Valda's Spire of Secrets - Modified

Warmage

hit dice: 1d8 per warmage level
hit points at 1st level: 1d8 per warmage level
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per warmage level after 1st
armor proficiencies: Light armor
weapon proficiencies: Simple weapons
tools: One artisan's kit of your choice, one gaming set of your choice
saving throws: Constitution, Intelligence
skills: Choose two from: Acrobatics, Animal Handling, Arcana, Athletics, History, Investigation, Medicine, Perception, and Survival
starting equipment:
Starting Equipment: Choose A or B:

  • (A) Leather armor, a dagger, an arcane focus, a scholar's pack, a gaming set, and 18 SP
  • (B) 80 SP
spellcasting:

Level 1: Spellcasting

You begin to learn the simple, yet potent, brand of spellcasting for which warmages are known.  
Cantrips
You know 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.
class features:

Level 1: Arcane Initiation

Warmages come from all backgrounds and walks of life. 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 traveling 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 can trips.
  • Survival. To survive in the wilderness, you taught yourself to cast simple spells. You learn the druidcraft and shillelagh cantrips.
 

Level 1: Arcane Fighting Style

Warmages learn that magic is the purest of weapons, and can be wielded just as easily as any other. Choose one of the following fighting styles:
  • Blaster. The spell save DC for your warmage cantrips increases by 1.
  • Deflector. When you have at least 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 for that attack, potentially causing the attack to miss you.
  • 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, you ignore half cover when casting a warmage cantrip.
  • Striker. When you hit with a cantrip that requires a melee attack and exceed the target's AC by 5 or more or score a critical hit, you can add your proficiency bonus to the damage roll.
 

Level 2: Warmage Edge

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 extra dice to the damage roll for your warmage cantrips, as shown in the Cantrip Bonus Dice column of the Warmage table. For example, when you are at 5th level, you can improve the damage of the fire bolt cantrip to deal fire damage equal to 3d10 + your Intelligence modifier on a hit.  

Level 2: Warmage Tricks

You learn a Warmage Trick, a special technique that alters the way you fight, move, and cast your spells. You learn two tricks of your choice at 2nd level, and you learn additional tricks at higher levels, as shown in the Tricks Known column of the Warmage table.   Additionally, when you gain a level in this class, you can choose one of the tricks you know and replace it with another trick for which you meet the prerequisites.   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. A level prerequisite refers to your level in this class.   Show Tricks
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.  
 
 

Level 3: Warmage House

You choose a Warmage House, which teaches you a suite of magical techniques. Your choice grants you features at 3rd level, and again at 7th, 10th, 15th, and 18th level.  

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at Warmage levels 8, 12, and 16.  

Level 5: Arcane Surge

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 feature on a spell that has scored a critical hit.   Once you use this feature, you can't use it again until you finish a short or long rest. Starting at 11th level, you can use this feature twice between rests.  

Level 6: Tactical Insight

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 other magical effects that deal damage.  

Level 14: Strategic Deflection

As a reaction when a creature casts a spell that targets you or includes you in its area of effect and the spell forces you to make a saving throw to avoid damage, you can use your reaction to attempt to redirect some of the spell's energy to a new target. If you succeed on your saving throw against the spell, choose another creature you can see within the spell's range or up to 30 feet away from you, whichever is closer, to make a saving throw against the spell, using your spell save DC. The chosen creature can be the original spellcaster. On a failed save, the creature suffers the effects of the spell as if you had cast the spell and they had been the original target or been within the area of the spell. Once you use this fea ture, you can't use it again until you finish a short or long rest.  

Level 19: Epic Boon

You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify. Boon of Dimensional Travel is recommended.  

Level 20: Master Warmage

You reach the pinnacle of your warmage prowess. If you cast a cantrip that deals 4 dice of damage to a target, it instead deals 5 dice of damage (excluding your cantrip bonus dice). If you cast a cantrip that makes 4 attacks, it instead makes 5 attacks. In addition to this, you can change the damage you deal with the cantrip to one of the following: acid, cold, fire, lightning, thunder.
subclass options:
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

Source: Valda's Spire of Secrets
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.  

Level 3: Spellcasting

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, 14th, and 20th 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 3rd, 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. You can't add Wannage Edge damage to the magic missile spell.  
 

Level 3: Arcan Study

You gain proficiency in two of the following skills of your choice: Arcana, History, Investigation, Medicine, or Religion.  

Level 7: Mystical Companion

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: pseudodragon or sprite.  

Level 10: Siege Casting

Your warmage spells deal double damage to objects and structures. Additionally, when you cast a warmage spell that requires a spell attack roll, you can cast it at up to double its normal range. If its target is beyond its normal range, you have disadvantage on the attack roll.  

Level 15: Spell Sculpting

When you cast a warmage spell that affects other creatures that you can see, you can choose a number of them up 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.  

Level 18: Arcane Dominance

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 Cards

Source: Valda's Spire of Secrets
Warmages who join the House of Cards approach combat the same way they do games of chance, with high stakes, and calculated gambles. Each warmage of this house wields a special deck of cards tied to the very threads of fa te, through which they can empower their magic with deft flurries of hands. However, while these warmages command incredible power, their magical surges are at the whims of the cards, and so they must make strategic, ingenious plays to master them.  

Level 3: Bluff

Your poker face carries you through practically any lie. You gain proficiency in the Deception skill and with the playing card set, if you don't already have it. Additionally, you can use your Intelligence instead of Charisma for Charisma (Deception) checks you make.  

Level 3: Deck of Fate

You gain a deck of magical playing or tarot cards, called a Deck of Fate, through which you can enhance the power of your cantrips. Shuffle a standard 52-card playing card deck and draw a hand of five cards when you roll initiative. Whenever you target a hostile creature with a warmage spell that deals damage, you can use your bonus action to play one or more cards from your hand to enhance the power of the spell. If the cards exactly match one of the results on the Hands table below, the spell deals extra damage to one of the spell's targets of your choice or grants you one additional effect, according to the result. If the cards don't match a result, they have no effect. Aces count as either the highest card, or a 1, for results (your choice). Once you play a card, place it on the bottom of your deck and draw until you have five cards in your hand again.  
Hands
NameCardsBenefit
Royal FlushAce, King, Queen, Jack and 10 of the same suit.You immediately gain a second turn after this one.
Straight FlushAny five sequential cards of the same suit.The target is treated as if it had vulnerability against the spell's damage type(s).
Four of a KindAny four of the same number.Your spell gains the effects of your Arcane Surge feature.
Full HouseAny three of the same number and any two of the same number.If the spell normally affects a single target, it will now also affect all creatures of your choice within 5 feet of the target, for half its damage.
FlushAny five cards of the same suit in any order.The spell ignores resistance to its damage type(s) and treats immunity as resistance instead.
StraightAny five sequential cards of any suit.If the spell has a range of 5 feet or more, its range is doubled and it ignores half and three-quarters cover.
Three of a KindAny three of the same number.You deal two extra damage dice of the spell's type.
Two PairTwo pairs of any two of the same number.You gain advantage on the attack roll for the spell and the target(s) gain disadvantage on their first saving throw against the spell's effects.
PairAny two of the same number.You deal one extra damage die of the spell's type.
HeartsAny two hearts.You gain temporary hit points equal to your Intelligence modifier.
SpadesAny two spades.Your speed increases by 10 feet until the start of your next turn.
DiamondsAny two diamonds.You gain a +1 bonus to your AC until the start of your next turn.
ClubsAny two clubs.You gain a +1 bonus to saving throws until the start of your next turn .
 

Level 7: High Stakes

You've mastered a very risky card trick using your Deck of Fate. On your turn, you can choose any number of cards from your hand and place them on the bottom of your deck (no action required), losing 2 hit points per card you chose. You then draw until you have five cards in your hand again.  

Level 10: Dealer's Choice

You can use your bonus action to gain one of the following effects:
  • You gain resistance to all damage until the end of your next turn.
  • You teleport to an unoccupied space you can see within 60 feet of you.
  • You vanish into a safe, endless demiplane until the start of your next turn, at which time you return at the same location from which you vanished.
Once you use this feature, you can't use it again until you finish a short or long rest.  

Level 15: Card Reading

Once on each of your turns when you draw a card from your deck as part of your Deck of Fate feature, you can declare a suit (Clubs, Diamonds, Hearts, or Spades) and check the top card of your deck. If you guessed the suit correctly, you can take the Dash, Disengage, or Use an Object action as part of the bonus action used for the feature.  

Level 18: Ace in the Hole

You are a deckmaster. Whenever you would draw one or more cards from your deck, draw twice as many. Put half of the drawn cards on the bottom of your deck and the other cards in your hand.  
 

House of Dice

Source: Valda's Spire of Secrets
The House of Dice throws out the warmage convention of meticulous, deliberate spellcasting in favor of wild, chaotic magic that presses the odds. Everything from their magical bursts to their enchanted sets of dice can fail horribly, so it's auspicious that they often keep their fingers on the scales of fate. These warmages have mastered not only a repertoire of can trips, but also techniques to manipulate for tune itself, allowing them to risk everything, and more than often come out on top.  

Level 3: Bonus Proficiencies

Your light fingers and unscrupulous tactics help you win the day. You gain proficiency in the Sleight of Hand skill and with the dice set, if you don't already have it.  

Level 3: Dice of Fate

You gain four Dice of Fate, which are d6s. Whenever you make an ability check, attack roll, saving throw, or damage roll, you can expend one Die of Fate and add it to the roll. Once you expend a Die of Fate, it goes to the GM, who can use it to add it to a roll made by an NPC or monster. Once the GM has used a die, it passes back to you, and so on. When you finish a long rest, you regain all of your expended Dice of Fate, whether or not the GM has used them.   Beginning at 7th level, you have an additional two Dice of Fate, and you can add up to two Dice of Fate to your damage rolls with warmage spells.  

Level 3: Chaos Roll

You can expend two of your Dice of Fate as an action, rolling them on the table below to create a chaotic surge of energy.  
2d6Effect
2You cast fireball, centered on yourself.
3Your AC is reduced by 2 until the start of your next turn.
4You faII prone.
5Each creature other than yourself within 60 feet of you can speak only in a babbling nonsense language for the next minute, and can't perform the verbal components of spells.
6A 5-foot-radius sphere of butterflies, insects, or doves fills a location you choose within 60 feet of you, heavily obscuring the area until the start of your next turn.
7You gain 7 temporary hit points, and keep the Dice of Fate instead of giving them to the GM.
8You become invisible until the end of your next turn, as per the invisibility spell.
9A random object within 60 feet of you explodes, dealing no damage to you or your allies, and dealing 3d6 fire damage to one creature caught in the blast chosen by the GM.
10You teleport up to 60 feet to an unoccupied space you can see. Each creature within 5 feet of the destination must succeed on a Dexterity saving throw against your spell save DC or take 2d6 force damage.
11Choose a creature you can see within 60 feet of you. That creature takes 4d6 necrotic damage, and you regain hit points equal to the necrotic damage dealt.
12You cast lightning bolt and can add the Dice of Fate to the damage roll.
 

Level 7: Loaded Dice

You can subtly cheat your dice. Once on each of your turns when you roll a d6, you can flip the die upside down. Note that on a balanced d6, the top and bottom numbers add up to 7, so you can determine the bottom number by subtracting the top number from 7.  

Level 10: Twisted Fate

The winds of chance follow your die rolls, rather than vice versa. When you make an attack roll or ability check with disadvantage on your turn, you can attempt to invert fate as a bonus action. Expend a Die of Fate and roll it; on a 5, you ignore disadvantage on the roll, on a 6, you instead have advantage on the roll.  

Level 15: Roll the Bones

You can channel the chaotic energy of your dice in an instant. As a reaction when you take damage from a creature you can see, you can expend two Dice of Fate to make a Chaos Roll.  

Level 18: Steal Luck

When you roll initiative, roll a d6. You steal that many Dice of Fate back from the GM.  
 

House of Kings

Source: Valda's Spire of Secrets
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.  

Level 3: Bonus Proficiencies

You gain proficiency with medium armor and martial weapons.  

Level 3: Battle Tactics

You learn stratagems 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 expended battle dice when you finish 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 th is class, as shown on the table below.  
Warmage LevelBattle Dice
3rd2d8
7th3d8
13th3d10
19th4d10
  Using Battle Dice. Once per turn, you can expend a battle die to perform a stratagem of your choice. Your stratagem options are detailed below.   Saving Throws. When a stratagem ca lls for a saving throw to resist its effects, the saving throw DC is equal to your spell save DC.  
Strategems
The stratagems 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.
  • Check. When you hit a creature with an attack, you can expend one battle die as a bonus action to force that creature to flee. The target must make a Charisma saving throw. A creature that is immune to being charmed automatically succeeds on 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.
  • Flash of Brilliance. When you make an Intelligence or Wisdom check, you can expend one battle die to add it to the check. You can choose to use this stratagem after the ability check is rolled but before the GM says whether the resu lt was a success or failure.
  • 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.
  • Mystic Counsel. You can use a bonus action and expend one battle die to give counsel to a creature that can hear you within 30 feet of you. Once in the next minute when the creature makes a saving throw against a spell it can choose to roll the battle die and add the resu lt to the saving throw.
  • Stalemate. When you hit a creature with an attack, you can expend one battle die as a bonus action 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.
 

Level 7: Lead from the Front

You and each friendly creature within 120 feet of you th at can see you ignores nonmagical difficult terrain.  

Level 10: Tactical Master

Friendly creatures within 10 feet of you add your Intelligence modifier to their saving throws against spells and magical effects that deal damage.  

Level 15: Stratagem: Checkmate

You learn the following stratagem:   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 can trip that requires an attack roll, adding the battle die to the attack's damage roll.  

Level 18: Grandmaster

When you roll initiative, choose a number of friendly creatures up to your Intelligence modifier that can see or hear you. Each of the chosen creatures gains a battle die, without you having to expend any battle dice.   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 determines the rail'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.  
 

House of Knights

Source: Valda's Spire of Secrets
The House of Knights has a long and storied tradition of melding melee combat and swordplay with the wannage's simple spellcasting. Unlike other warriors, however, Knights carry neither swords nor shields into combat, for they can forge both out of magical force at a moment's notice.  

Level 3: Bonus Proficiencies

You gain proficiency with medium armor and martial weapons.  

Level 3: Force Breastplate

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 modifier, instead of Dexterity, to your Armor Class.  

Level 3: Mystical Weapon

You learn the force weapon cantrip, which doesn't count against your number of cantrips known.   Additionally, on your turn when you would draw a weapon, you can summon a simple or martial weapon of your choice, made entirely of magical force, to your empty hand. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. This weapon vanishes if it leaves your hand.  

Level 7: Flurry of Blades

When you cast a cantrip that 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 with that cantrip.  

Level 10: Knight's Ward

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.  

Level 15: Tactical Maneuver

You can spend your entire movement to teleport up to half your speed to an unoccupied space you can see.  

Level 18: Field of Blades

You can summon a whirlwind of mystical weapons for a flurry of strikes. As an action on your turn, you can make a melee spell attack against up to five creatures you can see within 30 feet of you, with a separate attack roll for each target. On a hit, a target takes force damage equal to 2dl0 + your Intelligence modifier.  
 

House of Lancers

Source: Valda's Spire of Secrets
Wannages who join the House of Lancers are trained in fluid martial arts and meditative asceticism, melding the stoic discipline of monks with potent spellcasting. As such, they are unarmed elemental warriors, self-reliant and capable of feats no monk or warmage could hope to match. However, Lancers are notoriously neutral in almost all matters, and stand apart from the politics of the other Houses.  

Level 3: Intercept Technique

You adopt the monastic principle of offensive protection. While you aren't wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier+ your Intelligence modifier. If you are under the effects of the mage armor spell, your AC equals 13 + your Dexterity modifier or your Intelligence modifier (your choice). You can't use a shield and gain this benefit.  

Level 3: Hand-To-Hand Arcana

You learn the Lancers' secret unarmed combat technique, granting you the following benefits:
  • You can use Intelligence instead of Strength for the attack and damage rolls of your unarmed strikes.
  • You can roll a d6 in place of the normal damage of your unarmed strikes.
  • Your unarmed strikes count as melee weapons for the purposes of wannage spells.
 

Level 3: Shock Trooper

You can rapidly close the distance between you and your foes. Whenever you make a melee attack on your turn against a creature you can see, you can lunge up to 15 feet toward your target before making the attack. This movement doesn't provoke opportunity attacks. You can perform this movement even if it causes you to travel through the air, though you fall after making the attack if you don't land on solid ground.  

Level 7: Mystical Physicality

Whenever you make a Strength, Dexterity, or Constitution check, you can use your Intelligence modifier instead of the normal modifier. In addition, moving through difficult terrain no longer costs you additional movement.  

Level 10: Deflect Energy

You can deflect bolts of energy with your bare hands. As a reaction when you are hit by a ranged spell attack or a ranged weapon attack that deals cold, fire, force, lightning, necrotic, or radiant damage, you can use your reaction to deflect the bolt. The damage you take from the attack is reduced by 1d10 + your Intelligence modifier+ half your warmage level (rounded down).  

Level 15: Improved Shock Trooper

You can lunge up to 30 feet using your Shock Trooper feature. This movement causes you to teleport through creatures and objects, blinking to the target in an instant. You can't end your movement in an occupied space.  

Level 18: Flurry of Spells

You can cast spells with superhuman speed. As an action, you can expend a use of your Arcane Surge feature to cast three different cantrips that have a casting time of 1 action or 1 bonus action. You can't use your Arcane Surge feature on any of these cantrips. Once you use this feature, you can't use it again until you finish a long rest.  
 

House of Pawns

Source: Valda's Spire of Secrets
By far the most prominent warmage house is that of the Pawns. Warmages who 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.  

Level 3: Promotion

You gain the adaptability of the quintessential warmage. You learn one warmage trick of your choice, which doesn't count against your number of warmage tricks known. Additionally, whenever you learn a warmage trick, you can choose a trick that has the House of Bishops, House of Kings, House of Knights, or House of Rooks as a prerequisite, as long as you meet all of the trick's other prerequisites.  

Level 3: Adaptive Arcanist

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 number of warmage cantrips you know, until you choose a different one with this feature.  

Level 7: Pawn Storm

If you target a creature with a cantrip, that creature can't make opportunity attacks against you for the rest of the turn, whether you deal damage with the cantrip or not.  

Level 10: Additional Arcane Fighting Style

You can choose a second option from the Arcane Fighting Style class feature.  

Level 15: Opening Move

You can add your Intelligence modifier to your initiative rolls. Additionally, when you roll initiative and you aren't surprised, you can move up to your speed.  

Level 18: Fundamental Mastery

Your magic always finds its way to your foes' most vulnerable spots. Once per turn when you roll damage for a warmage cantrip, you can choose one damage die and treat it as having rolled its maximum value.  
 

House of Rooks

Source: Valda's Spire of Secrets
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.  

Level 3: Rook Strike

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 feature, you can't use it again until you finish a short or long rest, or until you reduce a creature to 0 hit points with a cantrip.  

Level 3: Rasp

You can cast the knock spell at will without expending a spell slot. When you cast the spell in this way, it has a casting time of 1 minute and the spell's casting is completely silent.  

Level 7: Arcane Acrobat

You can add your Intelligence modifier to all Dexterity checks you make. Additionally, when you fall and aren't incapacitated, you can subtract up to 60 feet from the fall when calculating falling damage.  

Level 10: Fleeting Decoy

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 start of your next turn.  

Level 15: Elusive Step

You're extremely difficult to pin down. If you move more than 15 feet on your turn, any additional movement you make doesn't provoke opportunity attacks.  

Level 18: Flash of Feathers

You can vanish without a trace, slip behind enemy lines, and dive in for the kill. You can cast the invisibility spell once, targeting only yourself, without using a spell slot or spell components. While you are invisible, your 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.
LevelProficiency BonusBonus FeaturesCantrips KnownCantrip Bonus DiceTricks Known
1st+2Spellcasting, Arcane Initiation, Arcane Fighting Style402
2nd+2Warmage Edge, Warmage Tricks402
3rd+2Warmage House503
4th+2Ability Score Improvement503
5th+3Arcane Surge614
6th+3Tactical Insight614
7th+3Warmage House feature615
8th+3Ability Score Improvement615
9th+4-716
10th+4Warmage House feature716
11th+4Arcane Surge improvement727
12th+4Ability Score Improvement727
13th+5-828
14th+5Strategic Deflection828
15th+5Warmage House feature829
16th+5Ability Score Improvement829
17th+6-9310
18th+6Warmage House feature9310
19th+6Epic Boon9310
20th+6Master Warmage10310

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Diarioz.

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