Warmage (4e Class)

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Warmage[edit]

Warmage from 3.5 Supplement, Complete Arcane
My mind and body are equally trained, but the question you should be asking yourself is how long you have to live.
Class Traits
Role: Controller. You are as perfectly able to offer ranged support to your comrades as you are able to lead the offensive, weapon blazing with power and a presence that demands to be answered by your foes; all the while, however, you're tweaking the odds in your favor whether by manipulating the battlefield or the enemies themselves.
Power Source: Arcane. You channel the Arcane to bolster your and your allies' positions while not neglecting your martial heritage. To you, magic is a tool to produce outcomes in battle no amount of martial training could allow.
Key Abilities: Intelligence, Wisdom, Dexterity or Strength
Armor Proficiencies: Cloth, leather, hide, chainmail
Weapon Proficiencies: Simple melee, military melee
Implements: Any melee weapon. Your weapon adds its enhancement bonus to attack rolls and damage rolls and any extra damage granted by a property (if applicable) when used as an implement. You do not gain your weapon proficiency bonus to the attack roll when using your weapon as an implement.
Bonus to Defense: +1 Reflex, +1 Will
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 + Constitution modifier
Trained Skills: Arcana.  From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Athletics (Str), Diplomacy (Cha), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Perception (Wis)
Build Options: Warmage magister, warmage spellblade, warmage warder
Class Features: Arcane Affinity, Empowered Orbs, Mystic Orb

Warmages are trained in both swordsmanship and the arcane. Having spent years of their life on perfecting both simultaneously, they are neither the experts of swordplay that Rogues are, nor are they the masters of magic Wizards oft claim to be. However, to their advantage, they need no awkward and shrewd implements to focus their spells, as they can more readily use their weapons instead. Clever in their use of the battlefield, and their power to manipulate it if the need arises, warmages can exchange blows with the toughest of opponents while ripping them to shreds with their arcane power.

As a warmage, you will be a true spectacle: Offering both spell and sword, there will be numerous ways for you to dismember and disintegrate your foes. Whether you are a true student of the Arcane and seek to further your knowledge in the arts or are merely a wandering mercenary with a hidden power, you possess the potential to topple dynasties or forge the destinies of kings - or perhaps you will become a king in your own right.

Whatever the path, the goal is simple to you: Superiority in versatility. Who will bend to your will, and who will break before it?

Warmage Overview

Characteristics: You combine hard-hitting physical attacks with vicious magic effects, ranging from flaming pillars engulfing sections of the battlefield to weapon enchantments reinforcing your physical attacks with mystic powers.
Religion: Warmages favor deities of arcane power, knowledge, battle, and speed. These include Avandra, Corellion, Erathis, Ioun, and Kord. Evil warmages may find themselves in the service of Bane, Lolth, Vecna, and Zehir.
Races: Any race can become a Warmage, however, those with higher sensitivity to the Arcane drift towards this class more often than others.

Creating a Warmage[edit]

Epic Warmage

Warmages have an array of focused abilities, most of which are categorized into one of three character builds: Warmage magister, warmage spellblade, and warmage warder. Every warmage relies upon Intelligence for the majority of their damage, with secondary emphasis on Strength or Dexterity or Wisdom, primarily based on character build and power choice.

Warmage Magister[edit]

Your preferred powers are those that cause the most havoc among your enemies: Tendrils of lightning that lash out and shift from foe to foe, displacing each in turn; shards of earth jutting from below your opponents' feet, separating groups with walls of rock; ripples of arcane force knocking enemies to the ground. Wisdom amplifies the effects of powers that manipulate the battlefield and movements of your enemies, so it should be your highest ability score. Intelligence increases your offensive powers' damage dealing capabilities, so make it your second highest score. Your third highest score should be Strength or Dexterity, as it increases the damage of your basic attacks. Select powers that help you control the flow of battle by waylaying your enemies and making good use of your high Wisdom score.

Suggested Feat: Improved Initiative (Human Feat: Human Perseverance)
Suggested Skills: Arcana (Int), Diplomacy (Cha), Endurance (Con), Insight (Wis)
Suggested At-Will Powers: Mystic Blast, Mystic Strike
Suggested Encounter Power: Faultline
Suggested Daily Power: Zone of Frost
Warmage Spellblade[edit]

Your true prowess involves dealing lots of damage to as many targets as possible. Engulfing areas of the battlefield in flame or bathing them in the unbearable force of arcane explosions is your forte. Intelligence is - by far - your most beneficial ability score; the more damage, the better. Coming in a close second is Strength or Dexterity; increasing the throughput of even non-magical abilities is very important. Wisdom pulls in third, as impairing the advances of already obliterated targets is highly unnecessary. Select powers that really dish out the damage and make your high Intelligence score work wonders for you.

Suggested Feat: Weapon Focus (Human Feat: Action Surge)
Suggested Skills: Arcana (Int), Athletics (Str), Endurance (Con), Perception (Wis)
Suggested At-Will Powers: Arcane Strike, Force Strike
Suggested Encounter Power: Mystic Torrent
Suggested Daily Power: Cindershards
Warmage Warder[edit]

You revel in always keeping the advantage in battle, moving seamlessly through a crowded war-zone while upheaving columns of stone, slamming great pillars of fire into the ground, freezing clumped enemies in place, and always keeping one step ahead of your foes. Intelligence affects your damage-dealing powers the most, so it should be your highest ability score. Second should be your Wisdom score, as it increases the effectiveness of your movement impairing powers and your powers focused around your own mobility. Strength or Dexterity should be your third highest, as it increases the damage of your basic attacks. Select powers that keep your mobility high and your foes at bay, whether through damage or manipulation.

Suggested Feat: Mobility (Warmage) (Human Feat:Human Perseverance)
Suggested Skills: Arcana (Int), Athletics (Str), Insight (Wis), Perception (Wis)
Suggested At-Will Powers: Arcane Weapon, Mystic Blast
Suggested Encounter Power: Phase Strike
Suggested Daily Power: Implosion

Implements[edit]

Warmages wield all kinds of weapons - from the greataxe to the flail or rapier - so there isn't always a free hand to fiddle about with, fumbling over more strictly arcane instruments. Luckily for warmages, they've developed a method of using their wielded weapons as implements in addition to any orb, rod, or staff they can get their hands on, adding their magical enhancement bonus to attack and damage rolls of spells that have the implement keyword.

Warmage Powers[edit]

Your powers consist of both martial and magical exploits, achieved by contemplation and experimentation. Some powers focus on controlling the battlefield, while others focus more on destroying enemies directly. It is suggested to mix and match these diverse powers, but they are ultimately yours to choose from.

Whether trained or innate, the Warmage's powers leave others in stark awe at their applications. It's all about manipulation and pulling the right strings, then every puzzle piece falls into place.

Heroic Warmage[edit]

Level Feats Known Class Features and Powers
1 1 Arcane Implement Specialization
Arcane Affinity
Mystic Orb
Empowered Orbs
At-Will Powers
2 +1 Utility Power
3 Encounter Attack Power
4 +1 Ability score increase
5 Daily Attack Power
6 +1 Utility Power
7 Encounter Attack Power
8 +1 Ability score increase
9 Daily Attack Power
10 +1 Utility Power

Level 1: Arcane Implement Specialization[edit]

You are adept at using both weapons and arcane implements in your spells, but are more effective at one kind of implement combat in particular.
Benefit: Choose one of the following specializations.

Rod of Deception[edit]

Once per encounter as a free action, you may increase the amount of squares you move through the effects of one of your powers by an amount equal to your Wisdom modifier. In addition, you gain +1 bonus to AC, as your image is slightly blurred from reality while holding a rod. You must wield a rod to benefit from this feature. This form of specialization is good for warmage warders because it increases personal mobility and defense without reducing the impact of offensive capability and control.

Orb of True Imposition[edit]

Your Orb is not required to be held in your hands to use its magical enhancement bonus or effects and instead floats around you as one of your Mystic Orbs and can be Empowered like a normal Mystic Orb. This Orb cannot be destroyed by warmage spells and, once per encounter as a free action, you may increase the displacement of any foe affected by your powers by an amount of squares equal to your Wisdom modifier. You must wield an orb to use this ability. Warmage magisters benefit the most from this specialization, as it improves the effectiveness of abilities that displace your foes.

Mystic Weapon Mastery[edit]

Once per day as a free action, you gain a bonus to a single attack and damage roll equal to your Intelligence modifier. Once per encounter as a free action, you gain a bonus to a single damage roll equal to your Strength or Dexterity modifier. You can declare this bonus before or after an attack roll and you must be wielding a staff or other melee weapon to benefit from these features. This form of mastery is useful for warmage spellblades, as their interests lie in dealing as much damage as possible, regardless of the enemy's position or their own.

Level 1: Arcane Affinity[edit]

Benefit: You gain the arcane affinity power.

Arcane Affinity Warmage Class Feature
You halt a foe's magic in its tracks and use it to Empower one of your Mystic Orbs.
Daily Star.gif Arcane
Special: At 1st level, choose a keyword from the following list to be used for the trigger of this power. Once you make that choice, you can’t change it later.
  • Acid
  • Cold
  • Fire
  • Force
  • Lightning
  • Immediate Reaction Personal
    Trigger: An attack with the chosen keyword includes you as a target.
    Effect: Until the beginning of your next turn, successfully defending against an attack that would trigger this power allows you to completely nullify the attack's effects along with any damage it may have caused and use your Empower Orb ability as a free action on one of your Mystic Orbs.


    Level 1: Mystic Orb[edit]

    Using the mystic orb ability, warmages can summon multiple floating orbs to aid in the execution of some of their more elaborate displays of power.
    Benefit: You gain the mystic orb power.

    Mystic Orb Warmage Class Feature
    With a wave of your hand you conjure a Mystic Orb to float about you.
    At-Will Star.gif Arcane, Conjuration
    Minor Action Ranged 15
    Effect: Conjures a Mystic Orb to an adjacent square or your own. As a free action, you may move any orb you created with this ability up to 15 squares from your current position. You may have up to three summoned at any time. As a free action you may unsummon any number of these orbs. Mystic Orbs summoned by this ability last until you take an extended rest.
    11th Level: The maximum amount of orbs created by this power you may have under your control increases to four.
    21st Level: The maximum increases to five.


    Level 1: Empowered Orbs[edit]

    Warmages have found many ways to get the most out of their arcane magics. One way to make the most use of the magic around them is to Empower one of their Mystic Orbs. Doing this causes the Empowered Orb, when used in a spell, to increase that spell's chance to hit. Another way to get that last drop of arcane power is to fully utilize the leftover energies of one of their Empowered Mystic Orbs.
    Benefit: You gain the empower orb power. In addition, choose either power of the force magi or power of the phase magi.

    Empower Orb Warmage Class Feature
    Embedding latent arcane energies into one of your Mystic Orbs, you Empower it, causing it to pulse with power.
    At-Will Star.gif Arcane
    Standard Action Personal
    Effect: Changes one of your Mystic Orbs into an Empowered Mystic Orb. Empowered Mystic Orbs act just like Mystic Orbs, but add a +1 power bonus to a spell's attack and damage rolls when used in a spell. At level 11, this bonus increases to +2. At level 21, this bonus increases to +3.


    Power of the Force Magi[edit]

    Benefit: After using an Empowered Mystic Orb in a spell, you may choose to lash out at an enemy within 15 squares, sliding them an amount of squares equal to your Wisdom modifier.

    Power of the Phase Magi[edit]

    Benefit: After using an Empowered Mystic Orb in a spell, you may choose to absorb the residual energies, phasing an amount of squares equivalent to your Wisdom modifier.

    Level 1: At-Will Powers[edit]

    From the very first days of your training, you felt arcane power come alive within you. In combat, you protect yourself now with that power, unleashing attacks as deadly as any weapon.
    Benefit: You gain two of the following powers.


    Arcane Strike Warmage Attack 1
    You channel the arcane into your attack, accurately pummeling your foe with its force.
    At-Will Star.gif Arcane, Force, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Intelligence +2 Vs. AC
    Hit: 1[W] + Intelligence modifier force damage.
    Increase damage caused to 2[W] + Intelligence modifier force damage at 21st level.


    Force Strike Warmage Attack 1
    Arcane power flows through your strike and into your opponent, pushing them away.
    At-Will Star.gif Arcane, Force, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Intelligence Vs. Fortitude
    Hit: 1[W]+Intelligence modifier damage and you push the target one square.
    Increase damage caused to 2[W]+Intelligence modifier damage at 21st level.


    Mystic Strike Warmage Attack 1
    Arcane energy flows through you, shifting your form as you strike your enemy.
    At-Will Star.gif Arcane, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Intelligence Vs. AC
    Hit: 1[W] + Intelligence modifier damage
    Effect: You shift one square after attacking your target.
    Increase damage caused to 2[W] + Intelligence modifier damage at level 21.


    Arcane Weapon Warmage Attack 1
    You focus for a moment to empower your weapon with raw magic, increasing its power and releasing residual energies into your surroundings.
    At-Will Star.gif Arcane, Force, Implement
    Standard Action Close burst 1
    Target: All enemies within burst
    Attack: Intelligence Vs. Reflex
    Hit: 1d6 + Intelligence modifier force damage
    Increase damage to 2d6 + Intelligence modifier at 21st level.
    Effect: Enchants your equipped weapon to cause an additional 1d4 of force damage on a successful melee attack, increasing to 2d4 force damage at 21st level. This effect lasts until the end of your next turn.
    Sustain Minor: The effect continues until the end of your next turn.


    Mystic Blast Warmage Attack 1
    You channel a blast of arcane energy towards an enemy and use its magic to alter the flow of battle.
    At-Will Star.gif Arcane, Implement
    Standard Action Ranged 10
    Target: One creature
    Attack: Intelligence Vs. Fortitude
    Hit: 1d8 + Intelligence modifier damage and choose one of the following: Push the target 1 square or shift 1 square.
    Increase damage to 2d8 + Intelligence modifier at 21st level.
    Special: This power counts as a ranged basic attack. When a power allows you to make a ranged basic attack, you can use this power.


    Level 1: Encounter Power[edit]

    Your at-will attack powers are the most accessible part of your arcane arsenal. However, they represent only a small portion of your increasing power.
    Benefit: You gain one of the following powers.

    Faultline Warmage Attack 1
    You strike the ground beneath you, sending a line of force through the earth to your target, upheaving stone and soil to form a stalwart wall.
    Encounter Star.gif Arcane, Conjuration, Implement
    Standard Action Area wall 6 within 10 squares (Special)
    Special: The number of squares the wall is able to occupy and the range at which the wall's origin can be set is increased by an amount of squares equal to your Wisdom modifier.
    Target: Each creature adjacent to wall
    Attack: Intelligence Vs. Reflex
    Hit: 2d8+Intelligence modifier damage
    Effect: You upheave a solid wall of contiguous squares packed of stone and soil. Any creature adjacent to the wall at its creation will be considered a target of its initial attack. The wall blocks line of sight and prevents movement. No creature can enter a square containing the wall.
    Special: As a standard action, a creature can attack one square of the wall. Each square has 15 hit points. If not destroyed, the wall is permanent.


    Frostshade Warmage Attack 1
    You quickly expel a frozen surge of wind from your body, damaging enemies and ensuring your safety should any of them retaliate.
    Encounter Star.gif Arcane, Cold, Implement
    Standard Action Close burst 1
    Target: Each enemy in burst
    Attack: Intelligence Vs. Reflex
    Hit: 2d6+Intelligence modifier cold damage.
    Effect: If a target attempts to attack you before the end of your next turn, you may shift a number of squares equal to your Wisdom modifier.


    Mystic Torrent Warmage Attack 1
    A twisting vortex of arcane power envelops you, repelling your enemies with immense force.
    Encounter Star.gif Arcane, Force, Implement
    Standard Action Close burst 2
    Target: Each enemy in burst
    Attack: Intelligence Vs. Fortitude
    Hit: 2d4+Intelligence modifier force damage and target is pushed up to an amount of squares equal to your Wisdom modifier.
    Miss: Target is pushed up to an amount of squares equal to half of your Wisdom modifier away.


    Phase Strike Warmage Attack 1
    You strike at your foe before our body shifts out of phase with the world, teleporting you a short distance away. The residual energies of your movement reach out and disperse on your enemy, pushing them away from you.
    Encounter Star.gif Arcane, Teleportation, Weapon
    Standard Action Melee weapon
    Target: One creature
    Attack: Intelligence Vs. Fortitude
    Hit: 2[W] + Intelligence modifier damage
    Effect: You can teleport up to an amount of squares equal to your Wisdom modifier. Your target is pushed the same amount of squares your teleport.


    Surefire Flame Warmage Attack 1
    Flames engulf your weapon as you point it towards your enemies and the ground beneath them erupts in a pillar of fire.
    Encounter Star.gif Arcane, Fire, Implement
    Standard Action Area burst 2 within 15 squares
    Target: Each creature in burst
    Attack: Intelligence +2 Vs. Reflex
    Hit: 1d6+Intelligence modifier fire damage and ongoing 4(save ends)
    Effect: The burst ignites the area in arcane fire, lasting until the end of your next turn. Any creature that enters the area or starts its turn within it takes 1d4 fire damage. You can dismiss the effect as a minor action.


    Level 1: Daily Power[edit]

    Your most potent exploits drain you each time they are channeled and released. These are your daily attack powers—arcane magic so devastating that only an extended rest can replenish it.

    Cindershards Warmage Attack 1
    You move one of your Mystic Orbs in front of you and - with your weapon engulfed in arcane fire - slash it in two. The pieces fly apart and shatter on the ground, setting it ablaze.
    Daily Star.gif Arcane, Fire, Implement
    Standard Action Close blast 3 (Special)
    Special: This power generates two separate blast areas. These areas may overlap, but only partially. Overlapping blast areas are considered difficult terrain and creatures entering or starting their turn within them suffer 1d4 fire damage in addition to this power's normal effects.
    Target: Each enemy in blast
    Attack: Intelligence Vs. Reflex
    Hit: 1d4+Intelligence modifier fire damage.
    Effect: The blast creates an area of flame. If a creature moves into a square adjacent to the blast zone or starts its turn in a square adjacent to the blast zone, it takes 1d4+Intelligence modifier fire damage. If a creature moves into the blast zone or starts its turn within the blast zone, the creature takes 2d4+Intelligence modifier fire damage. Entering a square occupied by the blast zone costs 1 extra square of movement.
    Sustain Minor: The effect persists.
    Special: The Mystic Orb used for this power is destroyed.


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    Implosion Warmage Attack 1
    You destroy one of your Mystic Orbs, collapsing it in upon itself and crashing nearby enemies into each other.
    Daily Star.gif Arcane, Implement, Mystic Orb
    Standard Action Area burst 3 within 10 squares
    Target: Each creature within burst
    Attack: Intelligence Vs. Reflex
    Hit: Target is pulled 3 squares towards the burst's origin.
    Miss: Target is pulled one square toward the burst's origin.
    Effect: If a target's destination square would be inhabited by another target either before, during, or after the pull, both suffer 1d6 damage per square pulled and are knocked prone in a random square within burst.
    Special: The Mystic Orb used for this power is destroyed.


    Stormsphere Warmage Attack 1
    One of your Mystic Orbs grows in size and fills an area, shocking enemies caught within before it dissipates in an explosion of electricity.
    Daily Star.gif Arcane, Implement, Lightning
    Standard Action Area burst 2 within 15 squares
    Primary Target: Each creature in burst
    Attack: Intelligence Vs. Reflex
    Hit: 1d10+Intelligence modifier lightning damage.
    Miss: Half damage.
    Secondary Target: All creatures within burst
    Secondary Attack: Intelligence + 3 Vs. Reflex.
    Hit: 1d6+Intelligence modifier lightning damage.
    Special: The Mystic Orb used for this power is destroyed.


    Zone of Frost Warmage Attack 1
    You destroy one of your Mystic Orbs with a ray of frost, launching shards of ice into the air and leaving behind a fine mist of snow and ice, covering the area.
    Daily Star.gif Arcane, Cold, Implement
    Standard Action Area burst 4 within 15 squares
    Target: Each creature in burst.
    Attack: Intelligence Vs. Reflex
    Hit: 1d8+Intelligence modifier cold damage and the target is knocked prone.
    Miss: Half damage.
    Effect: A fine mist and layer of ice cover the area of effect until the end of your next turn. Any creature entering the area or starting its turn within the area is subject to another attack. You can dismiss the cloud as a minor action.
    Sustain Minor: The effect persists.
    Special: The Mystic Orb used for this power is destroyed.


    Level 2: Utility Power[edit]

    Benefit: You gain one of the following utility powers.

    Arcane Tyrant Warmage Utility 2
    Overloading yourself with arcane energy, you make a mad dash in front of you, knocking opponents out of the way.
    Encounter Star.gif Arcane
    Move Action Personal
    Effect: You can move your speed and attempt to force rush any enemies adjacent to your path. Performing a successful force rush against your enemies in this manner does not end your move action; however, a failed force rush will end your move action.
    Force Rush: Make an Intelligence attack vs. Fortitude defense. Hit: Push the target 1 square and you may shift into the vacated space.


    Ephemeral Pulse Warmage Utility 2
    You emit a quick blast of arcane energy after taking a blow, knocking your foes back with great force and giving you enough room to plan your next move.
    Daily Star.gif Arcane
    Immediate Reaction Close burst 2
    Trigger: You are hit by an attack.
    Target: Each enemy in burst
    Effect: The target is pushed a number of squares equal to your Wisdom modifier and rolls a Reflex saving throw against your Intellect. If it fails, it is knocked prone.


    Ethereal Riposte Warmage Utility 2
    You raise a large, ghostly hand to retaliate against an enemy and draw them to you.
    Daily Star.gif Arcane
    Immediate Reaction Ranged 10
    Trigger: An enemy misses you with a melee attack or ranged attack.
    Effect: Slide the enemy into a square adjacent to you. You are able to shift one square. This power does not provoke opportunity attacks.


    Level 3: Encounter Attack Power[edit]

    Benefit: You gain one of the following encounter attack powers.

    Coldwing's Grasp Warmage Attack 3
    A frozen hand covered in shards of ice and surrounded by mist bursts forth from your weapon and seeks out its target, freezing it in its grasp.
    Encounter Star.gif Arcane, Cold, Implement
    Standard Action Ranged 15
    Target: One creature
    Attack: Intelligence Vs. Fortitude
    Hit: 1d6+Intelligence modifier cold damage, and ongoing 3 cold damage (save ends).
    Effect: Target is immobilized until the end of your next turn.


    Searing Flame Warmage Attack 3
    Your weapon channels forth a hot gout of fire, searing your target and engulfing your weapon in flames.
    Encounter Star.gif Arcane, Fire, Implement
    Standard Action Ranged 20
    Target: One creature.
    Attack: Intelligence Vs. Reflex
    Hit: 2d6+Intelligence modifier fire damage and ongoing 5 fire damage (save ends).
    Effect: Your next attack with your weapon deals an additional 1d6 fire damage. At level 16, this bonus increases to 1d8 fire damage.
    Sustain minor: The effect persists.


    Toban's Jolt Warmage Attack 3
    You send numerous tendrils of lightning in front of you, forcing away those who suffer from their shock and making you more evasive for each foe left untouched.
    Encounter Star.gif Arcane, Implement, Lightning
    Standard Action Close blast 4
    Target: Each creature in blast
    Attack: Intelligence Vs. Reflex
    Hit: 2d6+Intelligence modifier lightning damage and target is pushed a number of squares equal to your Wisdom modifier.
    Miss: You may shift a number of squares equal to your Wisdom modifier.


    Level 4: Ability Score Increase[edit]

    Your constant training hones your body and mind.
    Benefit: You increase two ability scores of your choice by 1.

    Level 5: Daily Attack Power[edit]

    Benefit: You gain one of the following daily attack powers.

    Ephemeral Grasp Warmage Attack 5
    You reform a Mystic Orb into a mass of writhing energy and send it towards your foes, lashing out and leashing them to the ground.
    Daily Star.gif Arcane, Force, Implement
    Standard Action Area burst 3 within 15 squares
    Target: All creatures in burst
    Attack: Intelligence Vs. Fortitude
    Hit: 2d8+Intelligence modifier force damage and the mass of energy grabs the target. If the target attempts to escape, the mass of energy uses your Fortitude or Reflex defense.
    Miss: Half damage and the target is immobilized (save ends).
    Special: The Mystic Orb used for this power is destroyed.


    Force Weapon Warmage Attack 5
    One of your Mystic Orbs merges with your weapon and pulses with arcane energy, resonating off of your enemies to grant your current weapon increased power.
    Daily Star.gif Arcane, Force, Implement
    Standard Action Close blast 4
    Target: All creatures within blast
    Attack: Intelligence Vs. Reflex
    Hit: 3d6 + Intelligence modifier force damage
    Effect: Enchants your weapon to cause an additional 2d4 of force damage on a successful hit. Each target hit increases this bonus by an additional 1d4. After the end of each of your turns, this bonus is reduced by 1d4, until it no longer provides an increase in damage.
    Special: The Mystic Orb used for this power is destroyed.


    Explosion Warmage Attack 5
    Your chosen Mystic Orb glows red with fire as it explodes on the spot, bathing nearby enemies in its flame.
    Daily Star.gif Arcane, Fire, Implement
    Standard Action Area burst 3 within 15 squares
    Target: Each creature in burst.
    Attack: Intelligence Vs. Reflex
    Hit: 2d6+Intelligence modifier fire damage and the target is pushed an amount of squares equal to your Wisdom modifier.
    Miss: Half damage and target is pushed an amount of squares equal to one half of your Wisdom modifier.
    Special: The Mystic Orb used for this power is destroyed.


    Game of Stones Warmage Attack 5
    You fracture one of your Mystic Orbs into four arcane-infused rocks and hurl them at your enemies, each stone exploding on impact.
    Daily Star.gif Arcane, Force, Implement
    Standard Action Ranged 20
    Primary Target: One, two, three, or four creatures
    Attack: Intelligence Vs. Reflex, a total of four attacks.
    Hit: 1d6+Intelligence modifier damage. Make a secondary attack.
    Secondary Target: Each creature within 2 squares of the target
    Secondary Attack: Intelligence Vs. Fortitude.
    Hit: 1d4+Intelligence modifier force damage and the target is pushed a number of squares equal to half of your Wisdom modifier.
    Note: Forced movement resulting from this ability is performed after all stones have either hit or missed their targets.
    Special: The Mystic Orb used for this power is destroyed.


    Level 6: Utility Power[edit]

    Benefit: You gain one of the following utility powers.

    Azuric's Able-Portal Warmage Utility 6
    Collapsing one of your Mystic Orbs, you absorb its energy to teleport a short distance away.
    At-Will Star.gif Arcane, Teleportation
    Move Action Personal
    Effect: Destroy one of your Mystic Orbs. Teleport up to a number of squares equal to twice your Wisdom modifier.


    Fusion Leash Warmage Utility 6
    A tendril of arcane energy lashes out from one of your Mystic Orbs and grabs hold of an attacker, pulling the foe away from you.
    Encounter Star.gif Arcane
    Immediate Reaction Personal
    Trigger: You are the target of a direct attack.
    Effect: Attacker is pulled to a square occupied by a chosen Mystic Orb and enveloped by it, immobilizing the attacker until the end of your next turn and destroying the Mystic Orb in the process.


    Ethereal Wind Warmage Utility 6
    Noticing your foe's attack in time, you conjure an arcane wind to avoid damage.
    Daily Star.gif Arcane
    Immediate Interrupt Personal
    Trigger: You are hit by an enemy's melee attack.
    Effect: You receive no damage from the attack and shift a number of squares away equal to your Wisdom modifier.


    Pirion's Shroud Warmage Utility 6
    You shroud yourself in arcane energy, becoming nigh indiscernible from your surroundings.
    Daily Star.gif Arcane, Illusion
    Standard Action Personal
    Effect: Until the end of the encounter, you gain a power bonus to your AC and Reflex defense equal to your Wisdom modifier and enemies 3 or more squares away from you cannot sense you.


    Level 7: Encounter Attack Power[edit]

    Benefit: You gain one of the following encounter attack powers.

    Freezing Ray Warmage Attack 7
    You channel a stream of frost through your weapon, freezing your target in its icy grip and shrouding your weapon in ice.
    Encounter Star.gif Arcane, Cold, Implement
    Standard Action Ranged 20
    Target: One creature
    Attack: Intelligence Vs. Fortitude
    Hit: 2d8+Intelligence modifier cold damage and target is immobilized until the end of your next turn.
    Effect: Your next attack with your weapon deals an additional 1d6 cold damage. At level 16, this bonus increases to 1d8 cold damage.
    Sustain minor: The effect persists.


    Mindshock Strike Warmage Attack 7
    You strike your opponent as fierce bolts of lightning emanate from your weapon, shocking the minds of nearby foes.
    Encounter Star.gif Arcane, Lightning, Weapon
    Standard Action Melee weapon
    Primary Target: One creature
    Attack: Intelligence Vs. Reflex
    Hit: 1[W]+Intelligence modifier damage. The target is stunned until the start of your next turn. Make a secondary attack.
    Miss: The target is dazed until the start of your next turn. Make a secondary attack.
    Secondary Target: Each creature within 3 squares of the target
    Secondary Attack: Intelligence Vs. Will.
    Hit: 1d6+Intelligence modifier lightning damage and the target is dazed until the start of your next turn.


    Quaren's Torch Warmage Attack 7
    Flames burst from your weapon and dance towards your target, bathing it in its heat before moving on to the next victim.
    Encounter Star.gif Arcane, Fire, Implement
    Standard Action Ranged 20
    Primary Target: One creature.
    Attack: Intelligence Vs. Reflex
    Hit: 2d6+Intelligence modifier fire damage.
    Secondary Target: One creature within 5 squares of the primary target.
    Secondary Attack: Intelligence Vs. Reflex.
    Hit: 1d6+Intelligence modifier fire damage.
    Special: Any of your Mystic Orbs may be targets of this ability's primary or secondary attack. If a Mystic Orb is targeted, it does not make a saving throw and is destroyed, exploding and dealing half of the attack's damage to all enemies within 5 squares of the Mystic Orb.


    Level 8: Ability Score Increase[edit]

    You reap the reward of constant challenge by increasing your physical and mental well-being.
    Benefit: You increase two ability scores of your choice by 1.

    Level 9: Daily Attack Power[edit]

    Benefit: You gain one of the following daily attack powers.

    Arcane Blast Warmage Attack 9
    One of your Mystic Orbs overflows with arcane energies and explodes into a column of mystic energies.
    Daily Star.gif Arcane, Force, Implement
    Standard Action Area burst 3 within 15 squares
    Target: Each creature in burst
    Attack: Intelligence Vs. Fortitude
    Hit: 2d10+Intelligence modifier force damage and the target is immobilized (save ends).
    Miss: Half damage and target is dazed (save ends).
    Special: The Mystic Orb used for this power is destroyed.


    Mystic Weapon Warmage Attack 9
    You split and transform one of your Mystic Orbs into two Mystic Weapons and direct their attacks.
    Daily Star.gif Arcane, Conjuration, Weapon
    Standard Action Ranged 15
    Target: One creature adjacent to a Mystic Weapon
    Attack: Intelligence Vs. AC, two attacks.
    Hit: 1[W] + Intelligence modifier damage
    Sustain Minor: When you sustain the Mystic Weapons, they attack again.
    Special: The Mystic Orb used for this power is transformed into two, separate Mystic Weapons. The Mystic Weapons are controlled exactly like Mystic Orbs, but they cannot be Empowered by the Empower Orb class feature nor may they be the targets of any attack that can use Mystic Orbs as targets. These Mystic Weapons last until the end of your next turn.


    Veil of Fire Warmage Attack 9
    A Mystic Orb fuses with your body and surrounds you with a whirling vortex of flame.
    Daily Star.gif Arcane, Fire, Implement, Zone
    Standard Action Close burst 2
    Target: Each creature in burst
    Attack: Intelligence Vs. Reflex
    Hit: 2d6+Intelligence modifier fire damage and the target is dazed (save ends).
    Effect: The burst creates a zone of flame that lasts until the end of your next turn. Creatures that enter the zone or start their turn there take 2d6 + Intelligence modifier fire damage. This zone follows you when you move.
    Sustain Minor: The effect persists.
    Special: The Mystic Orb used for this power is destroyed.


    Level 10: Utility Power[edit]

    Benefit: You gain one of the following powers.

    Mystic Gate Warmage Utility 10
    You reshape two of your Mystic Orbs into two Mystic Gates, allowing instantaneous travel between them.
    At-Will Star.gif Arcane, Conjuration, Teleportation
    Standard Action Personal
    Effect: Create two Mystic Gates where the Mystic Orbs used for this power were located. Any creature that enters one of the Mystic Gates' squares can move to the other Mystic Gate's square as if it were adjacent to that square. Travelling through the Mystic Gates increases a creature's speed by twice your Wisdom modifier until the end of their next turn. A creature cannot travel through the Mystic Gates if either square is occupied by another creature. The Mystic Gates last for 5 minutes. Unsummoning both Mystic Gates is a free action.
    Special: The Mystic Orbs used for this power are destroyed.


    Pirion's Doppelganger Warmage Utility 10
    Shifting out of phase and into a thin layer of arcane energies, you re-emerge with a spectral duplicate at your side.
    Daily Star.gif Arcane, Conjuration
    Standard Action Personal
    Effect: You may choose to either phase one square and create a spectral duplicate in your previous location or create a spectral duplicate in a square adjacent to you. This duplicate will mimic every action you take, making it indistinguishable from yourself. Should you choose to, you may move the duplicate as you would a Mystic Orb, but doing so results in an explosion afterwards, causing all creatures within 2 squares to be pushed an amount of squares equal to your Wisdom modifier. If directly attacked, your duplicate will immobilize its attacker with its arcane energies (save ends) and dissipate. The duplicate will last for 1 hour.


    Quaren's Flameskin Warmage Utility 10
    Arcane fire rises up around you and binds itself to your body, its heat only felt by enemies should they decide to risk injury and strike.
    Daily Star.gif Arcane, Fire
    Standard Action Personal
    Effect: When a creature includes you as a target of its attacks, it provokes an opportunity attack from you. Make an opportunity attack with the flames surrounding you (Intelligence vs. Reflex). You deal 1d8 + Intelligence modifier fire damage with this attack. Lasts until the end of the encounter or for 5 minutes.


    Spectral Shield Warmage Utility 10
    You phase into the arcane briefly, just long enough to attune yourself to a specific type of magic, reducing its effectiveness against you.
    Daily Star.gif Arcane
    Standard Action Personal
    Effect: You gain resistance to a damage type of your choice equal to your level + your Intelligence modifier until the end of the encounter or for 5 minutes. Choose the damage type from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
    Should your chosen damage type be used against you while affected by this power, you may use your Empower Orb class feature as a free action.




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