User:Quincy/Warmage (5e Class)
From D&D Wiki
- 1 Elemental War
- 2 Creating a Warmage
- 3 Class Features
- 4 Life Path
- 5 Multiclassing
A warmage is a skilled warrior who, wielding arcane magic as a physical weapon, augments their combat skills in a way similar to a paladin with divine magic. Warmages are created through a secret ritual in which the blood of a magical creature, such as a dragon, is combined with that of the applicant. This ritual creates a sort of "artificial" sorcerer. These secret military orders are rare, as they must sustain the patronage of such a magical entity in order to operate at all. As such, they are typically only maintained by powerful empires, or operate in absolute secrecy under the guidance of their magical patron. Though a warmage's innate magical talents are not that potent as a blood-birthed sorcerer, they are more than enough to suit their needs. Because of this limitation though, warmages must practice a mix of martial and magical techniques in order to make practical use of their power.
In the past, warmages were traditionally only fielded by powerful imperial forces, and so were almost always under the command of tyrannical and evil invading leadership. Because of their history, warmages spread terror in the hearts of all who are present when they appear on the battlefield, even if they are allies or on the side of good. Many of these magical warriors tend to become overconfident and arrogant, as a common foot soldier is rarely a significant threat to an experienced warmage. These misguided warriors are constantly looking for a stronger and more powerful enemy, to prove their strength in front of themselves and others. Those who operate under the guidance of a military order often tend toward lawful ideologies, while those under the guidance of a secret patron generally tend toward a more chaotic disposition.
Creating a Warmage
When you create warmage, the most important question will be which path of life you plan to follow. Will it be the way of of sword or the way of ancient magic? Altough your class features related to your life path won't appear until you reach third level, warmages should plan ahead and be prepared to make that choice when it comes.
Do you want to be a hot-blooded warrior, who rushes in to battle without fear? Or do you want to be an educated, cold-blooded researcher, who can smite his enemy with ancient, long forgotten magic?
In addition, your backstory can have significant importance to this decision.
Decide how you became a warmage. Did you find your order, or did they find you? Were you subjected to the ritual against your will? Or did it take you many years of service and dedication to earn the privilege? Was the magical creature a willing participant to the ritual, or was it an act of cruelty? Were you created to serve a specific purpose, or does your order exist as a comradery or brotherhood? What is the nature of the Order which created you? Are there many in your order, or are you the only one? Why do you adventure separately from your order? Were they wiped out? Were you expelled from their ranks? Did you reject their teachings and strike out on your own? Are you on an important mission?
Consider what you intend to do with your powers. Do you want help people in need, or do you just seek glory? Or maybe your extraordinary strength gives you the right to do whatever you want, and take what you want from those who are weaker than you?
You can make a warmage quickly by following these suggestions. First, make Strengh your highest ability score, followed by Charisma. (Warmages who want to focus on agility in combat should make Dexterity higher than Strength.) Second, choose the soldier background. Add a base modifier of +2 to strength and +1 to Wisdom based on previous training.
As a Warmage you gain the following class features.
- Hit Points
Armor: Light armor, medium armor
Weapons: Simple weapons and martial weapons
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Intimidation, Investigation and Persuasion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) Two martial weapons or (b) a longbow and a quiver of 20 arrows
- (a) An explorer's pack or (b) a dungeoneer's pack
- (a) a component pouch or or (b) an arcane focus
|Blood Points||Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||—||Mythic Blood, Blood Awakening, Cantrips||4||—||—||—||—||—||—|
|2nd||+2||—||Spellcasting, Fighting Style, Eldritch Weaponry||4||2||2||—||—||—||—|
|3rd||+2||4||Life Path, Blood Points||4||3||3||—||—||—||—|
|4th||+2||5||Ability Score Improvement||4||3||3||—||—||—||—|
|7th||+3||8||Life Path feature||5||5||4||3||—||—||—|
|8th||+3||9||Ability Score Improvement||5||5||4||3||—||—||—|
|10th||+4||11||Extra Attack, Blood Magic||6||6||4||3||2||—||—|
|11th||+4||12||Life Path feature||6||7||4||3||3||—||—|
|12th||+4||13||Ability Score Improvement||6||7||4||3||3||—||—|
|15th||+5||16||Extra Attack, Life Path feature||7||9||4||3||3||2||—|
|16th||+5||17||Ability Score Improvement||7||9||4||3||3||2||—|
|19th||+6||20||Ability Score Improvement||8||11||4||3||3||3||2|
|20th||+6||22||Avatar of War||9||11||4||3||3||3||2|
|[My body is harder than steel !!!]|
At 1st level, you choose one type of creature as your blood patron. The damage type associated with that creature is used by few other featues. You also learn one exotic language and gain quirk proper for choosen creature. You can think up other quirk that fit choosen Mythic Blood, it can be slight physical transformation or it can affect character behavior.
|Blood Patron||Damage Type||Language||Quirk|
|Demon||Poison||Abyssal||You take unusual pleasure in breaking things.|
|Devil||Fire||Infernal||You got tiny horns.|
|Dragon||Proper for chosen dragon type||Draconic||Yours eyes looks like those of dragons.|
|Elemental||Proper for chosen elemental type||Primordial||You admire your element even if you hurt others.|
|Fey||Psychic||Sylvan||You like to deceive people, just for fun.|
|Undead||Necrotic||Two standard language||You are cold in touch, just like a corpse.|
|Mind Flayer||Force||Deep Speech||Your mind occasionally wanders to subjects completely unrelated to the task at hand.|
Starting at 1st level, as a bonus action, you can force magical blood that is flowing in within you to awake. As a result your whole body is covered with shiny magical tattoos, as your eyes glow with mystical, blue light.
For 1 minute, you gain the following benefits:
• You gain temporary hit points equal to your Charisma modifier upon activation and at the start of each other turn after activation (Maximum temporary hit points gained this way can only equal your Charisma modifier; Temporary Hit points only gained if you currently have none). When feature ends, the target loses any remaining temporary hit points from this transformation.
• Whenever you roll damage of the type associated with your Mythic Blood, the roll gains a bonus to equal to your Charisma modifier.
lt ends early if you are knocked unconscious. You can also end your Blood Awakening on your turn as a bonus action. You can use this feature a number of times equal to your Charisma modifier, but not more than three times per short rest. When you finish a long rest, you regain all expended uses.
Source of magic: The Blood of a magical creature, flowing in the veins, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells and flow through your blade.
Cantrips: At 1st level, you know four cantrips of your choice from the War Mage spell list. You learn additional War Mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the War Mage table.
Spell Slots: The War Mage table shows how many spell slots you have to cast your spells of 1st level and higher. The War Mage regains all used spell slots upon taking a short rest.
Spell Known: At 2nd level, you know two 1st-level spells of your choice from the War Mage spell list. The Spells Known column of the War Mage table shows when you learn more War Mage spells of your choice. Each of these spells must be of a level for which you have spell slots.
Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from War Mage spell list, which also must be of a level for which you have spell slots.
Spell Save DC: Is equal to 8 + your proficiency bonus + your Charisma Modifier
Spell Attack Modifier: Is equal to your proficiency bonus + your Charisma Modifier
Spellcasting Focus: You can use an arcane focus as a spellcasting focus for your War Mage spells.
Description: The Warmages focus on spells that enhance their combat skills and spells that deal massive area damage.
Mechanics: You can find complete Warmage Spell list here.
At 2nd level, you learn how to empower your weapon attacks with pure magic. As a bonus action, you can expend a spell slot to increase the damage dealt by your weapon's attack. For one minute your weapon attacks deal an extra 1d4 force damage on a hit plus 1d4 for each spell level higher than 1st.
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.
Spell Combat: When you take the attack action and attack with a one handed melee weapon that you're holding in one hand and you have your second hand free, you can use a bonus action to make melee spell attack against a creature you can reach. On a hit, the target takes 1d4 damage type associated with your Mythic Blood feature. This spell's damage increases to 1d6 when you reach 5th level, 1d8 at 11 level and 1d10 at 17th level.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
|[Female warmage, who has just discovered her Eldritch Smite power. l]|
Description: When the proper time comes, warmages have to make an important decision. A warmage must choose the path of his life.
Mechanics: At 3rd level, you choose a path that defines development of your power. Choose the Path of the Arcane, Path of War or Path of Eldritch Archery, all three detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Blood of powerful magical creature is flowing through your veins filling you with high amount of arcane magic. At 3rd level, you are able to tap into that, with which allow you to create a variety of magical effects.
This wellspring of power is represented by blood points. You start with three blood points at 3rd level, and you gain more as you reach higher levels, as shown in the Blood Points column of the War Mage table. You may learn 2 Blood Magic abilities from the table below. You regain all spent blood points when you finish a long rest.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You gain an additional attack at levels 10 and 15.
At 6th level, you gain the greater control over massive amount of force stored in your body. Because of that you can use it in various ways.
You gain one of the following blood magic options of your choice. You gain another one at 10th, 14th, and 17th.
You can use only one Blood Magic per round, unless otherwise noted.
While you roll for Arcana check you can spend 1 blood point to impose adventage on that check.
As an action you can spend 2 blood points to gain resistance for one, freely chosen type of damage (expect resistance to bludgeoning, piercing, and slashing damage) for 30 minutes. You can maintain only one damage resistance, by using this ability.
As an action, you can spend 2 blood point in order cast Expeditious Retreat spell at will. Casted spell won't use a spell slot.
You gain ability to heal yourself. As an action, you can spend your 2 blood point to regain hit points equal to 1d10 plus your Charisma modifier. You cast this ability using more blood points the healing increases by 1d10 for each blood point above 1st.
While you roll for stealth check you can spend 1 blood point to impose adventage on that check.
As an bonus action, you can spend 1 blood point to gain the benefits of Water Breathing spell for 1 minute. During this time, you can also move underwater with normal speed and don't impse disadventage on melee weapon attack from fighting underwater.
Requires 10th level and Familiar blood magic option.
When you cast Find Familiar spell with your Familiar blood magic option, you can spend 1 aditional blood point to summon exotic familiar suited for your Mythic Blood feature. Table below show with exotic familiar you can summon.
|Mythic Blood||Exotic Familair|
|Elemental||Tiny elemenal with Imp stats.|
As an action you can use 1 blood point to end one spell or curse on yourself or on one willing creature that you touch. You can use 1 additional blood point point to use Dispelling Touch in a bonus action.
As a reaction, you can spend 1 blood point in order to cast Shield spell at will. Casted spell won't use a spell slot. You can use Eldritch Block even if you have already used a different Battle Magic option during the round. You may use this ability once per long rest.
As a bonus action, after hitting a target with a slashing or piercing weapon, you can expend 1 blood point to deal aditional 1d6 weapon damage to the target and causes the target to bleed badly. At the start of each of its turns until the effect ends, the target must make a Constitution saving throw against your spell save DC. On a failed save, it takes 1d6 weapon damage. After 1 minute or on a successful save, the bleeding ends.
Target or a creature within 5 feet can use an action action to attempt to stop a bleeding effect, which requires a successful Wisdom (Medicine) check vs your spell save DC.
As a action, you can spend 1 blood point to cast Find Familiar spell at will.
Before you make an attack, you can decide to spend 1 blood point to add d4 to weapon or spell attack roll. You can use this Battle Magic before or after making the attack roll, but before any effects of the attack are applied.
Whenever you make a weapon attack, as a bonus action, you can spend 2 blood points to deliver spell, that require a spell attack, through weapon attack that you are making. If successful, this attack deals its normal damage as well as the effects of the spell.
As an action, you can spend 1 blood point in order cast Darkvison spell on yourself at will. Casted spell won't use a spell slot.
Requires 14th level and Spellvision blood magic option.
While you are under Darkvison spell casted by yourself, as a bonus action, you can spend 1 additional blood point to improve this effect to True Seeing spell effect.
Requires two level in sorcerer class.
You may use blood points and sorcery points interchangeably.
At 18th level, you are able to use your powers of your Mythic Blood to it maximum. You regain 6 expended Blood Points whenever you finish a short rest.
Avatar of War
At, 20th level, you finally master the power that is boiling within you. While under the effect of your Blood Awaking, you can go into a further transformation and gain additional benefits:
• When you use the attack action, you can teleport up to 10 feet before each attack. You must be able to see the destination of the teleportation.
• You gain resistance to all damage.
• Whenever you cast a warmage spell that has a casting time of 1 action, you can cast it using a bonus action instead.
|[War Mage of War prepared to fight ]|
Path of War
Warmages that follow Path of War are incredible and unstoppable warriors. They focus more on physical combat than researching their origins of magic. Preferring to have their weapons charged with spells in melee combat. They spend years on creating even more powerful martial magic, and on development of deadly martial techniques. Their main goal is to gain as much fame and glory in battle as possible. Many of them have become the heroes of the songs and legends.
- Complex Armor Training
When you choose this life path at 3rd level, you gain proficiency with heavy armor and shields.
- Arcana of War
At 3rd lv, if you choose the Path of War, you learn how to make use of mythic power flowing in your veins to crash your enemies.
You are able to spend your Blood Points on those features:
• Eldritch Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one blood point to make a melee weapon attack against the creature.
• Wave of Power: When you are making melee weapon attack,as a bonus action, you can spend 2 blood points to transform a single weapon attack into a powerful wave of energy that tears through your enemies ranks. If you do so, each creature in a 15-foot cone must make a Dexterity saving throw against your spell save DC. A creature takes force damage equal to your normal weapon damage on a failed save, or half as much damage on a successful one.
- Battle Experience
At 7th level, experience you gained in battle allow you to learn one skill needed in battlefield. You gain proficiency in two of the following skills of your choice: Acrobatic, Animal Handling, Arcana, Athletics, History, Intimidation.
- Arcane Strike
By 11th level, you are so suffused with mythic might that all your melee weapon strikes carry arcane power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra force damage equal to your Charisma modifier.
- Blessing of War
At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Path of Arcane
Some War Mages decide to focus on exploring the uncharted, ancient power hidden inside them. These powerful warriors know how to magically strengthen their bodies to be as tought as the best armor. They know also how to make their spells especially deadly. After years of study and training, War Mages that follow path of Arcane gain incredible and unique magical skills, which they use to control the flow of battle.
- Eldritch Armor
When you choose this archetype at 3rd level, you learn how to harden your body with your magical power. While you are wearing no armor and not wielding a shield, your AC equals 11 + your Dexterity modifier + your Charisma modifier.
- Spell Forge
Beginning at 3rd level you are able to reforge unexpended blood points into one spell slot as a bonus action on your turn. Blood points cost of this feature is two for 1st level spell slot, and it increase by one for each next level. You can create spell slots no higher in level than 5th and highest spell slot level that you can normaly use.
|[Evil War Mage of Acrance ]|
- Ancient Force
At 3rd level, if choose Path of Arcane, you are able to wield the power of element proper for your Mythic Blood with unmatched ferocity. When you cast spell that deal damage asociated with chosen Mythic Blood, you can spend a number of blood points equal to the spell's level to to deal maximum damage instead of rolling. (1 blood point if the spell is a cantrip).
- Arcane Secrets
At 7th level, you learn three spells of your choice from war mage spell list. A spell you choose must be of a level you can cast, as shown on the war mage table, or a cantrip. The chosen spells don't count against the number of war mage spells you know.
- Battle Magic
At 11th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a war mage spell, you can make one weapon attack as a bonus action.
- Knowledge of Forgotten Ages
Beginning at 15th level, you are able to see into the depths of the magic and find true nature of specific spell. This allow you to cast any spell of your choice from any class. A spell you choose must be of a level you can cast, as shown on the War Mage table. However, finding incantations in this chaotic vortex of magic is not easy feat for mortal minds. Because of that there is possibility of failure.
After you use this feature, you must make a wisdom save of DC 10 plus the spell's level or you lose the spell slot that you tried to use. You can spend amount Blood Points equal to spell level, to automaticaly succes on the this save.
You can use Depths of Magic a number of times equal to your Charisma modifier. When you finish a long rest, you regain all expended uses.
Path of Eldritch Archery
Some of the war mages chooses to study a unique ancient method of archery that weaves magic into arrows to produce supernatural effects. Eldritch Archers are some of most elite warriors among the Eladrians. These elven archers stand watch over the fringes of their domains in the Feywild. Keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Some of warmages Orders teaches those rare and powerful methods of elven archery, to most prominent among their members.
- Archer’s Lore
At 3rd level, you learn a few skills relating to the typical duties of an Eldritch Archer. You learn to understand magical theory and develop survival skills for wandering the wilds. You gain proficiency in two of the following skills of your choice: Arcana, Athletics, Nature, Perception, Stealth, and Survival.
- Arcane Shot
When you choose this archetype at 3rd level, you learn to channel more complicated magic into your attacks with a longbow or shortbow. Whenever you are firing an arrow, as a bonus action, you can spend single blood point to change this arow into a magic weapon that deals an additional 2d6 force damage on a hit. You can also spend 2nd blood point to apply the benefits of one of your Arcane Arrow options to that shot.
At 3rd level, when you gain this feature, you learn two Arcane Arrow options of your choice. You gain one an additional Arcane Arrow option of your choice at 11th and 15th level (See the Arcane Arrow section below).
- Conjure Arrows;
At 7th level, you learn a minor but useful magical trick. As an action, you can conjure 20 nonmagical arrows. The arrows appear in your hand or in a container, such as a quiver, on your body. The arrows remain for 10 minutes or until you use this feature again; they then vanish.
|[Beauty Eldritch Archer casting Scorching Ray through Her bow.]|
- Mystic Shot
By 11th level, you are so suffused with arcane power that all your bow shots are filled with arcane energy. Whenever you hit a creature with a ranged weapon, the creature takes an extra force damage equal to your charisma modifier.
- Eldrtich Retreat
At 15th level, you have the ability to slip away from your foes. Immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.
- Arcane Arrow
At 3rd lv when you gain this feature, you learn two Arcane Arrow options of your choice. You gain one an additional Arcane Arrow option of your choice at 11th and 15th level.
You can also decide to learn one Arcane Arrow option instead single Blood Magic option at 6th, 10th ad 14th.
The options are presented here in alphabetical order. These are all magical effects:
• Beguiling Arrow: Your enchantment magic causes this arrow to temporarily beguile its target. Choose one of your allies within 30 feet of the target. If the arrow hits the target, the target can’t attack the chosen ally or include that ally in a harmful area of effect until the end of your next turn. The target ignores this effect if it is immune to the charmed condition. This effect also ends if the chosen ally deals any damage to the target.
• Brute Bane Arrow: You weave necromantic magic into your arrow. If a creature is hit by the arrow, any bludgeoning, piercing, or slashing damage dealt by the creature’s attacks is halved until the end of your next turn.
• Bursting Arrow: You imbue your arrow with a blast of force energy drawn from the school of evocation. If you hit a creature with this arrow, each creature within 5 feet of it takes 2d6 force damage.
• Defending Arrow You use abjuration magic to weave a charm that disrupts your enemy’s magic. A creature hit by this arrow suffers disadvantage on the next attack roll it makes before the end of your next turn.
• Grasping Arrow: When this arrow strikes its target, conjuration magic creates grasping, thorny brambles that wrap around the target. The target hit by the arrow takes a – 10 penalty to speed, and it takes 2d6 slashing damage if it moves 1 foot or more without teleporting. The target or any creature that can touch it can use its action to try to remove the brambles, which requires a successful DC 10 Strength check. Otherwise, the brambles last for 1 minute.
• Piercing Arrow: You use transmutation magic to transform your arrow into an ethereal dart that passes through its targets. When you attack with this arrow, it fires forward in a line that is 1 foot wide and 30 feet long. You make a separate attack against each creature in that line. All hit targets receive force damage equal to your weapon damage + 1d6.
• Seeking Arrow: Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. As an action, choose one creature you have seen in the past minute, and make a ranged attack against it. The arrow flies around corners if necessary, and this attack ignores three-quarters cover, half cover, and disadvantage caused by the target being out of sight or being at long range. The attack automatically misses if the target is out of the weapon’s range or if there is no path large enough for the arrow to travel to the target. If the arrow hits its target, you know it, but you don’t learn the target’s location unless it’s within your line of sight.
• Shadow Arrow You weave illusion magic into your arrow, causing it to occlude your foe’s vision with grasping shadows. Until the end of your next turn, the target hit by the arrow can’t see more than 30 feet away.
Prerequisites. To qualify for multiclassing into the Warmage class, you must meet these prerequisites: Strength 13 or Dexterity 13, Charisma: 13
Proficiencies. When you multiclass into the Warmage class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons.