{"name":"Warmage","overview":"An elf recites the motions again for the simplest spell\r\nshe knows, repeating them until she knows they are\r\nperfect. With a single, precise stroke, she unleashes\r\na wave of arcane energy, focused into a searing blue\r\nbeam.\r\n[br]\r\nA tiefling waves her hands to conjure floating\r\ngreatswords of humming blue energy, which dance\r\nabout in mesmerizing and deadly arcs. One blade\r\ntakes on an aspect of fire, and the other lightning, as\r\nshe begins to cleave through the goblinoid horde.\r\n[br]\r\nWaving a black and red checkered banner, a\r\ndragonborn king charges into the fore. At his sides\r\nare warmages of all houses, a chessboard of elite\r\narcanists, poised to turn the tide of battle.\r\n[br]\r\nThe undisputed masters of cantrips, warmages\r\nturn the most fundamental types of magic into a\r\ndeadly and precise art.\r\n\r\n[b]Cantrip Masters\r\n[br][\/b]\r\nWhile other spellcasters aspire to grander and more\r\ncomplex spells, warmages refine and master the\r\nmost fundamental magic: cantrips. Warmages wield\r\ntheir magic in the same way that a warrior uses\r\na sword, bow, or axe: as weapons to be perfected\r\nand mastered, not as an unknowable force to be\r\nfeared. In contrast to sorcerers and wizards, their\r\nmagic is a trainable skill, one that can be mastered\r\nby almost anyone with discipline and aptitude.\r\nTherefore, warmages stand among the most fearsome\r\nof spellcasters, with only the most rudimentary of\r\nspells.\r\n\r\n[b]Strategic Geniuses\r\n[br][\/b]\r\nWarmages have a long and storied history as grand\r\nstrategists and tacticians, both in grand battles and\r\npersonal skirmishes. If a warmage is outgunned or\r\noutmanned, they\u2019ll try to outthink their foes, which\r\nworks more often than not. They demonstrate an\r\nefficient kind of pragmatism, owing perhaps to their\r\nability to solve many problems with a few magical\r\ntools.\r\n\r\n[b]Aligned Free Agents\r\n[br][\/b]\r\nWhile some warmages are fully self-taught, the\r\nmajority join a House, a loose confederation of\r\nwarmages which practice together and share secrets\r\nof the trade. Houses teach invaluable battlefield\r\nstrategy, but each individual Houses also touts their\r\nown brands of tactics and styles of magical tricks.\r\nThe House of Knights, for example, emphasizes\r\narmor and martial prowess, whereas the House of\r\nKings emphasizes battlefield strategy.\r\nBy way of metaphor, Houses which value honor\r\nand teamwork above all else brand themselves after\r\ngames of strategy, whereas those who epitomize selfreliance name themselves for games of chance. This\r\ndivision in the warmage Houses is representative\r\nof a schism that dates back to the earliest warmage\r\nmasters. Legend has it that the first two masters\r\nseparated when one decided to found a college. The\r\nother, out of spite, built a casino outside its grounds.\r\n\r\n[b]Creating a Warmage\r\n[br][\/b]\r\nWarmages come from all walks of life, so as you\r\nbuild yours, consider where you first learned the\r\nfundamentals of magic, which you would go on to\r\nperfect. You might have picked up cantrips from a\r\nfellow adventurer or in the early stages of wizarding\r\ntraining. You could even be self-taught. Choose an\r\nArcane Initiation which best fits your character\u2019s\r\nhistory with magic.\r\n[br]\r\nMoreover, consider how you feel about magic as\r\na whole. Are you envious of other spellcasters, or are\r\nyou confident you could best them regardless? Did\r\nyou once pine to be a wizard, but found you could\r\nnever muster enough true magic to form a spell slot?\r\nDid you choose warmagistry to hone your talents\r\nto their absolute peak, or did you choose it to wield\r\npower no warrior can equal?\r\n[br]\r\nLastly, consider your prospective warmage\r\nhouse. Though you don\u2019t choose one until reaching\r\nthird level, your aspirations might shape which\r\nhouse you favor the most. If you would like to dabble\r\nwith greater arcane magic, the House of Bishops is\r\nthe best fit. If the clashing of swords at the frontlines\r\npiques your interest, consider the House of Knights.\r\n\r\n[b]QUICK BUILD\r\n[br][\/b]\r\nYou can make a Warmage quickly by following\r\nthese suggestions. First, Intelligence should be your\r\nhighest ability score, followed by Constitution. Make\r\nStrength your third highest if you plan to take the\r\nHouse of Knights. Then choose the cantrips chill\r\ntouch, force weapon, and phantom grapnel, and the\r\nAdventurer Arcane Initiation. Pick any background.","hit_dice":"1d8","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"1d8 (or 5) + your Constitution modifier per witch level after 1st","armor_proficiencies":"Light armor","weapon_proficiencies":"Simple weapons","tools":"One artisan\u2019s kit, one musical instrument","saving_throws":"Constitution, Intelligence","skills":"Choose two from: Acrobatics, Animal\r\nHandling, Arcana, Athletics, History,\r\nInvestigation, Medicine, Perception, and Survival","starting_equipment":"You start with the following equipment, in addition\r\nto the equipment granted by your background:\r\n[ul]\r\n[li]Leather armor, a dagger, and any simple weapon[\/li]\r\n[li]A spellcasting focus or material component pouch[\/li]\r\n[li]An explorer\u2019s pack and (a) a scholar\u2019s pack or (b) one kit you\u2019re proficient in[\/li]\r\n[\/ul]\r\n","spellcasting":"[h2]Spellcasting[\/h2]\r\nAt 1st level, you begin to learn the simple, yet potent,\r\nbrand of spellcasting for which warmages are known.\r\n\r\n[b]CANTRIPS\r\n[br][\/b]\r\nYou learn three cantrips of your choice from the\r\nwarmage spell list. You learn additional warmage\r\ncantrips of your choice at higher levels, as shown in\r\nthe Cantrips Known column of the Warmage table.\r\nAdditionally, when you gain a level in this class, you\r\ncan choose one of the warmage cantrips you know\r\nand replace it with another warmage cantrip.\r\n\r\n[b]SPELLCASTING ABILITY\r\n[br][\/b]\r\nIntelligence is your spellcasting ability for your\r\nwarmage spells, since you learn your spells\r\nthrough practice and mental discipline. You use\r\nyour Intelligence whenever a spell refers to your\r\nspellcasting ability. In addition, you use your\r\nIntelligence modifier when setting the saving throw\r\nDC for a warmage spell you cast and when making\r\nan attack roll with one.\r\n[br]\r\n[b]Spell save DC[\/b] = 8 + your proficiency bonus\r\n+ your Intelligence modifier\r\n[br]\r\n[b]Spell attack modifier[\/b] = your proficiency\r\nbonus + your Intelligence modifier\r\n\r\n[b]SPELLCASTING FOCUS[\/b]\r\nYou can use an arcane focus as a spellcasting focus\r\nfor your warmage spells.\r\n\r\n[h3]Arcane Initiation[\/h3]\r\nWarmages come from all backgrounds and walks\r\nof life. At 1st level, choose where you first learned\r\nthe basics of magic. The cantrips offered by your\r\ninitiation don\u2019t count against your total number of\r\nwarmage cantrips known.\r\n\r\n[b]ADVENTURER\r\n[br][\/b]\r\nYou picked up your magic informally by travelling\r\nwith a dozen different mages over the years. You\r\nlearn the mage hand and ray of frost cantrips.\r\n\r\n[b]CIRCUS PERFORMER\r\n[br][\/b]\r\nYou learned a few simple tricks to participate in a\r\nsideshow or circus act. You learn the dancing lights\r\nand minor illusion cantrips.\r\n\r\n[b]ELDRITCH EVENT\r\n[br][\/b]\r\nAn influx of insidious magic left an imprint on you.\r\nYou learn the chill touch and message cantrips.\r\n\r\n[b]MERCENARY\r\n[br][\/b]\r\nYou mastered the fundamentals of war magic to\r\nengage in battle with similarly-armed arcanists. You\r\nlearn the arc blade and true strike cantrips.\r\n\r\n[b]TEMPLE\r\n[br][\/b]\r\nA monastery or temple educated you in the ways\r\nof gentle healing magic. You learn the sacred\r\nflame and spare the dying cantrips.\r\n\r\n[b]TOWER APPRENTICE\r\n[br][\/b]\r\nYou apprenticed under a spellcaster for some time,\r\nwho taught you the fundamentals of arcana. You\r\nlearn the prestidigitation and shocking grasp cantrips.\r\n\r\n[b]SELF-TAUGHT\r\n[br][\/b]\r\nYou taught yourself all the fundamentals of magic\r\nfrom a dusty old tome or abandoned scroll. You\r\nlearn the fire bolt and light cantrips.\r\n\r\n[b]SURVIVAL\r\n[br][\/b]\r\nTo survive in the wilderness, you taught yourself\r\nto cast simple spells. You learn the druidcraft and\r\nshillelagh cantrips","class_features":"[b]Arcane Fighting Style[\/b]\r\nWarmages learn that magic is the purest of weapons,\r\nand can be wielded just as easily as any other. At 1st\r\nlevel, select one of the following fighting styles:\r\n[b]\r\n[br]BLASTER.[\/b]\r\nThe spell save DC for your warmage cantrips\r\nincreases by 1.\r\n[b]\r\n[br]DEFLECTOR.[\/b]\r\nWhen you have one hand free and a creature hits you\r\nwith a spell attack or a ranged weapon attack, you\r\ncan use your reaction to add your proficiency bonus\r\nto your Armor Class, potentially causing the attack\r\nto miss.\r\n[b]\r\n[br]RESISTIVE.[\/b]\r\nWhile you are wearing light armor or are under the\r\neffects of the mage armor spell, you gain a +1 bonus\r\nto your Armor Class.\r\n[b]\r\n[br]SNIPER.[\/b]\r\nWhen making a ranged spell attack, you gain a +1\r\nbonus to the attack roll. Additionally, your ranged\r\ncantrips ignore half cover.\r\n[b]\r\n[br]STRIKER.[\/b]\r\nWhen you hit with a cantrip requiring a melee attack\r\nand exceed the target\u2019s AC by 5 or more or score a\r\ncritical hit, you can add your proficiency modifier to\r\nthe damage roll.\r\n\r\n[b]Warmage Edge\r\n[br][\/b]\r\nStarting at 2nd level, once on each of your turns\r\nwhen you deal damage with a warmage cantrip, you\r\ncan improve one damage roll of the spell, adding\r\nyour Intelligence modifier to the roll. Starting at 5th\r\nlevel, and as you gain levels in this class, you also\r\nadd additional dice of cantrip damage, as shown on\r\nthe Cantrip Bonus Dice column of the Warmage\r\ntable, to the damage roll. For example, when you are\r\nat 5th level, you can enhance the damage of the fire\r\nbolt cantrip to deal fire damage equal to 3d10 + your\r\nIntelligence modifier on a hit.\r\n\r\n[b]Warmage Tricks\r\n[br][\/b]\r\nBeginning at 2nd level, you learn a Warmage Trick,\r\na special technique that alters the way you fight,\r\nmove, and cast your spells. You learn 2 tricks at 2nd\r\nlevel, and an additional trick as shown on the Tricks\r\nKnown column of the Warmage table.\r\nAdditionally, when you gain a level in this class,\r\nyou can replace a trick that you know with another\r\ntrick for which you meet the prerequisites.\r\n\r\n[b]Warmage House\r\n[br][\/b]\r\nThe College of Warmages divides its students into\r\ndistinct Houses, teaching different skills, abilities,\r\nand techniques. Upon reaching 3rd level, you can\r\nselect a House, which offers you features at 3rd level,\r\nand additional features at 7th, 10th, 15th, and 18th\r\nlevel.\r\n\r\n[b]Ability Score Improvement\r\n[br][\/b]\r\nWhen you reach 4th level, and again at 8th, 12th,\r\n16th, and 19th level, you can increase one ability\r\nscore of your choice by 2, or you can increase two\r\nability scores of your choice by 1. You can\u2019t increase\r\nan ability score above 20 using this feature.\r\n\r\n[b]Arcane Surge\r\n[br][\/b]\r\nStarting at 5th level, you learn to, for a moment, tap\r\ninto a vast reservoir of magical power and unleash\r\nit upon your foes. On your turn, when you deal\r\ndamage with a warmage cantrip, you can deal twice\r\nthe number of damage dice dealt by the spell. You\r\ncan\u2019t use this ability on a spell that has scored a\r\ncritical hit.\r\n[br]\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest. Starting at 11th\r\nlevel, you can use this ability twice between rests.\r\n\r\n[b]Tactical Insight\r\n[br][\/b]\r\nAt 6th level, you learn how to use ambient magical\r\npower to defend yourself from your foes\u2019 magical\r\nattacks. You can add your Intelligence modifier to\r\nsaving throws you make against spells and magical\r\neffects that deal damage.\r\n\r\n[b]Strategic Deflection\r\n[br][\/b]\r\nStarting at 14th level, as a reaction when a creature\r\ncasts a spell that targets you or includes you in\r\nits area of effect and forces you to make a saving\r\nthrow to avoid damage, you can use your reaction\r\nto attempt to redirect some of the spell\u2019s energy to\r\na new target. If you succeed on your saving throw\r\nagainst the spell, choose another creature you can see\r\nwithin the spell\u2019s range or 30 feet, whichever is closer,\r\nto make a saving throw against the spell, using your\r\nspell save DC. The new target can be the original\r\nspellcaster. On a failed save, the creature suffers the\r\neffects of the spell as if you had cast the spell and\r\nthey had been the original target or been within the\r\narea of the spell.\r\n[br]\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[b]Master Warmage\r\n[br][\/b]\r\nAt 20th level, you reach the pinnacle of your\r\nwarmage prowess. If you cast a cantrip which deals\r\n4 dice of damage to a target, it instead deals 5 dice of\r\ndamage. If you cast a cantrip which makes 4 attacks,\r\nit instead makes 5 attacks.\r\n\r\n[h3]WARMAGE TRICKS[\/h3]\r\nThe following tricks are presented in alphabetical\r\norder. If a warmage trick has prerequisites, you must\r\nmeet them to choose it. You can choose the trick at\r\nthe same time that you meet its prerequisites.\r\n\r\n[b]BISHOP'S MANEUVER\r\n[br][\/b]\r\nPrerequisites: 10th level, House of Bishops\r\nYou can take the Disengage action as a bonus action,\r\nand when you do so, your movement speed increases\r\nby 10 feet until the end of your turn.\r\n\r\n[b]BLASTING CANTRIP\r\n[br][\/b]\r\nOnce on each of your turns, when you deal force\r\ndamage to a creature with a warmage cantrip, you\r\ncan push the creature up to 10 feet away from you in\r\na straight line.\r\n\r\n[b]BLINDING LIGHT\r\n[br][\/b]\r\nPrerequisite: light cantrip\r\nWhen you use the light cantrip to target an\r\nobject you are holding, you can direct a flare at a\r\ncreature within 10 feet of you, which must make a\r\nConstitution saving throw against your spell save\r\nDC. On a failed save, the creature is blinded until\r\nthe beginning of your next turn. After a creature\r\nhas failed a saving throw against this ability, it has\r\nadvantage on all Constitution saving throws against\r\nit for 24 hours.\r\n\r\n[b]CASTLE\r\n[br][\/b]\r\nPrerequisites: 10th level, House of Rooks\r\nAs an action, you can choose a willing Small or\r\nMedium creature you can see within 100 feet of you.\r\nYou both teleport, switching places.\r\nOnce you use this trick, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[b]CHIVALROUS PRESENCE\r\n[br][\/b]\r\nPrerequisite: House of Knights\r\nYou gain proficiency in the Insight and Persuasion\r\nskills. Additionally, you have advantage on ability\r\nchecks you make to interact with nobility, and other\r\ncreatures can always discern when you\u2019re telling the\r\ntruth.\r\n\r\n[b]CLOAK OF FEATHERS\r\n[br][\/b]\r\nPrerequisite: House of Rooks\r\nWhile not wearing armor, under the effects of mage\r\narmor, or using a shield, your AC equals 10 + your\r\nDexterity modifier + your Intelligence modifier.\r\n\r\n[b]COMMANDER'S STEED\r\n[br][\/b]\r\nPrerequisites: House of Kings\r\nYou learn the find steed spell and can cast it without\r\nusing a spell slot. Your steed is more resilient than\r\nmost, and has a number of additional hit points\r\nequal to your warmage level.\r\n\r\n[b]CORROSIVE CANTRIP\r\n[br][\/b]\r\nOnce on each of your turns, when you deal acid\r\ndamage to a creature with a warmage cantrip, you\r\ncan cause the acid to erode the target\u2019s defenses. The\r\nnext time a creature makes an attack roll against the\r\ntarget before the beginning of your next turn, roll a\r\nd4 and subtract it from the target\u2019s Armor Class for\r\nthis attack.\r\n\r\n[b]DIRECTED MOMENTUM\r\n[br][\/b]\r\nPrerequisite: 10th level, House of Lancers\r\nOnce on each of your turns, when you score a critical\r\nhit with a melee attack or reduce a creature to 0 hit\r\npoints with one, you can make an unarmed strike\r\nagainst a second target. If the target is within range\r\nof your Shock Trooper feature, you can lunge toward\r\nit. On a hit, this attack deals an additional 1d8 force\r\ndamage.\r\n\r\n[b]DRAINING CANTRIP\r\n[br][\/b]\r\nWhenever you deal necrotic or poison damage to a\r\nhostile creature using a warmage cantrip, you can\r\nsiphon some of its life force. You gain temporary hit\r\npoints equal to half your warmage level, which last\r\nfor 1 minute. \r\n\r\n[b]ENCRYPTOGRAM\r\n[br][\/b]\r\nPrerequisite: cryptogram cantrip\r\nYour knowledge of ciphers has improved your\r\nmagically clandestine communications. When you\r\ncast the cryptogram cantrip, its limit is 20 characters,\r\ninstead of 8, and only the specified recipient can read\r\nthe message.\r\n\r\n[b]EXPLOSIVE CANTRIP\r\n[br][\/b]\r\nOnce on each of your turns, when you deal fire\r\ndamage to a creature with a warmage cantrip, each\r\ncreature within 5 feet of the target, except yourself\r\nand the target, must succeed a Dexterity saving\r\nthrow against your spell save DC or take half the fire\r\ndamage dealt.\r\n\r\n[b]EXTENDED RANGE\r\n[br][\/b]\r\nThe range of your warmage cantrips is doubled.\r\n\r\n[b]FIELD MEDIC\r\n[br][\/b]\r\nPrerequisite: House of Bishops\r\nYou learn the cantrip spare the dying, which does not\r\ncount against your maximum number of cantrips\r\nknown. Additionally, when you cast spare the dying\r\non a creature which has 0 hit points, the target\r\nregains 1 hit point and gains temporary hit points\r\nequal to your level, which last for 1 minute. Once a\r\ncreature regains hit points due to this ability, it can\u2019t\r\ndo so again until it finishes a long rest. \r\n\r\n[b]FLEXIBLE RANGE\r\n[br][\/b]\r\nBeing within 5 feet of a hostile creature doesn\u2019t\r\nimpose disadvantage on your ranged spell attack\r\nrolls. Additionally, the range of any cantrip you cast\r\nthat requires a melee spell attack increases to 10 feet.\r\n\r\n[b]FOLD\r\n[br][\/b]\r\nPrerequisites: House of Cards, 10th level\r\nYou have learned to graciously accept defeat using\r\nyour Deck of Fate. As a reaction when you are hit by\r\nan attack, you can play your entire hand to cast the\r\nshield spell without using a spell slot.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[b]GAMBLE\r\n[br][\/b]\r\nPrerequisites: cheat cantrip, House of Cards or House\r\nof Dice\r\nYou are always under the effects of the cheat cantrip.\r\nAdditionally, you can reroll an attack roll, ability\r\ncheck, or saving throw. Once you use this ability, you\r\ncan\u2019t use it again until you finish a short or long rest.\r\n\r\n[b]INFINITE VARIATION\r\n[br][\/b]\r\nPrerequisite: prestidigitation cantrip\r\nYou have become exceptionally skilled at using\r\nthe prestidigitation cantrip to mimic other spells.\r\nWhen you cast prestidigitation, you can use it to\r\nemulate the effects of any other cantrip that does not\r\ndeal damage, even one that is not on the warmage\r\nspell list. To do so, you must succeed on a DC 15\r\nIntelligence (Arcana) check, otherwise the spell\r\nfizzles and does nothing. A cantrip cast using this\r\ntrick counts as a warmage cantrip and uses your\r\nIntelligence modifier as the spellcasting modifier.\r\n\r\n[b]ICY CANTRIP\r\n[br][\/b]\r\nOnce on each of your turns, when you deal cold\r\ndamage to a creature with a warmage cantrip, you\r\ncan numb the target with a frigid blast. The first time\r\nthe target makes an attack roll before the end of its\r\nnext turn, it must roll a d4 and subtract it from the\r\nroll.\r\n\r\n[b]KNIGHT'S AEGIS\r\n[br][\/b]\r\nPrerequisites: 10th level, House of Knights, force\r\nbuckler cantrip\r\nWhen you cast the force buckler cantrip, you can\r\nconcentrate on it for up to 1 minute. The spell does\r\nnot end early if you are hit by an attack.\r\n\r\n[b]LEADING EDGE TACTICS[\/b]\r\n[br]Prerequisites: House of Lancers\r\nYou always have a plan when engaging the enemy. As\r\nsuch, attacks during the first round of combat have\r\ndisadvantage against you.\r\n\r\n[b]LIEUTENANT'S DEMAND\r\n[br][\/b]\r\nPrerequisites: 10th level, House of Kings\r\nYou can cast the spell command at will without using\r\na spell slot.\r\n\r\n[b]MAGE HAND KNACK\r\n[br][\/b]\r\nPrerequisite: mage hand cantrip\r\nYour skill with the mage hand cantrip allows you\r\nto use it as an extension of yourself. When you cast\r\nthe spell and as a bonus action on each of your\r\nsubsequent turns, you can use one of the following\r\neffects with the hand:\r\n[br]\r\n[b]Press.[\/b] The hand pushes against a Large\r\nor smaller creature within 5 feet of it. Choose a\r\ndirection away from that creature. Every foot of\r\nmovement in that direction while the hand is\r\npressing against it costs the creature two feet of\r\nmovement. The hand continues to push the target\r\nuntil the spell ends or you use your bonus action to\r\nuse a different effect using the hand.\r\n[br]\r\n[b]Punch.[\/b] The hand strikes one creature or object\r\nwithin 5 feet of it. Make a melee spell attack for the\r\nhand using your spell attack bonus. On a hit, the\r\ntarget takes 1d6 force damage.\r\n[br]\r\n[b]Seize.[\/b] The hand grabs a creature of Tiny size\r\nand attempts to grapple it. The creature must succeed\r\non a Strength (Athletics) or Dexterity (Acrobatics)\r\ncheck against your spell save DC or be grappled by\r\nthe hand. The hand continues to grapple the target\r\nuntil the target uses an action to escape on its turn,\r\nthe spell ends, or you use your bonus action to use a\r\ndifferent effect using the hand.\r\n\r\n[b]MINOR SHADOW ILLUSION[\/b]\r\nPrerequisite: minor illusion cantrip\r\nWhen you create the image of an object in an\r\nunoccupied space using the minor illusion cantrip,\r\nyou can fill it with fibers of shadowstuff, causing it\r\nto become partially real. No matter what form the\r\nsemi-real object takes, it still must be no larger than\r\na 5-foot cube. It has AC 10 and 5 HP, and it weighs 5\r\npounds. You can only have one semi-real illusion at\r\na time. While this semi-real object exists, the cantrip\r\nrequires your concentration.\r\n[br]\r\nThe illusion can\u2019t replicate a creature, but it can\r\ndeal damage to a creature within its 5-foot cube. If\r\nthe illusion is of an object that can deal damage, a\r\ncreature that enters the object\u2019s 5-foot cube or begins\r\nits turn there must make an Intelligence saving throw\r\nagainst your spell save DC. On a failed save, the\r\ncreature takes 1d6 damage of a type appropriate to\r\nthe illusion. This damage increases by 1d6 when you\r\nreach 5th level (2d6), 11th level (3d6), and 17th level\r\n(4d6). This damage can\u2019t trigger Warmage Edge or\r\nany warmage tricks.\r\n\r\n[b]MYSTICAL ARMOR\r\n[br][\/b]\r\nYou can cast the spell mage armor on yourself at will,\r\nwithout expending a spell slot.\r\n\r\n[b]MYSTICAL ATHLETE\r\n[br][\/b]\r\nPrerequisite: quickstep or springheel cantrip\r\nWhen you cast the quickstep cantrip, your speed\r\nincreases by 20 feet instead of 10 feet. When you\r\ncast the springheel cantrip, your jumping distance\r\nincreases by 20 feet instead of 10 feet. If you know\r\nboth of these cantrips, you can cast both of them as\r\npart of the same bonus action.\r\n\r\n[b]MYSTICAL WEAPONMASTER\r\n[br][\/b]\r\nPrerequisite: force weapon or magic daggers cantrip\r\nOnce on each of your turns when you roll a 1 on the\r\nd20 for an attack roll for the force weapon or magic\r\ndaggers cantrips, you can reroll the die and must use\r\nthe new roll.\r\n\r\n[b]MYSTICAL VISION\r\n[br][\/b]\r\nYou can cast the spell detect magic at will without\r\nexpending a spell slot.\r\n\r\n[b]PHANTOM HOOKSHOT\r\n[br][\/b]\r\nPrerequisite: phantom grapnel cantrip\r\nYou can cast the phantom grapnel cantrip as a bonus\r\naction. If you do so, its range is reduced to 15 feet.\r\nAdditionally, creatures pulled by phantom grapnel are\r\npulled an additional 10 feet.\r\n\r\n[b]RAPID FORTIFICATION\r\n[br][\/b]\r\nPrerequisite: mending cantrip\r\nYou can cast the mending cantrip as a bonus action,\r\nor you can cast it as an action for one of the following\r\neffects:\r\n[ul]\r\n[li]You can restore a single object, such as a door, cart, wall, or window to pristine condition, if at least half of its parts are present. This object can be no larger than 10 cubic feet, or 1 cubic foot if it is an exceptionally complex object (such as a clock).[\/li]\r\n[li]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.[\/li]\r\n[\/ul]\r\n\r\n[b]SNAKE EYES\r\n[br][\/b]\r\nPrerequisites: House of Dice, 10th level\r\nIf you roll a 1 or 2 on a Die of Fate, you keep the die\r\ninstead of giving it to the GM.\r\n\r\n[b]SEVERE CANTRIP\r\n[br][\/b]\r\nWhen a creature rolls a 1 on a saving throw against\r\none of your warmage cantrips, it automatically fails\r\nthe save and takes twice the number of damage dice\r\ndealt by the spell, as if you scored a critical hit. The\r\nadditional damage only applies to the creature that\r\nrolled a 1.\r\n\r\n[b]SIGNATURE FOCUS\r\n[br][\/b]\r\nPrerequisite: 5th level\r\nWhen you finish a long rest, you can place a unique\r\nsigil on a simple weapon, which becomes your\r\nsignature focus until you use this ability again. This\r\nweapon becomes magical, and can be used as an\r\narcane focus. Your signature focus is bonded to you,\r\nand gains a number of special abilities:\r\n[ul]\r\n[li]As a bonus action, you can call your signature focus to your hand, as long as you are on the same plane as it.[\/li]\r\n[li]You can add your Intelligence modifier, instead of your Strength or Dexterity modifier, to attack rolls using your signature focus.[\/li]\r\n[li]Your signature focus gains a number of charges equal to your Intelligence modifier. When you damage a creature with it or a cantrip cast through it, you can expend one charge to deal an additional 1d8 force damage to that creature.[\/li]\r\n[\/ul]\r\nYour focus regains all spent charges after you\r\nfinish a long rest.\r\n\r\n[b]SILENT CANTRIP\r\n[br][\/b]\r\nOnce on each of your turns when you deal thunder\r\ndamage to a hostile creature with a warmage cantrip,\r\nyou can create a 15-foot diameter sphere of magical\r\nsilence, centered on yourself or the creature (your\r\nchoice), which lasts until the start of your next turn.\r\n\r\n[b]SPLIT FIRE\r\n[br][\/b]\r\nPrerequisite: 5th level\r\nWhen you cast a warmage cantrip that requires\r\na single spell attack roll, you can select multiple\r\ncreatures and make a spell attack roll against each.\r\nYou can target a number of creatures equal to the\r\nnumber of damage dice the cantrip deals, and split\r\nyour damage dice up amongst your targets, to a\r\nminimum of 1 die of damage per target. Each attack\r\nmust target a different creature.\r\nFor example, fire bolt deals 3d10 damage. You\r\ncan choose to target three creatures and deal 1d10\r\ndamage to each creature, or you can target two\r\ncreatures, dealing 1d10 damage to one creature and\r\n2d10 damage to the other creature, or you can target\r\none creature for 3d10 damage.\r\n\r\n[b]STATIC CANTRIP\r\n[br][\/b]\r\nWhenever you deal lightning damage to a hostile\r\ncreature using a warmage cantrip, you can sap part\r\nof the energy into a charge which clings to your body\r\nuntil the beginning of your next turn. While charged,\r\nyou can use your reaction when you take damage\r\nfrom a creature you can see within 5 feet of you to\r\ndeal lightning damage equal to half your warmage\r\nlevel to the creature.\r\n\r\n[b]UNERRING STRIKE\r\n[br][\/b]\r\nPrerequisites: 10th level, true strike cantrip\r\nWhen you cast the true strike cantrip, you can\r\nconcentrate on it for a number of rounds equal to\r\nyour Intelligence modifier. You gain advantage on the\r\nfirst attack roll you make against the target each round\r\nwhile maintaining concentration on true strike.","subclass_options":"[h2]WARMAGE HOUSES[\/h2]\r\nEach warmage is defined by their chosen House,\r\nwhich teaches them valuable skills and offers a\r\nconfederation of allies they will keep for their lives.\r\nNamed for games of strategy and games of chance,\r\neach house emphasizes a unique approach to\r\nspellcasting and combat.\r\n\r\n[h3]House of Bishops[\/h3]\r\nThe House of Bishops adopts warmages with true\r\narcane potential, expanding on essential magic\r\nprinciples with true spellcasting. Such warmages\r\nmight be easily confused for wizards or sorcerers,\r\nfor they don the same garb and wield many of the\r\nsame spells, but the warmage focus on perfection\r\nstill holds precedence over garnering a vast array of\r\nspells.\r\n\r\n[b]SPELLCASTING\r\n[br][\/b]\r\nWhen you choose this house at 3rd level, you gain\r\nthe ability to cast spells more potent than cantrips.\r\n[br]\r\n[b]Spell Slots. [\/b]The Bishop Spellcasting table\r\nshows how many spell slots you have to cast your\r\nspells of 1st level and higher. To cast one of these\r\nspells, you must expend a slot of the spell\u2019s level or\r\nhigher. You regain all expended spell slots when you\r\nfinish a long rest.\r\n[br]\r\n[b]Spells known of 1st-Level or Higher.[\/b] You\r\nknow three 1st-level wizard spells of your choice, two\r\nof which you must choose from the conjuration and\r\nevocation spells on the wizard spell list.\r\nThe Spells Known column of the Bishop\r\nSpellcasting table shows when you learn more wizard\r\nspells of 1st level or higher. Each of these spells must\r\nbe a conjuration or evocation spell of your choice,\r\nexcept for the spells learned at 8th, and 14th level, and\r\nmust be of a level for which you have spell slots.\r\nWhenever you gain a level in this class, you\r\ncan replace one of the wizard spells you know with\r\nanother spell of your choice from the wizard spell\r\nlist. The new spell must be of a level for which you\r\nhave spell slots, and it must be a conjuration or\r\nevocation spell, unless you\u2019re replacing the spell you\r\ngained at 8th or 14th level.\r\n[br]\r\n[b]Warmage Edge.[\/b] You can add additional\r\ndamage with your warmage spells of 1st level or\r\nhigher using your Warmage Edge feature, as if they\r\nwere cantrips. You can\u2019t add Warmage Edge damage\r\nto the spell magic missile.\r\n[table]\r\n[tr]\r\n[th]Warmage\r\nlevel[\/th]\r\n[th]Cantrips\r\nknown[\/th]\r\n[th]Spells\r\nknown[\/th]\r\n[th]1st[\/th]\r\n[th]2nd[\/th]\r\n[th]3rd[\/th]\r\n[th]4th[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]2[\/td]\r\n[td]3[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]2[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]2[\/td]\r\n[td]5[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]2[\/td]\r\n[td]6[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]3[\/td]\r\n[td]7[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]3[\/td]\r\n[td]8[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]3[\/td]\r\n[td]9[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]3[\/td]\r\n[td]10[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]3[\/td]\r\n[td]11[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]-[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]3[\/td]\r\n[td]12[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]3[\/td]\r\n[td]13[\/td]\r\n[td]4[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]ARCANE STUDY\r\n[br][\/b]\r\nAt 3rd level, you become proficient in two of\r\nthe following skills: Arcana, History, Medicine,\r\nInvestigation, or Religion.\r\n\r\n[b]MYSTICAL COMPANION\r\n[br][\/b]\r\nAt 7th level, you learn the find familiar spell and can\r\ncast it as a ritual. The spell doesn\u2019t count against your\r\nnumber of spells known.\r\nWhen you cast the spell, you can choose one\r\nof the normal forms for your familiar or one of the\r\nfollowing special forms: imp, pseudodragon, quasit,\r\nor sprite.\r\n\r\n[b]SIEGE CASTING\r\n[br][\/b]\r\nAt 10th level, damage you deal to objects with a\r\nwarmage spell is doubled. Additionally, when you\r\ncast a warmage spell which requires a spell attack\r\nroll, you can cast it at up to double its normal range.\r\nIf its target is beyond its normal range, the spell\r\nattack has disadvantage.\r\n\r\n[b]ARCANE SCULPTING\r\n[br][\/b]\r\nStarting at 15th level, when you cast a warmage\r\nspell that affects other creatures that you can\r\nsee, you can choose a number of them equal\r\nto your Intelligence modifier. The chosen\r\ncreatures automatically succeed on their\r\nsaving throws against the spell, and they take\r\nno damage if they would normally take half\r\ndamage on a successful save.\r\n\r\n[b]ARCANE DOMINANCE\r\n[br][\/b]\r\nAt 18th level, you learn a powerful magical trick. As a\r\nbonus action on your turn, you can expend a number\r\nof spell slots with a combined level of 6 or more to\r\nregain an expended use of your Arcane Surge.\r\n\r\n[h3]House of Cards[\/h3]\r\nWarmages who join the House of Cards approach\r\ncombat the same way they do games of chance,\r\nwith high stakes, calculated gambles. Each warmage\r\nof this house wields a special deck of cards tied to\r\nthe very threads of fate, through which they can\r\nempower their magic with deft flurries of hands.\r\nHowever, while these warmages command incredible\r\npower, their magical surges are at the whims of the\r\ncards, and so they must make strategic, ingenious\r\nplays to master them.\r\n\r\n[b]BLUFF\r\n[br][\/b]\r\nWhen you choose this house at 3rd level, your poker\r\nface carries you through practically any lie. You gain\r\nproficiency in the Deception skill and with gaming\r\nsets (playing cards), if you didn\u2019t have it already.\r\nAdditionally, you can use your Intelligence instead\r\nof Charisma for Charisma (Deception) checks you\r\nmake.\r\n\r\n[b]DECK OF FATE\r\n[br][\/b]\r\nStarting at 3rd level, you gain a deck of magical\r\nplaying or tarot cards, called a Deck of Fate, through\r\nwhich you can enhance the power of your cantrips.\r\nShuffle a standard 52-card playing card deck and\r\ndraw a hand of 5 cards when you roll initiative.\r\nWhenever you target a hostile creature with a\r\nwarmage spell that deals damage, you can use your\r\nbonus action to play one or more cards from your\r\nhand to enhance the power of the spell. If the cards\r\nexactly match one of the results on the Hands table\r\nbelow, it deals additional damage or one additional\r\neffect according to the result to one of the spell\u2019s\r\ntargets of your choice. Playing cards which do not\r\nmatch a result has no effect. Aces count as ones for\r\nresults. Once you play a card, place it on the bottom\r\nof the deck and draw back to five cards.\r\n\r\n[b]HIGH STAKES\r\n[br][\/b]\r\nAt 7th level, you\u2019ve mastered a very risky card trick\r\nusing your Deck of Fate. On your turn, you can\r\nchoose to lose 2 hit points to play 1 card from your\r\nhand and draw back to 5 cards (no action required).\r\n\r\n[b]DEALER'S CHOICE\r\n[br][\/b]\r\nAt 10th level, you can use your bonus action to gain\r\none of the following three abilities, selected by the\r\nGM:\r\n[ul]\r\n[li]You gain resistance to all damage until the end of your next turn.[\/li]\r\n[li]You teleport to a point you can see within 60 feet.[\/li]\r\n[li]You vanish into a safe, endless demiplane until the beginning of your next turn, at which time you return at the same location from which you vanished.[\/li]\r\n[\/ul]\r\nOnce you use this feature, you can\u2019t use it again until\r\nyou finish a short or long rest.\r\n\r\n[b]CARD READING\r\n[br][\/b]\r\nBeginning at 15th level, once on each of your turns\r\nwhen you draw a card from your deck as part of your\r\nDeck of Fate feature, you can declare a suit (Club,\r\nDiamonds, Hearts, or Spades) and check the top\r\ncard of your deck. If you guessed the suit correctly,\r\nyou can take the Dash, Disengage, or Use an Object\r\naction as part of the bonus action used for the\r\nfeature.\r\n\r\n[b]ACE IN THE HOLE\r\n[br][\/b]\r\nBeginning at 18th level, you are a deckmaster.\r\nWhenever you would draw one or more cards from\r\nyour deck, draw twice as many. Put half of the drawn\r\ncards on the bottom of your deck and the other cards\r\nin your hand.\r\n\r\n[b]HANDS[\/b]\r\n[table]\r\n[tr]\r\n[th]Name[\/th]\r\n[th]Cards[\/th]\r\n[th]Beneit[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Straight[\/td]\r\n[td]Any five sequential cards,\r\nregardless of house.[\/td]\r\n[td]You deal an additional 12 damage.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Flush[\/td]\r\n[td]Any five cards of the same\r\nsuit, regardless of order.[\/td]\r\n[td]You deal an additional 10 damage.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Three of a\r\nKind[\/td]\r\n[td]Any three of the same\r\ncard.[\/td]\r\n[td]You deal an additional 6 damage.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Pair[\/td]\r\n[td]Any two of the same card.[\/td]\r\n[td]You deal an additional 2 damage.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Hearts[\/td]\r\n[td]Any two hearts.[\/td]\r\n[td]You gain temporary hit points equal to your Intelligence modifier.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Spades[\/td]\r\n[td]Any two spades.[\/td]\r\n[td]Your movement speed increases by 10 feet until the start of your\r\nnext turn.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Diamonds[\/td]\r\n[td]Any two diamonds.[\/td]\r\n[td]You gain a +1 bonus to your AC until the start of your next turn.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Clubs[\/td]\r\n[td]Any two clubs.[\/td]\r\n[td]You gain a +1 bonus to saving throws until the start of your next.[\/td]\r\n[\/tr]\r\n[\/table]\r\n[h3]House of Dice[\/h3]\r\nThe House of Dice throws out the warmage\r\nconvention of meticulous, deliberate spellcasting\r\nin favor of wild, chaotic magic that presses the\r\nodds. Everything, from their magical bursts to\r\ntheir enchanted sets of dice can fail horribly, so it\u2019s\r\nauspicious that they often keep their fingers on the\r\nscales of fate. These warmages have mastered not\r\nonly a repertoire of cantrips, but also techniques\r\nto manipulate fortune itself, allowing them to risk\r\neverything, and more than often come out on top.\r\n\r\n[b]BONUS PROFICIENCIES\r\n[br][\/b]\r\nStarting when you choose this house at 3rd level,\r\nyour light fingers and unscrupulous tactics help you\r\nwin the day. You gain proficiency in the Sleight of\r\nHand skill and with gaming sets (dice set), if you\r\ndidn\u2019t have it already.\r\n\r\n[b]DICE OF FATE\r\n[br][\/b]\r\nAt 3rd level, you gain four Dice of Fate, which are\r\nd6s. Whenever you make an ability check, attack\r\nroll, saving throw, or damage roll, you can expend a\r\nDie of Fate and add it to the roll. Once you expend a\r\nDie of Fate, it goes to the GM, who can use it to add\r\nit to a roll made by an NPC or monster. Once the\r\nGM has used a die, it passes back to you, and so on.\r\nWhen you finish a long rest, you regain all of your\r\nexpended Dice of Fate, whether or not the GM has\r\nused them.\r\n[br]\r\nBeginning at 7th level, you have an additional\r\n2 Dice of Fate, and you can add two Dice of Fate to\r\nyour damage rolls with warmage spells.\r\n\r\n[b]CHAOS ROLL\r\n[br][\/b]\r\nAlso at 3rd level, you can expend two of your Dice of\r\nFate as an action, rolling them on the table below to\r\ncreate a chaotic surge of energy\r\n[table]\r\n[tr]\r\n[th]2d6[\/th]\r\n[th]Effect[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]2[\/td]\r\n[td]You cast fireball, centered on yourself.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3[\/td]\r\n[td]Your AC is reduced by 2 until the start of\r\nyour next turn.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4[\/td]\r\n[td]You fall prone.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5[\/td]\r\n[td]Each creature other than yourself within\r\n60 feet of you can speak only in a\r\nbabbling nonsense language for the next\r\nminute, and can\u2019t perform the verbal\r\ncomponents of spells.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6[\/td]\r\n[td]A 5-foot radius sphere of butterflies,\r\ninsects, or doves fills a location you can\r\nchoose within range, heavily obscuring\r\nthe area until the start of your next turn.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7[\/td]\r\n[td]You gain 7 temporary hit points, and\r\nkeep the Dice of Fate instead of giving\r\nthem to the GM.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8[\/td]\r\n[td]You become invisible until the end of\r\nyour next turn, as per the spell invisibility[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9[\/td]\r\n[td]A random object explodes nearby,\r\ndealing no damage to you or your allies,\r\nand dealing 3d6 fire damage to one\r\ncreature caught in the blast chosen by\r\nthe GM.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10[\/td]\r\n[td]You teleport up to 60 feet to an\r\nunoccupied location you can see. Each\r\ncreature within 5 feet of the destination\r\nmust make a Dexterity saving throw\r\nagainst your spell save DC or take 2d6\r\nforce damage.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11[\/td]\r\n[td]Choose a creature you can see within\r\n60 feet. That creature takes 4d6 necrotic\r\ndamage, and you regain hit points equal\r\nto the necrotic damage dealt.[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12[\/td]\r\n[td]You cast lightning bolt and can add the\r\nDice of Fate to the damage roll.[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]LOADED DICE\r\n[br][\/b]\r\nBy 7th level, you can subtly cheat your dice. Once\r\non each of your turns when you roll a d6, you can\r\nflip the die upside down. Note that on a balanced d6,\r\nthe top and bottom numbers add up to 7, so you can\r\ndetermine the bottom number by subtracting the top\r\nfrom 7.\r\n\r\n[b]TWISTED FATE\r\n[br][\/b]\r\nStarting at 10th level, the winds of chance follow\r\nyour die rolls, rather than vice-versa. When\r\nyou make an attack roll or ability check with\r\ndisadvantage on your turn, you can attempt to invert\r\nfate as a bonus action. Expend a Die of Fate and roll\r\nit; on a 5, you ignore disadvantage on the roll, on a\r\n6, you instead have advantage on the attack roll or\r\nability check.\r\n\r\n[b]ROLL THE BONES\r\n[br][\/b]\r\nBeginning at 15th level, you can channel the chaotic\r\nenergy of your dice in an instant. As a reaction when\r\nyou take damage from a creature you can see, you can\r\nexpend two Dice of Fate to make a Chaos Roll.\r\n\r\n[b]STEAL LUCK\r\n[br][\/b]\r\nStarting at 18th level, when you roll initiative, roll a d6.\r\nYou steal that many Dice of Fate back from the GM.\r\n\r\n[h3]House of Kings[\/h3]\r\nWarmages who train in the House of Kings specialize\r\nin tactics and strategy, learning age-old maneuvers\r\nto give them the edge in combat. Natural-born\r\nleaders, Kings work best with a cadre of supporters\r\nto perform their tactics and overwhelm the enemy.\r\nMoreso than all other warmages, those in the House\r\nof Kings treat life and death as little more than a\r\ngame of strategy to be understood and conquered.\r\n\r\n\r\n[b]BONUS PROFICIENCIES\r\n[br][\/b]\r\nWhen you choose this house at 3rd level, you\r\ngain proficiency with medium armor, battleaxes,\r\nlongswords, tridents, lances, and warhammers.\r\n\r\n[b]BATTLE TACTICS\r\n[br][\/b]\r\nAt 3rd level, you learn stratagems that are fueled by\r\nspecial dice called Battle dice.\r\n[br]\r\nBattle Dice. You have two battle dice, which are\r\nd8s. A battle die is expended when you use it. You\r\nregain all of your battle dice when you take a short or\r\nlong rest, or when you roll initiative.\r\nYour battle die changes and more battle dice\r\nbecome available when you reach certain levels in\r\nthis class, as shown on the table below.\r\n[table]\r\n[tr]\r\n[th]Warmage level[\/th]\r\n[th]Battle Dice[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]2d8[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]3d8[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]3d10[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]4d10[\/td]\r\n[\/tr]\r\n[\/table]\r\n[b]\r\n[br]Using Battle Dice.[\/b] Once per turn, you can\r\nexpend a battle die to perform a stratagem of your\r\nchoice. Your stratagem options are detailed at the\r\nend of the subclass description.\r\n[br]\r\n[b]Saving Throws.[\/b] When a stratagem calls for a\r\nsaving throw to resist its effects, use your spell save\r\nDC.\r\n\r\n[b]LEAD FROM THE FRONT\r\n[br][\/b]\r\nStarting at 7th level, you and each friendly creature\r\nwithin 100 feet that can see you ignores nonmagical\r\ndifficult terrain.\r\n\r\n[b]TACTICAL MASTER\r\n[br][\/b]\r\nStarting at 10th level, friendly creatures within 10 feet\r\nof you add your Intelligence modifier to saving throws\r\nagainst spells and magical effects that deal damage. \r\n\r\n[b]STRATAGEM: CHECKMATE\r\n[br][\/b]\r\nAt 15th level, you learn the following maneuver:\r\nWhen you hit a creature with a weapon or spell\r\nattack, you can use your bonus action and expend a\r\nbattle die to direct one of your companions to strike.\r\nWhen you do so, choose a friendly creature who can\r\nsee or hear you that is within reach of the creature\r\nyou hit. That creature can immediately use its\r\nreaction to make one weapon attack or cast a cantrip\r\nrequiring an attack roll, adding the battle die to the\r\nattack\u2019s damage roll.\r\n\r\n[b]GRANDMASTER\r\n[br][\/b]\r\nBeginning at 18th level, when you roll initiative,\r\nchoose a number of friendly creatures equal to your\r\nIntelligence modifier that can hear or see you to\r\ngain a battle die. Once within the next 10 minutes,\r\nthe creature can roll the die and add the number\r\nrolled to one ability check, attack roll, damage roll,\r\nor saving throw it makes. The creature can wait until\r\nafter it makes the roll before deciding to add the\r\nbattle die, but must decide before the GM declares\r\nthe roll\u2019s outcome. Once the battle die is rolled, it is\r\nlost. A creature can have only one battle die from this\r\nfeature at a time.\r\n\r\n[b]STRATAGEMS\r\n[br][\/b]\r\nThe stratagems are presented in alphabetical order.\r\n\r\n[b]Blitz.[\/b] As a bonus action, when you hit a\r\ncreature with an attack, you can expend one battle\r\ndie to maneuver one of your comrades into a more\r\nadvantageous position. Choose a friendly creature\r\nwho can see or hear you. That creature can use\r\nits reaction to move up to half its speed without\r\nprovoking opportunity attacks from the target of\r\nyour attack.\r\n[br]\r\n[b]Check. [\/b]When you hit a creature with an attack,\r\nas a bonus action you can spend one battle die to\r\nforce that creature to flee. The target must make a\r\nCharisma saving throw. A creature that is immune\r\nto being charmed automatically succeeds this saving\r\nthrow. On a failed save, the target must immediately\r\nuse its reaction, if available, to move up to half its\r\nspeed directly away from you.\r\n[br]\r\n[b]Flash of Brilliance.[\/b] When you make an\r\nIntelligence or Wisdom ability check, you can\r\nexpend and roll one battle die to add its result\r\nto your ability check. You can choose to use this\r\nstratagem after the ability check is rolled but before\r\nthe GM declares whether the result was a success or\r\nfailure.\r\n[br][b]Gambit.[\/b] When you hit a creature with an attack,\r\nyou can expend one battle die to give your allies an\r\nopening. The next creature other than you to make\r\nan attack against the target adds the battle die to their\r\nattack roll.\r\n[br]\r\n[b]Mystic Counsel.[\/b] You can use a bonus action\r\nand expend one battle die to give counsel to a\r\ncreature that can hear you within 30 feet. Once in the\r\nnext minute when the creature makes a saving throw\r\nagainst a spell it can choose to roll the battle die and\r\nadd its result to the saving throw.\r\n[br]\r\n[b]Stalemate. [\/b]When you hit a creature with an\r\nattack, as a bonus action you can expend one battle\r\ndie to hold that creature in place. Until the end of\r\nits next turn, the target can\u2019t willingly move unless it\r\nfirst takes the Disengage action.\r\n\r\n[h3]House of Knights[\/h3]\r\nThe House of Knights have a long and storied\r\ntradition of melding melee combat and swordplay\r\nwith the warmage\u2019s simple spellcasting. Unlike other\r\nwarriors, however, Knights carry neither swords or\r\nshields into combat, for they can forge both out of\r\nmagical force at a moment\u2019s notice.\r\n\r\n[b]BONUS PROFICIENCIES\r\n[br][\/b]\r\nWhen you choose this house at 3rd level, you\r\ngain proficiency with medium armor and martial\r\nweapons.\r\n\r\n[b]FORCE BREASTPLATE\r\n[br][\/b]\r\nAt 3rd level, plates of magical force reinforce your\r\narmor. While you are wearing light or medium\r\narmor or are under the effects of mage armor, you\r\ncan add your Intelligence, rather than your Dexterity,\r\nto your Armor Class.\r\n\r\n[b]MYSTICAL WEAPON\r\n[br][\/b]\r\nAlso at 3rd level, you learn the force weapon cantrip,\r\nwhich does not count against your total number of\r\ncantrips known. Additionally, on your turn when you\r\nwould draw a weapon, you can summon a simple or\r\nmartial weapon, made entirely of magical force, to\r\nyour empty hand. This weapon counts as magical for\r\nthe purposes of overcoming resistance and immunity\r\nto nonmagical attacks and damage. This weapon\r\nvanishes if it leaves your hand.\r\n\r\n[b]FLURRY OF BLADES\r\n[br][\/b]\r\nBeginning at 7th level, when you cast a cantrip which\r\nallows you to make multiple spell attacks, such as\r\nforce weapon or magic daggers, you can use your\r\nbonus action to make one additional spell attack.\r\n\r\n[b]KNIGHT'S WARD\r\n[br][\/b]\r\nStarting 10th level, you learn to forge a hardened\r\nmagical barrier between you and your foes. As a\r\nbonus action on your turn, you can gain a number\r\nof temporary hit points equal to twice your warmage\r\nlevel, which last for 1 minute.\r\n[br]\r\nOnce you use this feature, you can\u2019t use it again\r\nuntil you finish a short or long rest.\r\n\r\n[b]TACTICAL MANEUVER\r\n[br][\/b]\r\nAt 15th level, you can spend your entire movement\r\nto teleport up to half your movement speed to a\r\nlocation you can see.\r\n\r\n[b]FIELD OF BLADES\r\n[br][\/b]\r\nStarting at 18th level, you can summon a whirlwind\r\nof mystical weapons, striking at a legion of foes in\r\na single swipe. As an action on your turn, you can\r\nchoose up to 5 creatures you can see within 30 feet.\r\nMake a single melee spell attack against each target.\r\nOn a hit, a target takes 2d10 + your Intelligence\r\nmodifier force damage.\r\n\r\n[h3]House of Lancers[\/h3]\r\nWarmages who join the House of Lancers are trained\r\nin fluid martial arts and meditative asceticism,\r\nmelding the stoic discipline of monks with potent\r\nspellcasting. As such, they are unarmed elemental\r\nwarriors, self-reliant and capable of feats no monk or\r\nwarmage could hope to match. However, Lancers are\r\nnotoriously neutral in almost all matters, and stand\r\napart from the politics of the other Houses.\r\nLancers derive their name from an ancient\r\nprecursor to the pawn, a piece remembered only in\r\nearly variants of chess. Remote monasteries still play\r\nusing this ancient set of rules: a smaller board, fewer\r\npieces, and lancers replacing the dutiful pawns. It is a\r\nrelic from a forgotten age, rife with symbolism.\r\n\r\n[b]INTERCEPT TECHNIQUE\r\n[br][\/b]\r\nStarting when you choose this house at 3rd level, you\r\nadopt the monastic principle of offensive protection.\r\nWhile you are unarmored or are under the effects of\r\nmage armor, you can add your Intelligence, rather\r\nthan your Dexterity, to your Armor Class.\r\n\r\n[b]HAND-TO-HAND ARCANA\r\n[br][\/b]\r\nAlso at 3rd level, you learn the Lancer\u2019s secret\r\nunarmed combat technique, granting you the\r\nfollowing benefits:\r\n[ul]\r\n[li]You can use Intelligence instead of Strength for the attack and damage rolls of your unarmed strikes.[\/li]\r\n[li]Your unarmed strikes count as melee weapons for the purposes of warmage spells.[\/li]\r\n[li]Your unarmed strikes deal 1d6 bludgeoning damage.[\/li]\r\n[\/ul]\r\n\r\n[b]SHOCK TROOPER\r\n[br][\/b]\r\nStarting at 3rd level, can rapidly close the distance\r\nbetween you and your foes. Whenever you make a\r\nmelee attack on your turn against a creature you can\r\nsee, you can lunge up to 15 feet toward your target\r\nbefore making the attack. This movement doesn\u2019t\r\nprovoke opportunity attacks. You can perform this\r\nmovement even if it causes you to travel through the\r\nair, though you fall after making the attack if you do\r\nnot land on solid ground.\r\n\r\n[b]MYSTICAL PHYSICALITY\r\n[br][\/b]\r\nStarting at 7th level, whenever you make a Strength,\r\nDexterity, or Constitution check, you can use your\r\nIntelligence modifier instead of the normal modifier.\r\nIn addition, moving through rough terrain no\r\nlonger costs you additional movement.\r\n\r\n[b]DEFLECT ENERGY\r\n[br][\/b]\r\nBy 10th level, you can deflect bolts of energy with\r\nyour bare hands. As a reaction when you are hit by a\r\nranged spell attack or a ranged weapon attack which\r\ndeals cold, fire, force, lightning, necrotic, or radiant\r\ndamage, you can use your reaction to deflect the\r\nbolt. The damage you take from the attack is reduced\r\nby 1d10 + your Intelligence modifier + half your\r\nwarmage level (rounded down).\r\n\r\n[b]IMPROVED SHOCK TROOPER\r\n[br][\/b]\r\nStarting at 15th level, you can lunge up to 30 feet\r\nusing your Shock Trooper ability. This movement\r\ncauses you to teleport through creatures and objects,\r\nblinking to the target in an instant. You can\u2019t end\r\nyour movement in an occupied space.\r\n\r\n[b]FLURRY OF SPELLS\r\n[br][\/b]\r\nStarting at 18th level, you can cast spells with\r\nsuperhuman speed. As an action, you can expend\r\na use of your Arcane Surge ability to cast three\r\ndifferent cantrips which have a casting time of 1\r\naction or 1 bonus action. You can\u2019t use your Arcane\r\nSurge feature on any of these cantrips.\r\n\r\n[h3]House of Pawns[\/h3]\r\nBy far the most prominent warmage House is that\r\nof the Pawns. Warmages which join the House of\r\nPawns learn to stretch their skill with cantrips to its\r\nlimits. Pawns can master any cantrip or trick known\r\nto the other warmage houses, for they embody the\r\nadaptability all warmages aspire to.\r\n\r\n[b]PROMOTION\r\n[br][\/b]\r\nWhen you choose this house at 3rd level, you gain\r\nthe adaptability of the quintessential warmage.\r\nYou learn one warmage trick of your choice, which\r\ndoesn\u2019t count against your total number of warmage\r\ntricks known. Additionally, whenever you learn a\r\nwarmage trick, you can learn tricks which have the\r\nHouse of Bishops, House of Kings, House of Knights,\r\nor House of Rooks as a prerequisite, so long as you\r\nmeet all of the tricks other prerequisites.\r\n\r\n[b]ADAPTIVE ARCANIST\r\n[br][\/b]\r\nAlso at 3rd level, you learn to emulate the spellcasting\r\nprowess of other warmages. When you finish a short\r\nor long rest, choose one warmage cantrip. You learn\r\nthis cantrip, which doesn\u2019t count against the total\r\nnumber of warmage cantrips you can learn, until you\r\nchoose a different one with this feature.\r\n\r\n[b]PAWN STORM\r\n[br][\/b]\r\nBeginning at 7th level, when you cast a cantrip\r\ntargeting a creature, you don\u2019t provoke opportunity\r\nattacks from that creature for the rest of the turn,\r\nwhether you deal damage using the cantrip or not.\r\n\r\n[b]ADDITIONAL ARCANE FIGHTING STYLE\r\n[br][\/b]\r\nAt 10th level, you can choose a second option from\r\nthe Arcane Fighting Style class feature.\r\n\r\n[b]OPENING MOVE\r\n[br][\/b]\r\nStarting at 15th level, you can add your Intelligence\r\nmodifier to your initiative rolls. Additionally, when\r\nyou roll initiative and you are not surprised, you can\r\nmove up to your movement speed.\r\n\r\n[b]FUNDAMENTAL MASTERY\r\n[br][\/b]\r\nStarting at 18th level, your magic always finds its way\r\nto your foes most vulnerable spots. Once on each\r\nturn when you roll damage for a warmage cantrip,\r\nyou can choose to replace one damage die roll with\r\nthe maximum possible result.\r\n\r\n[h3]House of Rooks[\/h3]\r\nThe clandestine members of the House of Rooks\r\nmake adept spies, assassins, and scouts, though\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a long rest.\r\nthey might just as easily pick up jobs run by rogues\r\nand brigands. In addition to their suite of cantrips,\r\nRooks are light on their feet and know a few tricks to\r\nmagically open doors in utter silence.\r\n\r\n[b]ROOK STRIKE\r\n[br][\/b]\r\nStarting you choose this house at 3rd level, as a\r\nbonus action, you can gain advantage on the next\r\nspell attack roll you make on your turn. Alternatively,\r\nyou can impose disadvantage on a saving throw a\r\ncreature makes against a warmage spell you cast\r\nbefore the end of your turn.\r\nOnce you use this ability, you can\u2019t use it again\r\nuntil you finish a short or long rest, or you use a\r\ncantrip to reduce a creature to 0 hit points.\r\n\r\n[b]RASP\r\n[br][\/b]\r\nStarting at 3rd level, you can cast the knock spell at\r\nwill without using a spell slot or spell components.\r\nWhen you cast the spell using this ability, the\r\ncasting time is increased to 1 minute and the spell is\r\ncompletely silent.\r\n\r\n[b]ARCANE ACROBAT\r\n[br][\/b]\r\nBeginning at 7th level, you can add your Intelligence\r\nmodifier to all Dexterity checks you make.\r\nAdditionally, while you are conscious, you ignore\r\nfalling damage from falling any distance shorter\r\nthan 60 feet. Subtract 60 feet from the distance fallen\r\nwhen calculating falling damage from further drops.\r\n\r\n[b]FLEETING DECOY\r\n[br][\/b]\r\nAt 10th level, as a reaction when you take damage\r\nfrom a creature you can see, you raise a defensive\r\nillusion to protect you from further harm. Attacks\r\nmade against you have disadvantage until the\r\nbeginning of your next turn.\r\n\r\n[b]ELUSIVE STEP\r\n[br][\/b]\r\nBy 15th level, you\u2019re extremely difficult to pin down.\r\nIf you move more than 15 feet on your turn, any\r\nadditional movement you make does not provoke\r\nopportunity attacks.\r\n\r\n[b]FLASH OF FEATHERS\r\n[br][\/b]\r\nStarting at 18th level, you can vanish without a trace,\r\nslip behind enemy lines, and dive in for the kill. You\r\ncan cast the invisibility spell once, targeting yourself\r\nonly, without using a spell slot or spell components.\r\nWhile you are invisible, your movement speed is\r\ndoubled, and you can make one attack or cast one\r\nwarmage cantrip without ending the spell.\r\nOnce you use this feature, you can\u2019t use it again\r\nuntil you finish a short or long rest.","table_data":"LEVEL | PROFICIENCY BONUS | FEATURES | CANTRIPS KNOWN | CANTRIP BONUS DICE | TRICKS KNOWN\r\n1st | +2 | Spellcasting, Arcane Initiation, Arcane Fighting Style | 4 | 0 | \u2014\r\n2nd | +2| Warmage Edge, Warmage Tricks | 4 | 0 | 2\r\n3rd | +2 | Warmage House | 5 | 0 | 3\r\n4th | +2 | Ability Score Improvement | 5 | 0 | 3\r\n5th | +3 | Arcane Surge | 6 | 1 | 4\r\n6th | +3 | Tactical Insight | 6 | 1 | 4\r\n7th | +3 | Warmage House feature | 6 | 1 | 5\r\n8th | +3 | Ability Score Improvement | 6 | 1 | 5\r\n9th | +4 | \u2014 | 7 | 1 | 6\r\n10th | +4 | Warmage House feature | 7 | 1 | 6\r\n11th | +4 | Arcane Surge improvement |7 | 2 | 7\r\n12th | +4 | Ability Score Improvement | 7 | 2 | 7\r\n13th | +5 | \u2014 | 8 | 2 | 8\r\n14th | +5 | Strategic Deflection | 8 | 2 | 8\r\n15th | +5 | Warmage House feature | 8 | 2 | 9\r\n16th | +5 | Ability Score Improvement | 8 | 2 | 9\r\n17th | +6 | \u2014 | 9 | 3 | 10\r\n18th | +6 | Warmage House feature | 9 | 3 | 10\r\n19th | +6 | Ability Score Improvement | 9 | 3 | 10\r\n20th | +6 | Master Warmage | 10 | 3 | 10","source":"VSS","jsondata":"","tags":"","templateId":"5460","blockId":"1043924","world":"d194c924-ea68-4f59-94f7-49b4fbf38da0","folder":"15334","isShared":"on"}