger Warmage Edge or any warmage tricks.
Mystical Armor
You can cast the mage armor spell on yourself at will, without using a spell slot or spell components.
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 with the force weapon or magic daggers cantrips, you can reroll the die and must use the new roll.
Mystical Vision
You can cast the detect magic spell 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. When you cast the spell as an action, creatures are pulled an extra 10 feet by the spell toward you.
Rapid Fortification
Prerequisite: mending cantrip
You can cast the mending cantrip as a bonus action. If you cast it as an action, you can use one of the following effects:
- You can restore a single nonmagical object, such as a door, cart, 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 exceptionally complex (such as a clock).
- You can create simple fortifications, such as sealing a door shut, adding wooden planks to a window, or building a short stone wall (no larger than 10 cubic feet). You must have the materials present to use this ability.
Snake Eyes
Prerequisites: House of Dice, 10th level
If you roll a 1 or 2 on a Die of Fate, you keep the die instead of giving it to the GM.
Severe Cantrip
When a creature rolls a 1 on a saving throw against one of your warmage can trips, 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 trick again. This weapon becomes magical, and it can be used as a spellcasting focus for your warmage spells. 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 of existence 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 (a minimum of 1). When you damage a creature with it or a cantrip cast through it, you can expend 1 charge to deal an extra 1d8 force damage to that creature. Your focus regains all spent charges after you finish a long rest.
Silent Cantrip
Once on each of your turns when you deal thunder damage to a hostile creature with a warmage cantrip, you can create a 15-foot-diameter sphere of magical silence (as per the silence spell), centered on yourself or the creature (your choice), which lasts until the start of your next turn.
Split Fire
Prerequisite: 5th level
When you cast a warmage cantrip that requires a single spell attack roll, you can select multiple creatures and make a spell attack roll against each. You can target a number of creatures equal to the number of damage dice the cantrip deals, and split your damage dice up amongst your targets, to a minimum of 1 die of damage per target. Each attack must target a different creature.
For example,fire bolt deals 3d10 damage. You can choose to target three creatures and deal 1d10 damage to each creature, or you can target two creatures, dealing 1d10 damage to one creature and 2d10 damage to the other creature, or you can target one creature for 3d10 damage.
Static Cantrip
Whenever you deal lightning damage to a hostile creature with a warmage cantrip, you can sap part of the energy into a charge, which clings to your body until the start 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 on each of your turns while maintaining concentration on true strike.