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# Warsage ___ Drenched in sweat, a human dances backwards, parrying the blows of her adversary, a hobgoblin warlord. Her eyes alight on a gap in his armor just above the throat, and she shouts a triumphant order. In seconds, arrows have sprouted from his neck, and her rival falls dead to the ground. Between gulps of wine and bellows of laughter, a debauched baron brags of his many indiscretions. The dapper gnome sitting opposite him smiles widely and encourages him, already plotting the baron's humiliation and fall from grace. Draped in the finest silk, an elf recites her petition to the king, knowing that the success of her enterprise hinges on his support. Each word has been carefully crafted to move and persuade, and the corrupt ministers can find no weakness in her argument. Each of these characters is a warsage, using their wit, knowledge and foresight to outsmart their enemies. ### Patience and Cunning A warsage's talent is the product of years of training and study, devoted to mastering the art of war and all of its applications. To them, battle is an art and a science, one which is often decided well before it begins by scouting and strategy. They bring this attitude to every endeavor they pursue, treating the planning of a journey or the drafting of a letter with the same seriousness as engaging a rival on the battlefield. Using their knowledge of the art of war, warsages can guide their ally's attacks, outmaneuver their foes and expose the critical flaws in a nemesis' strategy. When subtlety has failed, a warsage might also find themselves wading into \columnbreak ___ battle, putting their knowledge of tactics and weapons to practical use. ### Soldiers and Scholars Not every general or diplomat is a warsage. Faced with unexpected developments and trials which would drive a lesser person to despair, warsages simply cast their previous plans aside and begin crafting new schemes. It is this cunning and adaptability which propels warsages ahead of their peers in whichever field they choose. Many warsages use their skills to ascend to positions of prestige and influence. Veteran commanders, cunning magistrates and esteemed scholars of statecraft are warsages of this variety. Secure in their power, they use their position and intelligence to secure ever broader support and amass ever greater knowledge. They are viewed with respect, but also a well-earned wariness, for such warsages have been the root of many a coup and conspiracy. Some warsages, however, find themselves drawn to the excitement of the adventuring life. The thrill of matching wits against powerful demons, ancient dungeons and dangerous cults far outstrips the daily life of court. Furthermore, after years spent flattering superiors and struggling with incompetent servants, the opportunity to work in a closeknit group of talented equals is, for many warsages, a dream come true.
Image by Greg Opalinski
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##### The Warsage | Level | Proficiency Bonus | Features |:---:|:---:|:---|:---:| | 1st | +2 | Expertise, Tactics | 2nd | +2 | Celerity, Cunning Plan | 3rd | +2 | Warsage Study | 4th | +2 | Ability Score Improvement | 5th | +3 | Opportunity | 6th | +3 | Extra Schemes, Study Feature | 7th | +3 | Expertise | 8th | +3 | Ability Score Improvement | 9th | +4 | Layers Upon Layers | 10th | +4 | Ability Score Improvement | 11th | +4 | Numbers Game, Study Feature | 12th | +4 | Ability Score Improvement | 13th | +5 | Prescience | 14th | +5 | One Step Ahead | 15th | +5 | Study Feature | 16th | +5 | Ability Score Improvement | 17th | +6 | Savant | 18th | +6 | Contingency | 19th | +6 | Ability Score Improvement | 20th | +6 | Unmatched Genius
### Creating a Warsage As you make your warsage, you should think about two related elements of your character's background: where did you learn the art of war, and how did you use it before becoming an adventurer? Were you a soldier whose understanding of strategy set you apart from your peers? Perhaps you were born into a noble family, and took to political scheming and plotting with uncommon vigor. Or, maybe you grew up with nothing but your wits to protect you, learning quickly the importance of being prepared for anything. What led you to become an adventurer? Was your home threatened by some great evil which you felt compelled to resist? Did you tire of the banalities of courtly life? Perhaps you were expelled from your home, either because you were the victim of a conspiracy, or because of the discovery of a conspiracy which you yourself orchestrated. #### Quick Build You can make a warsage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or Constitution. Second, take the noble or soldier background. \columnbreak ## Class Features As a warsage, you have the following class features. #### Hit Points ___ - **Hit Dice:** 1d10 per warsage level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per warsage level after 1st #### Proficiencies ___ - **Armor:** Light armor, medium armor, shields - **Weapons:** Simple weapons, martial weapons - **Tools:** Vehicles (land), one musical instrument and one gaming set of your choice ___ - **Saving Throws:** Intelligence, Wisdom - **Skills:** Choose three from Animal Handling, Arcana, Athletics, Deception, History, Insight, Investigation, Medicine, Nature, Perception, Performance, Persuasion, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: \pagebreakNum - (a) scale mail or (b) leather, longbow, and 20 arrows - (a) a martial weapon and a shield or (b) two martial weapons - (a) 3 nets or (b) a light crossbow and 20 bolts - (a) a scholar's pack or (b) an explorer's pack ### Expertise Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 7th level, you can choose another two skill proficiencies to gain this benefit. ### Tactics Also at 1st level, your study of the art of war allows you to support your allies and outmaneuver your enemies. The limits of your ingenuity are represented by a number of strategy points equal to your warsage level. You can spend these points to fuel various tactics. You start knowing three such tactics: Guiding Strike, Word of Warning and Redeployment. You learn more tactics as you gain levels in this class. When you spend a strategy point, it is unavailable until you finish a short or long rest, at the end of which you reevaluate your situation and develop a plan going forward. Some of your tactics require your target to make a saving throw to resist the tactic's effect. The saving throw DC is calculated as follows: **Tactics save DC** = 8 + your proficiency bonus + your Intelligence modifier #### Guiding Strike When you take the attack action on your turn, you can spend 1 strategy point to make the attack with advantage. If you hit, your target becomes marked until the end of your next turn. The first attack to hit a marked target deals additional damage equal to your warsage level + your Intelligence modifier. #### Word of Warning As a bonus action, you can spend 1 strategy point to alert another creature that can see or hear you within 60 feet to impending danger. Attacks against that creature are made with disadvantage until the beginning of your next turn. #### Redeployment As a bonus action, you can spend 1 strategy point to allow another creature within 60 feet that can see or hear you to move up to half their speed as a reaction. This movement does not provoke attacks of opportunity. ### Celerity Starting at 2nd level, you have advantage on initiative checks. Additionally, when you roll initiative and aren't surprised, you can spend 1 strategy point to use one of the following tactics: - A friendly creature you can see can change their initiative count to act immediately after you - A creature you can see within 60 feet must succeed a Wisdom saving throw or have their initiative count become 1. \columnbreak ### Cunning Plan With patience and inspiration, your every plot will come to fruition. Starting at 2nd level, you learn the following schemes. When you complete a short or long rest, you can choose a scheme to implement, gaining the corresponding benefits. Implementing a new scheme replaces the benefits of any previous scheme. ___ **Controlling the Field.** Whomever controls the land, controls the battle. You and each creature you rest with have advantage on Attacks of Opportunity. ___ **Crafting a Tale.** You carefully hone a lie or story, smoothing its wrinkles and patching any inconsistency. You and each creature you rest with have advantage on Deception and Performance checks made to convince others of the chosen story. ___ **Forging a New Path.** The surest route to victory is to approach from a direction your enemy never suspected. Choose a destination. You and each creature you rest with have advantage on Stealth, Athletics and Acrobatics checks made outside of combat while traveling to that destination. ### Warsage Study At 3rd level, you pick an area of strategy to focus your efforts on. Choose Poet, Spymaster, or Warlord, all detailed at the end of the class description. The study you choose grants you features at 3rd level, and again at 6th, 11th and 15th level. ### Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your 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. ### Opportunity At 5th level, your speed and prescience allow you to punish even the smallest lapses of awareness. When a creature you can see makes an attack, you can use your reaction to take a single melee weapon attack against them if they are in range, or a single ranged weapon attack against them if they are within 30 feet. If you hit, your target has disadvantage on the triggering attack. ### Extra Schemes At 6th level, you learn the following schemes. ___ **Begin the March.** Your party strides with military precision and unflinching determination. Your speed and the speed of each creature you rest with increases by 5 feet. ___ **Caution in the Face of Danger.** The key to success in any enterprise is understanding how it can fail. Choose a saving throw. You and each creature you rest with have advantage on saves of the chosen type. \pagebreakNum ### Layers upon Layers Starting at 9th level, your subtlety and prescience know no equal. When you complete a short or long rest, you can implement up to two schemes. ### Numbers Game At 11th level, you can spend 3 strategy points and use your action to use one of the following tactics: #### Break the Tide A creature within 60 feet that can see or hear you can use its reaction to make a single melee weapon attack against each adjacent creature. #### Focused Fire Choose a creature you can see within 60 feet. Each creature adjacent to your target can use their reaction to make a single melee weapon attack against them. ### Prescience Starting at 13th level, when you are asked to make a saving throw, you can spend 1 strategy point to substitute an Intelligence saving throw. ### One Step Ahead Starting at 14th level, you have an uncanny knack for appearing at the perfect moment. Your speed increases by 10 feet, and attacks of opportunity made against you have disadvantage. ### Savant Beginning at 17th level, if your total for an Intelligence check is less than your Intelligence score, you can use that score in place of the total. ### Contingency Starting at 18th level, you have a plan for everything. When you take damage that reduces you to below half of your maximum hit points, you can use your reaction to take an extra turn immediately after this one. Once you use this ability, you can't use it again until you finish a long rest. ### Unmatched Genius Starting at 20th level, when you roll initiative and have no strategy points remaining, you gain 4 strategy points. ## Warsage Studies Having developed their basic talents, all warsages find themselves gravitating to different traditions of scholarship and different flavors of intrigue. Your choice of study reflects the style of strategy which most attracts your character, and the types of plots you imagine yourself hatching in the future. \columnbreak ### Poet You are a master of the written word, as comfortable in the dusty halls of a library as in an open session of the royal court. You get what you want through wit and eloquence, and when that fails you, you can turn to your encyclopedic knowledge of the past for guidance and inspiration. Warsages who devote themselves to this study are often the most publicly active of their kind, more likely to convert an enemy to their side than to plot their assassination. #### Literary Flair Starting at 3rd level when you take this archetype, you become proficient with Calligrapher's Supplies and two languages of your choice. #### Font of Resolve Also at 3rd level, your presence and words inspire those around you. When you use a tactic, you can grant another friendly creature that can see or hear you within 30 feet temporary hit points equal to your Intelligence modifier. Creatures with these temporary hit points have advantage on saves against effects that would frighten them. #### Scholar's Knack Also at 3rd level, you learn the following two schemes. ___ **Finding the Perfect Words.** With style and eloquence, you write your case. Choose a creature who you wish to impress. You and each creature you rest with add your Intelligence modifier to Charisma checks made to interact with that creature. ___ **Studying Battles of Old.** Tales of legendary generals and ferocious warriors can prove instructive and inspiring in equal measure. You and each creature you rest with add your Intelligence modifier to initiative checks. #### Scattered Lore Starting at 6th level, you have advantage on Intelligence checks made to recall legends, stories and tales. #### Practiced Eloquence Starting at 11th level, when you make a Charisma check, you can treat a d20 roll of 9 or lower as a 10. #### Achilles' Heel Starting at 15th level, you understand that no creature is invulnerable, and the critical weaknesses which each creature possesses are often recorded in myth and legend. As an action, you can spend 6 strategy points to discover the weak point of a creature you can see within 30 feet. The next attack to hit your target is a critical hit, and deals additional damage equal to your warsage level. If the attack reduces your target to 0 hit points, you regain 3 strategy points. \pagebreak ### Spymaster You are a dealer of secrets and a reader of souls. You've gotten this far in life because you understand one thing - knowledge is power, and by knowing somebody, you have power over them. Whether reclusive and tight-lipped or gregarious and sarcastic, warsages who follow this path seldom let their inner thoughts show until the time has come to act in a single, decisive strike. #### Goad Starting at 3rd level, you understand that all warfare is based on deception. By feigning weakness, you can can use your bonus action and spend 1 strategy point to force a creature you can see within 60 feet to make a Wisdom saving throw. On a failed save, the creature must use its reaction (if available) to move towards you by the shortest and most direct route, as far as its speed allows. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. #### Underworld Tactics Also at 3rd level, you learn the following two schemes. ___ **Elimination of a Bitter Enemy.** The opportunity has arisen to rid yourself of a thorn in your side. Choose one creature who you would like to see dead. The first time you or a creature you rest with deals damage to that creature each turn, they take additional damage equal to half your Warsage level, rounded down. ___ **Seeking the Truth.** Success in any endeavor hinges on understanding your situation. Choose a mystery which you do not fully understand. You and each creature you rest with have advantage on Insight and Investigation checks they make to discover the truth of that matter. #### Reconnaissance By the time you have reached 6th level, you have learned to analyze a theater of operations in a single glance. You can use the Search action as a bonus action on your turn, and you have advantage on ability checks made as part of your search. #### Feign Defeat Starting at 11th level, whenever you take damage, you can use your reaction to fall prone, apparently dead. A DC 20 Intelligence (Investigate) check reveals the ruse. Once you use this ability, you can't use it again until you finish a short or long rest. #### Fatal Flaw Starting at 15th level, your keen insight allows you to abuse the psychological weaknesses of your enemies. When a creature you can see within 60 feet would succeed on an Intelligence, Wisdom, or Charisma saving throw, you can spend 3 strategy points and use your reaction to force them to roll again, keeping the second result. \columnbreak ### Warlord You are an artist on the battlefield, able to deftly outmaneuver your enemies and expose their flaws. Your considerable knowledge of military strategy and tactics is augmented by a cool head and a keen eye, allowing you to quickly formulate plans in the heat of battle. Legendary generals, military theorists and bandit kings all might consider themselves students of this path. #### Commander's Eye Starting at 3rd level, you can spend 1 strategy point and use your action to begin issuing commands and warnings. Choose a creature you can see within 60 feet. While you concentrate for up to 1 minute (as if on a spell), creatures that can see or hear you can add 1d4 to attack rolls they make against that target. You can change your target to another creature you can see within 60 feet with a bonus action. #### Art of War Also at 3rd level, you learn the following two schemes. ___ **Sharpen the Blade, Train the Mind.** To succeed in battle, one must be able to capitalize on even the slightest opportunity. Whenever you or a creature you rest with makes an attack roll with advantage, you deal an additional 1d6 points of damage. ___ **Stirring the Hearts of the People.** No war can be won with an unwilling populace. You and each creature you rest with have advantage on Charisma checks made to awe, inspire or impress an audience. #### Rigors of War Starting at 6th level, you are no stranger to the hardships of marches and battle. You gain proficiency in Athletics checks, or any other warsage skill if you are already proficient in Athletics. Additionally, you need half as much sleep as is normal for your species. #### Sober Mind Countless battles and skirmishes have left you unnervingly calm in the midst of utter chaos. Starting at 11th level, you have resistance to Psychic damage, and you cannot be frightened or charmed. #### Decisive Strike Starting at 15th level, you can spend 5 strategy points and use your action to begin formulating a brilliant plan, concentrating as if on a spell. At the beginning of your next turn, if your concentration wasn't broken, your plan takes effect. Each friendly creature that can see or hear you deals additional damage on attacks they make equal to your Intelligence modifier, and gains an additional action on each of their turns. This action can only be used to take the Attack (one weapon attack only), Dash, or Disengage actions. These benefits last until the beginning of your next turn. \pagebreakNum # Appendix ___ Players wishing to use the warsage with the 'This is Your Life' backstory generator in Xanathar's Guide to Everything can refer to the following table: #### Warsage d6 | I became a warsage because... :---: | :--- 1 | I joined an officers' school, quickly surpassing my peers in military strategy. 2 | I founded a secret society, operating clandestinely in a major city. 3 | My obsession with history led me to study and learn from famous generals and strategists of old. 4 | Terrible monsters threatened my community, and I alone stood up to take charge of our defense. 5 | I came under the wing of a noble who taught me the ins and outs of courtly intrigue. 6 | My ambition knows no limit, and I have been scheming and plotting in secret for as long as I can recall. ### Credits Special thanks to u/zeek0 and u/Morvick, who have provided tremendous amounts of feedback over the evolution of this class. You can find the former's own homebrew [here](https://drive.google.com/drive/folders/0BxfCiPA2FPFASmlzNUtzbEtTamM). Additional thanks to the r/UnearthedArcana community at large. You've all been an incredible help, and I doubt I would have continued to work on this class for so long without your support and advice. This class has many inspirations, but principal among them is *The Romance of the Three Kingdoms*. It's a sprawling epic of scheming warlords, broken alliances and titanic battles, and you'll find many of the tropes and themes of the warsage present there in spades.