Class Features
Level 1 (Warmage)
Spellcasting: At 1st level, you begin to learn the simple, yet potent, brand of spellcasting, for which warmages are known.
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. (Self-Taught - Firebolt, Light)
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, choose one of the following fighting styles: (Sniper)
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.
Level 2 (Warmage)
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 Tricks: 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. (Mystical Armor, Blasting Cantrip)
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.
Level 3 (Warmage)
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. (Cards)
Bluff: When you choose this house at 3rd level, your poker face carries you through practically any lie. You gain proficiency in the Deception skill and with gaming sets (playing cards), if you didn’t have it already. Additionally, you can use your Intelligence instead of Charisma for Charisma (Deception) checks you make.
Deck of Fate: Starting at 3rd level, 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 ones for results. Once you play a card, place it on the bottom of your deck and draw until you have five cards in your hand again.
Name | Cards | Benefit |
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Straight | Any five sequential cards of any suit. | You deal an extra 12 damage. |
Flush | Any five cards of the same suit in any order. | You deal an extra 10 damage. |
Three of a Kind | Any three of the same number. | You deal an extra 6 damage. |
Pair | Any two of the same number. | You deal an extra 2 damage. |
Hearts | Any two hearts. | You gain temporary hit points equal to your intelligence modifier. |
Spades | Any two spades. | Your speed increases by 10 feet until the start of your next turn. |
Diamonds | Any two diamonds. | You gain a +1 bonus to your AC until the start of your next turn. |
Clubs | Any two clubs. | You gain a +1 bonus to saving throws until the start of your next turn. |
Level 4 (Warmage)
Ability Score Increase/Feat (Gambler): Always keen for probabilities and risk, you often trust your safety and fortune to the hands of fate. You gain the following benefits:
- You gain proficiency in all gaming sets and have advantage on ability checks you make for games of chance.
- Once on each of your turns, before you roll damage, you can place stakes on the roll. Choose less than the average, or higher than or equal to the average. If you choose correctly, you can add one extra die of damage to the roll. If you choose incorrectly, you must remove the damage die with the highest number.
Level 5 (Warmage)
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 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.