The Warmage Class v2.1.0

by Brental

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The Warmage

The Warmage

A sallow dwarven man stalks the shadows of an encampment bearing an enemy army's flag. His invisibility nears its end as he passes into the commander's tent, where his sunken eyes find their target in a deep slumber. He appears looming over the commander's cot, before summoning a shadowy executioner's axe and carving it through the enemy leader's nape. Without any sign of physical injury, black veins snake upwards, causing the man's features to decay and wither until every ounce of vitality has vanished.

An tan elven woman rides into combat, her auburn hair trailing close behind. She brandishes a spear of ice as she passes an enemy cavalier, using it to bind his mount's feet to the earth, and causing him to be loosed from his saddle. She chuckles to herself before the spear ignites in a burst of steam, becoming pure fire and being launched into a nearby throng of adversaries, exploding in a ball of flame that turns the enemy squadron to ashes.

A goliath shouts from the a cliffside ledge, calling bolts of lightning onto their enemies and directing their allies in strategy. The weapons of their comrades begin to become charged themselves, sending even more electricity coursing through the invading horde, and swiftly eliminating the threat. This would be the last time invaders tried to take their mountain home from them.

The characters above are all examples of the magical martialists known as Warmages. By drilling rapid sequences of simple magical attacks, they attain the ability to dispatch enemies with flurries of arcane might.

Practical Arcanists

Warmages learn the most efficient way deal with problems, and then practice those until they're second nature. Unlike many spellcasters, Warmages have honed their ability to cast at will. Using offensive cantrips as a foundation, they've developed their own style of casting known as Martial Arcana; they utilize extremely basic spells, simpler even than cantrips, known as Weave Strikes.

This style of casting was developed to be closer to wielding the weave's destructive potential as a weapon than traditional spellcasting. As such, it isn't affected as easily by traditional counter-magic.

The Magic of Motivation

Warmages come from many walks of life, but all have one thing in common: they view using their magic to fight as a necessity. What drives each Warmage may differ; a Warmage hunter may use magic to kill animals and subsist, a Warmage guard may use magic to defend their kin against invaders, and a Warmage knight may use magic to enforce their nation's order and will on those who would refuse it.

Nonetheless, this motivation is what gives Warmages their Momentum, an internal reservoir of energy that allows them to enforce their will on the weave and use it as a barbarian does with an axe. If your Warmage ever loses faith in their Rationale, they could lose their reservoir of Momentum entirely unless they find a new will to fight.






















Creating Your Warmage

When creating your Warmage, there are three main things that are important to consider.

The first is what motivates them to fight, which will determine which Rationale fits them best at 1st-level.

The second is who trained them. Was it a drill-instructor in a military organization? Was it something they had to learn on their own in a harsh environment?

The third and final is how their Weave Strikes manifest. Do they prefer to mimic the appearance of mundane martial weapons like axes, whips, and bows? Do they prefer to take on the appearance of incantations and gestures like other spellcasting traditions?


Multiclassing and the Warmage

If your group uses the optional multiclassing rule, here's what you need to know if you choose to take your first level in the Warmage class.

Ability Score Minimum. As a multiclass character, you must have a minimum of 13 in Intelligence, Wisdom, or Charisma to take a level in Warmage, or to take a level in another class if you're a Warmage.

Proficiencies Gained. If Warmage isn't your initial class, you gain proficiency with light armor and simple weapons when you take your first level.

The Warmage
Level PB Features Weave Die Stratagems Known
1st +2 Martial Arcana, Rationale 1d4
2nd +2 Strategic Momentum, Weave Cadet 1d4 3
3rd +2 Battle Regiment 1d4 3
4th +2 Ability Score Improvement 1d4 3
5th +3 Extra Attack 1d6 4
6th +3 United Front, Regiment Feature 1d6 4
7th +3 It Takes a Soldier 1d6 5
8th +3 Ability Score Improvement 1d6 5
9th +4 Arcane Deflection 1d6 6
10th +4 Regiment Feature 1d6 6
11th +4 Weave Officer 1d8 7
12th +4 Ability Score Improvement 1d8 7
13th +5 The Perfect Soldier 1d8 8
14th +5 Regiment Feature 1d8 8
15th +5 To Put One Down 1d8 9
16th +5 Ability Score Improvement 1d8 9
17th +6 Regiment Feature 1d10 9
18th +6 Arcane Deflection Improvement 1d10 10
19th +6 Ability Score Improvement 1d10 10
20th +6 Weave General 1d10 10

Class Features

As a Warmage, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per Warmage level
  • Hit Points at 1st Level: 8 + your Constitution modifier.
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Warmage level after 1st

Proficiencies


  • Armor: Light armor, medium armor
  • Weapons: Simple weapons, shortswords
  • Tools: One artisan's tool or gaming set

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose two from Acrobatics, Athletics, Arcana, History, Intimidation, Investigation, Perception, Stealth, and Survival.

Equipment

As a Warmage, you start with the following equipment, in addition to the equipment granted by your background:

  • (a) a shortsword or (b) one simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) a set of artisan's tools or (b) a gaming set
  • (a) chain shirt or (b) leather armor

Martial Arcana

At 1st level, whenever you would make an attack as part of the Attack action while not wearing heavy armor, you can instead use a free hand or spellcasting focus to make a special spell attack called a Weave Strike.

Attack and Damage Rolls

You use your Rationale ability modifier in place of Strength or Dexterity when determining attack and damage rolls. When you hit with a Weave Strike, it deals damage equal to 1d4 + your Rationale ability modifier. The damage die of your Weave Strikes increase as shown by the Weave Die column of the Warmage table.

Damage Type

You have an Arsenal containing the damage types your Weave Strikes can deal, which begins with one damage type determined by your Rationale. You choose the damage type of a Weave Strike before you make its attack roll.

Melee

Melee Weave Strikes have a reach of 5 feet, and deal an additional Weave die of damage.

Ranged

Ranged Weave Strikes have a range of 30/90.

Rationale

At 1st-level, choose one of the following Rationales. This choice determines your Rationale ability, your Arsenal's starting damage type, and grants you an additional benefit.

Anxiety

Your Rationale ability is Intelligence. Your Arsenal contains either lightning, psychic, or thunder damage.

In addition, you can use Intelligence in place of Dexterity when you make initiative rolls.

Greed

Your Rationale ability is Charisma. Your Arsenal contains either cold, necrotic, or poison damage.

In addition, you gain proficiency in your choice of Persuasion or Deception.

Passion

Your Rationale ability is Charisma. Your Arsenal contains either fire, radiant, or thunder damage.

In addition, you gain proficiency in your choice of Persuasion or Intimidation.

Truth

Your Rationale ability is Intelligence. Your Arsenal contains either fire, psychic, or radiant damage.

In addition, you gain proficiency with your choice of Insight or Perception, and when you make a Wisdom check with the chosen skill, you can make an Intelligence check instead.

Zealotry

Your Rationale ability is Wisdom. Your Arsenal contains either lightning, necrotic, or radiant damage.

In addition, you gain proficiency in Religion and when you make an Intelligence (Religion) check, you can make a Wisdom (Religion) check instead.

Strategic Momentum

At 2nd level, you learn to use your magic to push every advantage on the battlefield, allowing you to execute Stratagems to winning the battles you face.

Momentum Pool

Your will to press on is represented by a pool of Momentum. This pool has a total amount of Momentum equal to half your Warmage level (rounded up) + your Rationale ability modifier.

You regain expended Momentum when you finish a short or long rest if you spend 30 minutes of the rest doing drills.

Distinguished Skill

Whenever you make an ability check that you are Distinguished in, you can spend 1 Momentum before rolling to add one roll of your Weave Die to the roll, potentially turning it into a success.

You are Distinguished in ability checks that use your Rationale ability modifier.

Stratagems Known

At 2nd level, you learn three Stratagems of your choice from the lists of Stratagems at the end of this document. The Warmage table shows when you learn more Stratagems.

When you gain a Warmage level, you can replace one Stratagem you know with another Stratagem of your choice.

Saving Throws

Stratagems rely on the strength of your internal compass. When a Stratagem or Warmage feature requires a saving throw, its saving throw DC is calculated as follows:

Stratagem Save DC = 8 + your proficiency bonus +

your Rationale ability modifier

Weave Cadet

At 2nd level, you mimic a traditional weapon of war in your channeling. You gain the Cadet benefits of an Arcane Ordnance you choose from the list at the end of this class.

Turn the Tide

You can Turn the Tide as an action, and each Arcane Ordnance grants an alternative way to Turn the Tide.

When you Turn the Tide, your speed doubles until the end of your turn, and you regain expended Momentum equal to half your Warmage level (rounded up).

Once you Turn the Tide, you cannot do so again until you finish a short or long rest.


Weave Strikes & You

Consider what your Weave Strikes look like. Do you summon a fleeting greatsword of ice? Do you fire bolts of energy from your hands?

Battle Regiment

At 3rd level, choose one of the following Battle Regiments that best represent your military training and experience: Bishop Regiment, Crown Regiment, Knight Regiment, Lancer Regiment, Pawn Regiment, or Rook Regiment.

The Regiment you choose grants you features at 3rd level, and again when you reach 6th, 10th, 14th, and 17th levels.

Ability Score Improvement

At 4th level, and again when you reach 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or two ability scores by 1. As normal, you can't increase of your ability scores above 20 using this feature.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Moreover, if you use your action to Dash or to Disengage you can make one Weave Strike as a bonus action on that turn.

United Front

Beginning at 6th level, your Rationale has become more flexible. Your Arsenal now contains all the damage types listed in your Rationale, instead of just one.

It Takes a Soldier

Beginning at 7th level, you have mastered predicting how opponents evade your magic, and can take advantage of similar tactics. When you take damage of a type that is in your Arsenal, you may use a reaction to halve the damage you would take.

Arcane Deflection

Beginning at 9th level, you can rationalize your way out of any challenge. When you fail a saving throw, you can spend 1 Momentum to add one roll of your Weave Die to the result of your roll, potentially turning it into a success.

At 18th level, when you use this feature you may make an additional roll of your Weave Die and take the highest result.

Weave Officer

Starting at 11th level, you have become an expert with your style of Martial Arcana. You gain the Officer benefits of your chosen Arcane Ordnance, and you can Turn the Tide as a bonus action on your turn.

In addition, whenever you roll initiative, you regain the ability to Turn the Tide if you cannot do so.

Finally, you can use Distinguished Skill after rolling, but before you know the outcome of the roll.







































The Perfect Soldier

At 13th level, you can use the Weave itself to sustain your needs. You gain proficiency in Constitution saving throws, and you no longer require air, food, water, or sleep. To gain the benefits of a long rest, you can spend all 8 hours doing light activity.

To Put One Down

Beginning at 15th level, when you use your It Takes a Soldier feature, you can redirect the energy of your attacker. As part of the same reaction, you can spend Momentum up to your Rationale ability modifier to choose a creature within 30 feet and force it to make a Dexterity saving throw.

On a failure, it falls prone and takes damage equal to two rolls of your Weave Die for each Momentum spent, or half as much on a successful save without falling prone. This damage is of the type that triggered It Takes a Soldier.

Weave General

At 20th level, you have become an absolutely master of your style of Martial Arcana. You gain the General benefits of your chosen Arcane Ordnance.

In addition, you can Turn the Tide any number of times between each short or long rest, but only once per turn.


Finding Your Rationale

When choosing a Rationale, think about what caused your Warmage to care so much about that Rationale in the first place? Do they fight for Truth because disinformation got their loved ones killed? Do they fight from Anxiety because they’ve been betrayed one too many times?

Arcane Ordnances

Choose a Arcane Ordnance from below that best represents your character's preferred way to fight with the weave

Mystic Ribault

You mimic a multi-faceted siege engine, specializing in unending barrages of quick strikes.

Cadet

You can make a single Weave Strike attack as a bonus action on each of your turns.

When you make a Weave Strike using this Ordnance, you don’t add your Rationale ability modifier to the damage roll unless you spend 1 Momentum to do so.

Turn the Tide. When you roll to hit a creature with a Weave Strike and miss, you can Turn the Tide.

Officer

When you use this Ordnance's Cadet benefit to make a Weave Strike as a bonus action, you can make an additional Weave Strike with the same bonus action.

In addition, once per turn when you hit with a Weave Strike attack made as part of your bonus action, you can add your Rationale ability modifier to the damage roll without spending Momentum.

General

You can add your Rationale ability modifier to the damage of any Weave Strikes you make as a bonus action using this Ordnance without spending Momentum.

Occult Barbican

You mimic an impenetrable fortress, specializing in shaking off the assault of your foes.

Cadet

When you take damage from an attack, you can use a reaction to reduce the damage by an amount equal to one roll of your Weave Die + your Warmage level.

If you reduce the damage to zero, you can spend 1 Momentum to make a single Weave Strike against the attacker as part of the same reaction.

Turn the Tide. When your current hit points are reduced by taking damage from an attack, you can Turn the Tide.

Officer

When you reduce damage using this Ordnance's Cadet benefit, you can instead reduce the damage by two rolls of your Weave Die + your Warmage level.

In addition, you no longer need to spend Momentum to make a Weave Strike if you reduce damage to zero.

General

When you reduce damage using this Ordnance's Cadet benefit, you can instead reduce the damage by three rolls of your Weave Die + your Warmage level.

Spellmortar

You mimic a powerful arcing siege weapon, specializing in a powerful and accurate strikes.

Cadet

You gain a +1 bonus to the attack and damage rolls of your Weave Strike attacks so long as you have two free hands. A hand holding an arcane focus counts as free for the purposes of this feature.

In addition, once per turn when you hit with a Weave Strike attack, you can spend 1 Momentum to deal additional damage equal to two rolls of your Weave Die. If the attack was a ranged attack, this additional damage is reduced to one roll of your Weave Die.

Turn the Tide. You can Turn the Tide when you roll below average on your Weave Die: d4 (1-2), d6 (1-3), d8 (1-4), d10 (1-5), d12 (1-6).

Officer

The bonus from this Ordnance's Cadet benefit increases to +2.

In addition, the additional damage from this Ordnance's Cadet benefit increases to three rolls of your Weave Die, or two rolls on a ranged attack.

General

The bonus from this Ordnance's Cadet benefit increases to +3.

Strike Stratagems

Listed below are the Strike Stratagems available to the Warmage. These Stratagems modify your Weave Strikes, and you can only use one Strike Stratagem per attack.

If a Stratagem has a Warmage level prerequisite you can learn that Stratagem at the same time you meet its prerequisite. If a Stratagem mentions your level, it uses your Warmage level.

If a Strike Stratagem you know adds a damage type to
your Arsenal, but it already contains that damage type (such as through your Rationale or another Stratagem), that damage type becomes Amplified.

Once per turn you roll damage for a Weave Strike or Warmage feature, you may gain a bonus to its damage equal to the number of times its damage type has been Amplified.

Each time you gain a Warmage level, you can replace one Stratagem you know with a Stratagem of your choice.






Binding Strike

You add cold damage to your Arsenal.

Also, once per turn when you hit a creature with a Weave Strike, you can spend 1 Momentum to force the target to make a Strength saving throw. On a failed save, its speed is reduced to 0 until the start of your next turn.

Conducting Strike

You add lightning damage to your Arsenal.

Also, once per turn when you hit a creature with a Weave Strike, you can spend Momentum (up to your Rationale ability modifier) to force another creature within 10 feet of the original target to make a Dexterity saving throw. On a failed save the creature takes damage equal to one roll of your Weave Die per Momentum spent, its type being the same as your initial Weave Strike.

At 11th level, the second creature can be up to 15 feet away, and you can target an additional creature within 15 feet of the second target to take the damage as well.

Corrosive Strike

You add acid damage to your Arsenal.

Also, once per turn when you hit a creature with a Weave Strike, you can spend 1 Momentum to erode its defenses. The next attack roll against that creature gains a bonus equal to one roll of your Weave Die.

Detonating Strike

You add fire damage to your Arsenal.

Also, once per turn when you hit a creature with a Weave Strike, you can spend Momentum (up to your Rationale ability modifier) to force each other creature within 5 feet of the target to make a Dexterity saving throw. On a failed save a creature takes damage equal to one roll of your Weave Die per Momentum spent, its type being the same as your initial Weave Strike.

At 11th level, you can force each creature within 10 feet to make this saving throw.


















Hindering Strike

You add poison damage to your Arsenal.

Also, when you hit a creature with a Weave Strike, you can reduce its speed by 10 feet until the start of your next turn.

Repelling Strike

You add thunder damage to your Arsenal.

Also, when you hit a Medium or smaller creature with a Weave Strike, you can push the target up to 10 feet away from you in a line.

The size of creatures you can push increases to Large at 5th level, Huge at 11th level, and Gargantuan at 17th.

Siphoning Strike

You add necrotic damage to your Arsenal.

Also, once per turn when you hit a creature with a Weave Strike, you can spend 1 Momentum to gain temporary hit points equal to half the total damage dealt by the Strike.

At 11th level, you can spend 2 additional Momentum to gain temporary hit points equal to the total damage instead.


Customized Strikes

When creating custom Strike Stratagems, carefully consider the power of the damage types you are granting to a Warmage's Arsenal. Damage types like force, and bludgeoning, piercing, and slashing from magical attacks are typically much more powerful and less resisted, so they shouldn't be granted before 5th level.

In addition, consider the power brought by being able to apply the Strike Stratagem's effects at range. Effects like stunning creatures at range are very powerful, and shouldn't be granted lightly.


Cauterizing Strike

Prerequisite: 5th-level Warmage
You add fire damage to your Arsenal.

Also, once per turn when you hit with a Weave Strike, you can cauterize the target's wounds. If you do, it can't regain hit points or gain temporary hit points until the end of your next turn.

Felling Strike

Prerequisite: 5th-level Warmage
You add bludgeoning damage to your Arsenal.

Also, once per turn when you hit a Large or smaller creature with a Weave Strike, you can spend 1 Momentum to force the creature to make a Dexterity saving throw. On a failure, it is knocked prone.

The size of creatures you can knock prone increases to Huge at 11th level, and Gargantuan at 17th.

Irritating Strike

Prerequisite: 5th-level Warmage
You add slashing damage to your Arsenal.

Also, once per turn when you hit a Large or smaller creature with a Weave Strike, you can spend 1 Momentum to weaken its strength. Its next attack roll takes a penalty equal to one roll of your Weave Die, and if that attack would deal damage, the damage also takes a penalty equal to one roll of your Weave Die.

Menacing Strike

Prerequisite: 5th-level Warmage
You add psychic damage to your Arsenal.

Also, once per turn when you hit with a Weave Strike, you can spend 2 Momentum to force the target to make a Wisdom saving throw. On a failed save, the creature is frightened of you until the end of your next turn and must use its action to move as far away from you as possible without harming itself.


Exposing Strike

Prerequisite: 5th-level Warmage
You add radiant damage to your Arsenal.

Also, once per turn when you hit a creature with a Weave Strike, you can spend 2 Momentum to expose the target's weaknesses. If you do, it sheds bright light in a 5-foot radius and dim light in a 5-foot beyond that until the start of your next turn or until it is hit by an attack, whichever comes first.

While it is shedding light in this way, attack rolls against it have advantage, and the next attack that hits it deals additional radiant damage equal to one Weave Die.

Wrenching Strike

Prerequisite: 5th-level Warmage
You add piercing damage to your Arsenal.

Also when you hit a Large or smaller creature with a Weave Strike, you can choose to pull the target up to 10 feet towards you in a line.

The size of creatures you can pull increases to Huge at 11th level, and Gargantuan at 17th.

Assured Strike

Prerequisite: 9th-level Warmage
You add force and lightning damage to your Arsenal.

Also, once per turn when you miss with a Weave Strike, you can spend 2 Momentum to re-roll the attack. You must use the new result.

Impairing Strike

Prerequisite: 9th-level Warmage
You add necrotic and radiant damage to your Arsenal.

Also, once per turn when you hit a creature with a Weave Strike, you can spend 2 Momentum to force it to make a Constitution saving throw. On a failure, it is blinded, deafened, or can't speak (your choice) until the start of your next turn.

Propelling Strike

Prerequisite: 9th-level Warmage
You add force and thunder damage to your Arsenal.

Also, once per turn when you hit a Large or smaller creature with a Weave Strike, you can spend 2 Momentum to force the creature to make a Dexterity saving throw. On a failed save, it is pushed in a direction of your choice in a straight line up to a number of feet equal to five times your Rationale ability modifier (minimum of 5 feet).

The size of creatures you can push increases to Huge at 17th level.

Stifling Strike

Prerequisite: 9th-level Warmage
You add poison and psychic damage to your Arsenal.

Also, once per turn when you hit with a Weave Strike, you can spend 3 Momentum to force the target to make an Intelligence saving throw. On a failed save, it can't take a reaction until the end of its next turn, and during its next turn it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a success, it can't take a reaction until the start of its next turn, with no other effect.

Branding Strike

Prerequisite: 13th-level Warmage
You add fire and radiant damage to your Arsenal.

Also, once per turn when you hit a creature with a Weave Strike, you can spend 3 Momentum to force the creature to make a Constitution saving throw. On a failed save, it takes additional damage equal to two rolls of your Weave Die, and becomes Branded for 1 minute. On a successful save, it takes half damage and isn’t Branded.

A Branded creature does not benefit from invisibility, sheds bright light in a 15-foot radius and dim light in a 15-foot radius beyond that, and must make a Constitution saving throw at the end of each of its turn. On a successful save, it ceases to be Branded. On a failed save, it takes one roll of your Weave Die in damage of a type in your Arsenal.

Cursing Strike

Prerequisite: 13th-level Warmage
You add necrotic and poison damage to your Arsenal.

Also, once per turn when you hit a creature with a Weave Strike, you can spend 3 Momentum to force the creature to make a Charisma saving throw. On a failure, it becomes Cursed for 1 minute and you must choose Ire or Shame.

A Cursed creature must make a Charisma saving throw at the end of each of its turns. On a successful save, it ceases to be cursed.

Curse of Ire. A Cursed creature subtracts one roll of your Weave Die from each saving throw it makes.

Curse of Shame. A Cursed creature subtracts one roll of your Weave Die from each attack roll it makes.

Lacerating Strike

Prerequisite: 13th-level Warmage
You add piercing and slashing damage to your Arsenal.

Also, once per turn when you hit with a Weave Strike, you can spend 2 Momentum to attempt to cause lasting wounds, forcing the target to make a Constitution saving throw. On a failed save, it becomes Maimed until a creature uses an action to stop the bleeding, or until it regains hit points.

A Maimed creature takes necrotic damage equal to three rolls of your Weave Die at the start of each of its turns.


Mixing and Matching

Due to the nature of Strike Stratagems and the Arsenal, you can use different damage types with a Strike than the one it grants.

Consider a Scalding Strike using poison damage to make a target try to get a deadly poison out of their system, a Wrenching Strike using psychic damage to enthrall a foe, or a Detonating Strike using acid damage to create a large splash of corrosive bile.

Dismissing Strike

Prerequisite: 18th-level Warmage
You add force and radiant damage to your Arsenal.

Also, once per turn when you hit with a Weave Strike, you can expend 5 Momentum and attempt to temporarily discharge a creature from its service. If you do, the target must make a Charisma saving throw. On a failed save, it takes additional damage equal to three rolls of your Weave Die, or half as much on a success.

If this attack reduces the target to 100 hit points or fewer, it is shunted to a harmless demiplane where it is incapacitated. The creature reappears in the unoccupied space nearest to the last space it occupied at the end of your next turn.

Scalding Strike

Prerequisite: 18th-level Warmage
You add fire and acid damage to your Arsenal.

Also, once per turn when you hit with a Weave Strike, you can expend 3 Momentum to cause lasting burns on the target. If you do, the target must make a Dexterity saving throw. On a failure, it burns for 1 minute.

So long as it burns, it takes damage equal to four rolls of your Weave Die at the start of each of its turns. The damage is of the same type dealt by the triggering Weave Strike.

At the end of each of its turns it can repeat the Dexterity saving throw, reducing the damage of its burns by one die if it does. If the damage ever reaches zero dice, the creature stops burning.

Shocking Strike

Prerequisite: 18th-level Warmage
You add lightning and psychic damage to your Arsenal.

Also, once per turn when you hit with a Weave Strike, you can spend 3 Momentum to overload the target's senses, forcing it to make a Wisdom saving throw. On a failed save, the creature is stunned until the end of your next turn.

Service Stratagems

Listed below are the Service Stratagems available to the Warmage. If a Stratagem has a Warmage level prerequisite you can learn it at the same time you meet its prerequisite. If a Stratagem mentions your level, it uses your Warmage level.

Each time you gain a Warmage level, you can replace one Stratagem you know with a Stratagem of your choice.






Armor Augmentation

You can use your Rationale ability modifier in place of Dexterity when calculating your Armor Class in light or medium armor.

Brilliancy

Choose any two skills you are not Distinguished in. You become Distinguished in those skills.

Classically Trained

Choose a single class with a spell list that contains cantrips. You gain two cantrips from that class’s spell list. Your spellcasting ability for them is your Rationale ability.

Defensive Ward

So long as you aren't wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Rationale ability modifier.

Eye for the Arcane

You can spend 1 Momentum as an action to cast the detect magic spell without providing verbal or somatic components.

Featherlight

Your jump distance is doubled, and falling damage you would take is reduced by an amount equal to five times your level, so long as you are conscious.

At 11th level, your jump distance is tripled instead.

Marksmage

Your the normal and long ranges are doubled for your ranged Weave Strikes.

At 11th level, your Weave Strikes ignore half cover and three quarters cover.

Night Eyes

You can see normally in dim light and darkness, both magical and nonmagical, out to a distance of 120 feet.

Nothing Ventured

Whenever you Turn the Tide, you gain an additional benefit depending on the Arcane Ordnance you chose at 2nd level.

Mystic Ribault. You may immediately make a Weave Strike (no action required).

Occult Barbican. You may gain temporary hit points equal to a roll of your Weave Die + your Rationale ability modifier.

Spellmortar. The attack and damage rolls of your next Weave Strike gain a bonus equal to a roll of your Weave Die.


Tactical Pace

You can take the Dash or Disengage action as a bonus action. You can spend 1 Momentum as a bonus action to gain the benefits of both the Dash & Disengage actions.

Vault

Whenever you would make a Weave Strike, you can instead choose an unoccupied space within 15 feet of you adjacent to a flat surface (such as a ceiling, floor or wall), and magically fly to that space. This movement provokes opportunity attacks as normal, and if it would leave you without a solid surface below you, you don’t fall until the end of your turn.

You can spend Momentum (up to your Rationale ability modifier) when you use this Stratagem to increase its range by 5 feet per Momentum spent.

At 11th level, opportunity attacks made against you triggered by this movement have disadvantage.

Athame

Prerequisite: 5th-level Warmage
At the end of a long rest, you may touch a melee weapon you are proficient with that lacks the heavy or two-handed properties to make it your Athame. Your Athame gains the following benefits until you make benefits listed below:

  • You can use your Rationale ability modifier, in place of Strength or Dexterity, for attack and damage rolls with your Athame. When you do, it deals a damage type in your Arsenal instead of the weapon's normal damage type.

  • Any hand holding your Athame counts as a free hand for the purposes of Martial Arcana.

Field Medic

Prerequisite: 5th-level Warmage
As a bonus action, you can touch yourself or another creature within 5 feet and spend 1 Momentum. The target regains hit points equal to your Rationale ability modifier + one roll of your Weave Die.

At 17th level, you may spend 1 additional Momentum to double the amount of hit points regained with this ability.

Mystic Rider

Prerequisite: 5th-level Warmage
You can spend 3 Momentum to begin a 10 minute ritual to summon a mount. At the end of this 10 minutes, you conjure a creature as though you’d cast find steed ll.

At 17th level, whenever you cast find steed ll in this way, you can spend 2 additional Momentum to cast it at 4th level.

Overextended

Prerequisite: 5th-level Warmage
Your melee Weave Strikes gain a reach of 10 feet.

At 17th level, this reach is increased to 15 feet instead.

Ramshackle Battlements

Prerequisite: 5th-level Warmage
You can use a bonus action to spend Momentum (up to your Rationale ability modifier) and summon a 6-inch thick, 5-foot-by-5-foot stone wall in an unoccupied space within 5 feet.

The wall lasts for 1 minute or until it's destroyed, and has AC15 and hit points equal to twice your Warmage level.

For each Momentum spent beyond the first, you can either increase the length or width of the wall by 2 and a half feet, or increase the thickness of the wall by 6 inches.

Recon Cloak

Prerequisite: 5th-level Warmage
As an action, you can spend 3 Momentum to cast invisibility at 2nd-level, targeting yourself.

At 17th level, you can spend instead spend 5 Momentum as an action to cast greater invisibility targeting yourself.

Aerial Warfare

Prerequisite: 9th-level Warmage
As an action, you can spend 5 Momentum to cast fly at 3rd-level, targeting yourself.

Castling

Prerequisite: 9th-level Warmage
As an action, you can choose one willing creature within 60 feet and spend 3 Momentum to cause the both of you to teleport, magically switching places.

Counter-Strike

Prerequisite: 9th-level Warmage
You can spend 5 Momentum to cast the 3rd-level version of counterspell or dispel magic with their usual casting times, and you are Distinguished in ability checks made as part of casting either spell.

In addition, you can spend additional Momentum when you cast a spell this way. For every additional 2 Momentum spent, the spell you cast is treated as one level higher, to a maximum spell level equal to half your Warmage level.

Establish Encampment

Prerequisite: 9th-level Warmage
Once per long rest, you can spend 5 Momentum to take 10 minutes magically constructing a camp for your cohort. At the end of these 10 minutes, a fortress appears within 30 feet as if you had cast galder’s tower LLoK at 4th-level.

Joint Service Cadet

Prerequisite: 9th-level Warmage
Choose an Arcane Ordnance you didn't choose at 2nd level. The chosen Ordnance becomes an Auxiliary Ordnance for you, and you gain its Cadet benefits.

Premove

Prerequisite: 9th-level Warmage
You gain a bonus to your Initiative rolls equal to your Rationale ability modifier. In addition, when you roll Initiative, you can spend 2 Momentum as a reaction to move up to half your speed without provoking opportunity attacks and make a single Weave Strike.

Tactical Foresight

Prerequisite: 9th-level Warmage
As an action, you can spend 5 Momentum to think deeply on a matter for 10 minutes. At the end of this period, you gain information as if you had cast the commune spell at 5th-level.

Weapon Weaver

Prerequisite: 9th-level Warmage, Athame
Attacks with your Athame count as Weave Strikes for the purposes of your Warmage abilities.

Air Raid

Prerequisite: 13th-level Warmage
As an action, you can spend 5 Momentum to cast conjure volley ll at 4th-level without material components and using the long range of your Weave Strikes for its range. When you cast it this way, it deals a damage type in your Arsenal.

Battle Bond

Prerequisite: 13th-level Warmage
Whenever you finish a short long rest, you can touch a single creature to forge a battle bond with it until you forge a battle bond with another creature.

As long as you and that creature are on the same plane of existence, you both gain the following benefits:

  • You can communicate telepathically with each other regardless of if you share a language.

  • You are always aware if a creature you've forged a battle bond with has less than half their maximum hit points, if they have 0 hit points, or if they have died.

Defensive Amplification

Prerequisite: 13th-level Warmage
When you use It Takes a Soldier, after halving the damage, it is also reduced by an amount equal to twice the number of times that damage's type has been Amplified.

Chemical Warfare

Prerequisite: 13th-level Warmage
Once per long rest, you can use an action and spend 7 Momentum to cast cloudkill at 5th-level.

Rally Reinforcement

Prerequisite: 13th-level Warmage
You call out to the multiverse for a soldier to come to your aid. As an action, you can spend 5 Momentum and cast summon celestial (avenger) at 5th-level, with the changes below:

  • It is a Medium humanoid instead of a Large celestial.

  • Any instance of radiant damage in its stat block, including its resistances, is replaced by a damage type of your choice from your Arsenal.

  • When summoned you can grant it an amount of Momentum of your choice by spending that much Momentum. When you do, your maximum Momentum is reduced by the same amount while it is summoned. It can use the Momentum you grant it to use any Stratagems you know, though it cannot use Rally Reinforcement again.



























Architect of War

Prerequisite: 18th-level Warmage
Once per long rest, you can spend 8 Momentum to take 1 minute and trace a 120 foot square on the ground. At the end of this 10 minutes, a fortress erupts from the traced area as though you had cast mighty fortress XGtE at 8th-level, except it doesn't crumble if you make another or after 7 days have passed.

As long as the fortress exists, your maximum Momentum is reduced by 8. You can cause the fortress to harmlessly crumble and sink back into the ground as an action.

Joint Service Officer

Prerequisite: 18th-level Warmage, Joint Service Cadet
You gain the Officer benefits of your Auxiliary Ordnance.

Mystical Perforation

Prerequisite: 18th-level Warmage
The damage of your Weave Strikes ignores resistances, and treats damage immunity as resistance.

Shoulder the Burden

Prerequisite: 18th-level Warmage
At the end of each short or long rest, you may choose a number of cratures up to your Rationale ability modifier to gain the benefits of The Perfect Soldier. If you do, you lose the benefits of that feature until you use an action to cause them to lose the benefits of the feature.

In addition, for every creature beyond the first benefitting from The Perfect Soldier in this way, you require additional food and water as though you were eating and drinking for an additional person.



























Battle Regiments

Choose a Battle Regiment from below that represents the military training and experience of your Warmage:

Bishop Lancer
Crown Pawn
Knight Rook

Bishop Regiment

Members of the Bishop Regiment delve into traditional magical pratices, using orthodox spellcasting to augment their prowess. At their peaks, this regiment can achieve deeds only thought possible through divine magic.

Distinguished Arcanist

3rd-level Bishop Regiment feature
You gain proficiency in your choice of Arcana, Intimidation, Religion, or Stealth. You also become Distinguished in the chosen skill.

In addition, you learn the Classically Trained Stratagem, and learn an additional Cantrip from the chosen class’s spell list at 10th level.


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Spellcasting

3rd-level Bishop Regiment feature
At 3rd level, you’ve learned the spellcasting ways of the old masters. You gain the features listed below:

Spell Slots. The Bishop Spellcasting table shows how many spell slots you have to cast your spells of 1st-level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all of your expended spell slots each time you finish a long rest.

Spells Known of 1st-Level and Higher. You know three 1st-level Bishop spells, which are learned from the spell list chosen with the Classically Trained Stratagem. The Spells Known column of the Bishop Spellcasting table shows when you learn more spells of 1st-level or higher, of a level for which you have spell slots.

Spellcasting Ability. Your Rationale ability is your spellcasting ability for Bishop spells. You use your Rationale ability modifier whenever a spell refers to your spellcasting ability, when setting your Bishop Spell save DC, or when you make a Spell attack roll.


Spell Save DC = 8 + your proficiency bonus +

your Rationale ability modifier

Spell attack modifier = your proficiency bonus +

your Rationale ability modifier































Battle Mass

6th-level Bishop Regiment feature
When you use your action to cast a spell, you can make one Weave Strike attack as a bonus action.

Arcane Pillory

10th-level Bishop Regiment feature
When you hit the same creature with a second Weave Strike in a turn, it's Censured until the end of your next turn or until you Censure another creature.

A creature Censured in this way has disadvantage on saving throws against your Stratagems and Bishop spells, and you have advantage on spell attack rolls against it.

Paired Penance

14th-level Bishop Regiment feature
Your duties often require more than a single soldier can provide. Whenever you finish a short or long rest, you may touch a creature to designate it as your Vicar until your next short or long rest.

Your Vicar has advantage on its first attack roll each turn against a creature Censured by you, and creatures Censured by you have disadvantage on the first saving throw it makes each turn against an effect produced by your Vicar.

Archbishop

17th-level Bishop Regiment feature
When you cause a creature to be Censured, you can Censure it for 1 minute or until you Censure another creature.

If you do, the creature can make a Charisma saving throw at the end of each of your turns, ceasing to be Censured on a success.

Bishop Spellcasting
Warmage
Level
Spells
Known
1st
Level
2nd
Level
3rd
Level
4th
Level
3rd 3 2
4th 4 3
5th 5 3
6th 5 3
7th 6 4 2
8th 6 4 2
9th 7 4 2
10th 7 4 3
11th 8 4 3
12th 8 4 3
13th 9 4 3 2
14th 9 4 3 2
15th 10 4 3 2
16th 10 4 3 3
17th 11 4 3 3
18th 11 4 3 3
19th 12 4 3 3 1
20th 12 4 3 3 1

Crown Regiment

Consisting of commanders and tacticians at the top of their field, Crown Regiment focuses on strategy and leadership. "What is the most efficient way to carve a path to victory?" is always the foremost question on the mind this Regiment.

Distinguished Nobility

3rd-level Crown Regiment feature
You gain proficiency in your choice of History, Persuasion, Insight, or Intimidation. You also become Distinguished in the chosen skill.

In addition, you gain proficiency in shields.

Tactical Exploits

3rd-level Crown Regiment feature
You have studied various tactical exploits to aid you on the battlefield. You gain the following features:

Exploit Dice. The Crown Exploits table on the next page shows how many Exploit Dice you have to use Exploits. To use an Exploit, you expend an Exploit Die, and you regain all your expended Exploit Dice when you finish a short or long rest.

High Degree. Your Warmage level limits the technicality of Exploits you are able to learn and use. This limit is reflected in the High Degree column of the Crown Exploits table on the next page.

Exploits. You learn two Tactical Exploits of your choice from those available to Laserllama's Warlord class, one of which must be an Order Exploit. You can only use one Exploit per ability check, attack, or saving throw.

When you gain a Warmage level, you can replace one Exploit you know with another Tactical Exploit of your choice, but you can never replace an Order Exploit if it would leave you without any Order Exploits.

Leadership Modifier. Some Tactical Exploits require a Leadership modifier. Your Rationale ability modifier is your Leadership modifier for these Exploits.

Saving Throws. If a Crown Exploit requires a creature to make a saving throw, its DC is calculated as follows:

Exploit Save DC = 8 + your proficiency bonus +

your Rationale ability modifier

Arcane Commander

6th-level Crown Regiment feature
You have mastered the art of arcane leadership. When your Exploits deal additional damage, you can choose for them to deal a damage type in your Arsenal.

Also, when you target an ally with a Tactical Exploit, you may treat the next attack it hits with before the start of your next turn as a Weave Strike made by you for the purposes of changing its damage type or using a Stratagem on it.

Realpolitik

10th-level Crown Regiment feature
You've grown a sense for tactics. You gain the Tactical Foresight Stratagem, which cannot be replaced and does not count against your total Stratagems.

Once between each short or long rest, you can use Tactical Foresight without expending Momentum.

Beacon of Nobility

14th-level Crown Regiment feature
Your leadership is frighteningly effective. As a bonus action, you can spend Momentum (up to your Rationale ability modifier) and choose a number of creatures within 60 feet equal to the Momentum spent.

Each ally chosen gains temporary hit points for 1 minute equal to your Rationale ability modifier + two rolls of your Weave Die. Each hostile creature chosen must make a Wisdom saving throw, becoming frightened of you and the chosen allies until the start of your next turn.

Checkmate

17th-level Crown Regiment feature
At the beginning of each of your turns you can issue a single order without spending any action to do so by spending Momentum equal to twice the degree of the order.


Laserllama's Content

I am not affiliated with Laserllama, their Spell Compendium, or any of their other content. My table simply likes to use their content.

Crown Exploits
Warmage
Level
Exploits
Known
Exploit
Die
Exploit
Dice
High
Degree
3rd 2 d4 2 1st
4th 2 d4 2 1st
5th 3 d4 2 1st
6th 3 d4 2 1st
7th 4 d6 3 2nd
8th 4 d6 3 2nd
9th 4 d6 3 2nd
10th 4 d6 3 2nd
11th 5 d6 3 2nd
12th 5 d6 3 2nd
13th 5 d6 3 2nd
14th 5 d6 3 2nd
15th 6 d8 4 3rd
16th 6 d8 4 3rd
17th 6 d8 4 3rd
18th 6 d8 4 3rd
19th 7 d8 4 3rd
20th 7 d8 4 3rd

Knight Regiment

The Knight Regiment's focus is on becoming icons of chivalry, like the best of traditional warriors are known for.

Knightly Stratagems

3rd-level Knight Regiment feature
You learn certain Stratagems at the levels noted in the table below. They don't count against your number of Stratagems Known and they cannot be switched upon gaining a level.

Warmage Level Stratagem
3rd armor augmentation
5th athame
9th weapon weaver

Distinguished Chivalry

3rd-level Knight Regiment feature
You gain proficiency in your choice of Athletics, Persuasion, Intimidation, or Religion. You also become Distinguished in the chosen skill.

Sword & Sorcery

3rd-level Knight Regiment feature
Your knightly training grants you valorous skill. You are proficient with martial weapons and shields.

In addition, your hit point maximum increases by 3, and it increases by 1 again whenever you gain a Warmage level.

Finally, any weapon you hold counts as an arcane focus for the purposes of Martial Arcana.

Chivalrous Fortitude

6th-level Knight Regiment feature
Your chivalrous ideals grant you the courage of a true hero. Once per turn when you hit a creature with a Weave Strike you can Threaten it until the start of your next turn. While Threatened, a creature has disadvantage on attack rolls against creatures other than you.

In addition, at the end of each short rest you regain a number of hit points equal to the number of hit dice you expended during that rest.

Enduring Presence

10th-level Knight Regiment feature
You can march on no matter the obstacles in your path. When you would be reduced to 0 hit points but not killed outright, you can spend 2 Momentum to fall to 1 hit point instead.

Minor Exchange

14th-level Knight Regiment feature
Your fortitude is contagious. When you roll a hit die to regain hit points during a short rest, you can choose to touch a creature and cause it to regain those hit points instead (including your Constitution modifier).

In addition, whenever you regain hit points with Chivalrous Fortitude, you regain twice as many hit points.

Undying Chivalry

17th-level Knight Regiment feature
Tales of your honor and pride are known far and wide. Whenever an ally fails a save against an effect produced by a Threatened creature, you can use Arcane Deflection to grant that ally a bonus as though you had failed that saving throw.

In addition, you can Threaten a creature using Chivalrous Fortitude any number of times per turn.

Lancer Regiment

Expert skirmishers, Warmages of the Lancer Regiment focus on using the Weave to augment their ability to get into and get out of harm’s way as efficiently as possible.

Lancer Stratagems

3rd-level Lancer Regiment feature
You learn certain Stratagems at the levels noted in the table below. They don't count against your number of Stratagems Known and they cannot be switched upon gaining a level.

Warmage Level Stratagem
3rd tactical pace
5th overextended
9th premove

Distinguished Drifter

3rd-level Lancer Regiment feature
You never stay put. You gain proficiency in your choice of Acrobatics, Deception, Stealth, or Survival. You also become Distinguished in the chosen skill.

Blitz

3rd-level Lancer Regiment feature
You strikes can pierce reality itself. You can spend 1 Momentum as a bonus action on your turn to enter a Blitz for 1 minute, which you must concentrate on as though concentrating on a spell.

When you make a Weave Strike while in a Blitz, you can teleport up to 10 feet to an unoccupied space you can see before or after the attack. If this teleportation would leave you without a solid surface below you, you don’t fall until the end of your turn.

Rapid Ruination

6th-level Lancer Regiment feature
You can channel the velocity of your transpositions into your strikes. Once per turn when you use your Blitz feature to teleport within 10 feet of a creature before making a melee Weave Strike against that creature, that Weave Strike deals additional damage to that creature equal to one roll of your Weave Die.

Unpinned

10th-level Lancer Regiment feature
When you use your Blitz feature to teleport, you can spend 1 Momentum to increase the distance covered by up to 10 feet.

In addition, you have advantage on saving throws to maintain concentration on Blitz.

Ungrounded

14th-level Lancer Regiment feature
Your speed increases by 10 feet and you gain a climb speed equal to your walking speed.

In addition, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.



























Untethered

17th-level Lancer Regiment feature
While in a Blitz, you can expend any amount of movement on your turn to dematerialize and rematerialize at a blinding speed. When you do, you teleport in a direction of your choice a number of feet equal to half the movement expended as though you had used your Blitz feature to teleport.

Pawn Regiment

The rank-and-file members of Warmage armies, the Pawn Regiment do as they’re told efficiently and flexibly. They’re generalists through and through, able to accomplish any task and neutralize any target given enough time and preparation.

Distinguished Versatility

3rd-level Pawn Regiment feature
You are ready to provide whatever service is required by your duty. Choose any skill. You become proficient in the chosen skill. If you are already proficient in the chosen skill, you instead become Distinguished in ability checks that use it.

Adaptable Veteran

3rd-level Pawn Regiment feature
You specialize in adaptability. Whenever you complete a short or long rest, you can analyze new strategies to replace a chosen Stratagem you know with another Stratagem of your choice that you meet the prerequisites for, as long as it has the same level prerequisite.

When you use this feature following a long rest you may forgo replacing a Stratagem to instead replace the skill chosen with Distinguished Versatility.



























Promotion

3rd-level Pawn Regiment feature
You're a master of many approaches to combat. You learn an additional Stratagem. When you replace this Stratagem with Adaptable Veteran, it can be replaced with any Stratagem you meet the prerequisites for, regardless of if it has the same level prerequisite.

Country Move

6th-level Pawn Regiment feature
You can survive in any environment. Choose one of the following benefits:

  • You can spend 15 feet of movement to burrow 5 feet. If you do, you leave behind a 5-foot-diameter tunnel.

  • You gain a climbing speed equal to your walking speed and your jump distance is doubled.

  • You gain a swimming speed equal to your walking speed and can hold your breath for up to 1 hour.

  • You gain a +10 foot bonus to your movement speed and ignore the effects of difficult terrain.


When you use Adaptable Veteran you may forgo replacing a Stratagem to instead replace the benefit chosen with this feature.

Passed Pawn

10th-level Pawn Regiment feature
You learn the Joint-Service Cadet Stratagem, it can't be replaced, and it doesn't count against your total number of Stratagems Known.

In addition, when you use Adaptable Veteran you may forgo replacing a Stratagem to replace your Auxiliary Ordnance with another Ordnance you didn't choose at 2nd level instead.

Opening Repertoire

14th-level Pawn Regiment feature
It takes you very little time to adapt to the situation at hand. You learn the Premove Stratagem, it can’t be replaced, and it doesn’t count against your total number of Stratagems.

In addition, you can use an action to replace a Stratagem as though you'd used Adaptable Veteran. Once you do so, you must complete a long rest before you do so again.

Pawn Storm

17th-level Pawn Regiment feature
You find your strength in numbers. Once per turn when you deal damage with a Weave Strike, you can deal additional damage equal to your Proficiency Bonus so long as one of your allies is within 30 feet of you.

Rook Regiment

The straight-shooting stealth experts of the Warmage world, the Rook Regiment plays a vital role in neutralizing high-priority targets from the shadows.

Rook Stratagems

3rd-level Rook Regiment feature
You learn certain Stratagems at the levels noted in the table below. They don't count against your number of Stratagems Known and they cannot be switched upon gaining a level.

Warmage Level Stratagem
3rd tactical pace
5th recon cloak
9th castling

Distinguished Secrecy

3rd-level Rook Regiment feature
You're incredibly hard to pin down. You gain proficiency in your choice of Acrobatics, Deception, Sleight of Hand, or Stealth. You also become Distinguished in the chosen skill.

Feller of Flags

3rd-level Rook Regiment feature
You strike targets of the highest priority, giving you the ability to crumble entire command structures. When you would make a Weave Strike, you can instead choose to spend 1 Momentum to Flag a creature within 60 feet.

Once per turn when you miss a Flagged creature with a Weave Strike, you can add one roll of your Weave Die to your attack roll, potentially turning a miss into a hit.

A creature remains Flagged for 1 minute, until it is reduced to 0 hit points, or until you Flag another creature.

Sudden Death

6th-level Rook Regiment feature
You strike without mercy. Once per turn when you hit a Flagged target with a Weave Strike, you can inflict one of the following effects:

  • The attack deals bonus damage equal to one Weave Die.

  • It disadvantage one saving throw it's forced to make as part of a Stratagem applied to this Weave Strike.

Recapture

10th-level Rook Regiment feature
When you Flag a creature, it remains Flagged for 1 hour instead of 1 minute, and you know its distance and direction from you as long as its Flagged.

Kriegspiel

14th-level Rook Regiment feature
Whenever you make a Weave Strike that would end an invisibility spell affecting you, you can spend 1 Momentum to prevent that Weave Strike from ending the spell.

Also, while you're Invisbile you gain the following benefits:

  • Attack rolls against you cannot have advantage.

  • You can use Sudden Death any number of times per turn.

Blind Pigs

17th-level Rook Regiment feature
You can Flag creatures and use Recon Cloak to cast invisibility without expending Momentum.

In addition, once per long rest you can cast greater invisibility using Recon Cloak without expending Momentum.


Inspirations for The Warmage


Literature
- Shadow and Bone by Leigh Bardugo
- The Poppy War by R.F. Kuang
- The Powder Mage Trilogy by Brian McClellan

Tabletop
- Alternate Monk by Laserllama
- Complete Warmage by Mage Hand Press
- The Pugilist Class by Benjamin Huffman

Television
- Avatar: The Last Airbender by M. Dimartino & B. Konietzko
- Castlevania by Warren Ellis
- Fullmetal Alchemist by H. Arakawa and H. Ōnogi

Video Games
- Spellbreak by Proletariat
- The Elder Scrolls V: Skyrim by Bethesda
- Wizard of Legend by Contingent99












The Warmage

Channel the weave as an arcane soldier in this magical martial for 5e! Fight for your cause by joining one of six Battle Regiments.

Version 2.1.0 - By The Vagrant Muse
Last Updated: February 10th, 2026
























































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