Warmage (5e Class)

Warmage

Elemental War

A war mage 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. War mages 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 war mage'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, war mages must practice a mix of martial and magical techniques in order to make practical use of their power.

In the past, war mages 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, war mages 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 war mage. 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 War Mage

When you create war mage, 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, war mages 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 or maybe magical scout who magicaly can become invisibile?

In addition, your backstory can have significant importance to this decision.

Decide how you became a war mage. 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?

Quick Build

You can make a war mage quickly by following these suggestions. First, make Strengh your highest ability score, followed by Charisma. (War mages who want to focus on archery in combat should make Dexterity higher than Strength.) Second, choose the soldier background.

Class Features

As a War Mage you gain the following class features.

Hit Points

Hit Dice: 1d8 per War Mage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per War Mage level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons and martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, History, Intimidation, Investigation and Persuasion

Equipment

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

Table: The War Mage

LevelProficiency
Bonus
Mana PointsFeaturesSpells KnownMana LimitMax Spell Level
1st+22Mana Pool, Spellcasting, Magic Attunement121st
2nd+24Fighting Style, Eldritch Strike221st
3rd+26Life Path321st
4th+26Ability Score Improvement321st
5th+314Extra Attack432nd
6th+314Defensive Attunement, Magic Attunement (2nd element)432nd
7th+317Life Path feature532nd
8th+317Ability Score Improvement532nd
9th+427653rd
10th+427Aura of Attunement,Magic Attunement improvement653rd
11th+432Life Path feature753rd
12th+432Ability Score Improvement753rd
13th+538864th
14th+538Dispeling Touch864th
15th+544Life Path feature964th
16th+544Ability Score Improvement964th
17th+6571075th
18th+657Attunement Mastery1075th
19th+664Ability Score Improvement1175th
20th+664Avatar of War1175th
Source

Mana Pool

At 1st level, you can tap into a pool of magical power that is hidden deep inside of you, this magical pool is represented by mana points, which allow you to create a variety of powerful magical effects.

Mana Points.

The number of mana points you have to spend is based on your war mage level, as shown in Mana Points column of the War Mage table. The number shown for your level is your mana point maximum. Your point total returns to its maximum when you finish a long rest. You can't reduce your mana points total to less than 0, they also can't go over your maximum.

Mana Limit.

Though you have access to a potent amount of arcane energy, it takes training and practice to channel that energy. There is a limit on the number of mana points you can spend to activate certain features. The limit is based on your war mage level, as shown in the Mana Limit column of the War Mage table. For example, as a 6th level War Mage, you can spend no more than 3 mana points on a specific class feature each time you use it, no matter how many mana points you have.

Spellcasting

Starting at 1st level, you have learned how to bend reality to your wishes just like a sorcerer does. Fonts of arcane magic are hidden inside of you, whatever their origin, and through your blade your spells flow.

Cantrips.

At 1st level, you are able to cast cantrips asociated with current Magic Attunement.

Spell Slots.

Instead of gaining a number of spell slots to cast your spells gained from the Spellcasting feature, you instead expend certain a number of mana points to create a spell slot of a given level, and then use that slot to cast a spell. The Mana Point Cost table below summarizes the cost in mana points of slots from 1st to 5th level.
Cantrips don't require slots and therefore don't require spell points.

Spell level Mana Point cost
1 2 mana point
2 3 mana point
3 5 mana point
4 6 mana point
5 7 mana point


Your level determines the maximum-level spell slot you can create, as show in the Max Spell Level column of the War Mage table. Even though you might have enough points to create a slot above this maximum, you can't do so.


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 less than or equal to that a of maximum-level spell slot you can create.
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 that you are able to create spell slot.

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.

Spell list: The War Mages focus on spells that enhance their combat skills and spells that deal massive area damage.You can find complete War Mage Spell list here.

Magic Attunement

Beginning at 1st level, you learn a eldritch ritual that allows you to attune your inner magical power to a specific element. You must perform the ritual over the course of 1 hour, which can be done during a short or long rest. Once you have attuned yourself to a specific element, you can utilize the chosen elemental energies in combat. If you attempt to attune with a second element, you must break your bond with the previous element.

Fire
While you are attuned to fire you are able to cast the firebolt and control flames cantrips at will. You also gain a +2 bonus fire damage to damage rolls with weapon attacks. At 10th level this bonus increase to +4.
Force
While you are attuned to force you are able to cast the eldritch blast and mage hand cantrips at will. You also gain a +1 bonus to attack and damage rolls you make with weapons. These bonuses increase to +2 when you reach 10th level.
Frost
While you are attuned to frost you are able to cast the frostbite and shape water cantrips at will. You gain a +1 bonus to your AC. In addition, when you hit a target with your weapon attacks, its speed is reduced by 5 feet until the start of your next turn. At 10th level the AC bonus increases to +2, and the speed reduction increases to 10 feet.
Lightning
While attuned to lightning you are able to cast the shocking grasp and gust cantrips at will. You gain a +1 bonus lightning damage to damage rolls with weapon attacks, also when you score a critical hit whit one of those attacks target is incapacitated until the end of your next turn. Starting at 10th level damage bonus increase to +2, also when you score a critical hit with weapon target is stunned instead.


Starting at 6th level, you are able to attune to two elements at the same time, but you only one of those can be active. You may switch the active elemental attunement with a bonus action on your turn. At 18th level you can change the active elemental attunement as a reaction. In addition at 18th level you can perform the attunement ritual in 1 minute.

Eldritch Strike

At 2nd level, you learn how to empower your attacks with arcane energy. As a bonus action, you may expend a Mana Point to magically empower your melee weapon attacks this turn to deal a bonus 1d6 elemental damage per mana point spent on this feature, to a maximum of 5d6. The elemental damage type you deal, along with any additional effects of this feature depend on which element you are currently attuned to.

Fire
When you use an eldritch strike while you are attuned to fire, your weapon flares with white-hot flame. If you make a successful attack with the empowered weapon before the end of your turn, it deals an extra 1d6 fire damage per mana point spent.
Force
When you use an eldritch strike while you are attuned to force, your weapon glows with blue flame-like radiance. If you make a successful attack with the empowered weapon before the end of your turn, it deals an extra 1d6 force damage per mana point spent.
Frost
When you use an eldritch strike while you are attuned to frost, spectral frost covers your weapon. If you make a successful attack with the empowered weapon before the end of your turn, it deals an extra 1d6 cold damage per mana point spent.
Lightning
When you use an eldritch strike while you are attuned to lightning, magical lightning springs from your weapon to deliver a shock to a creature it touch. If you make a successful attack with the empowered weapon before the end of your turn, it deals an extra 1d6 lightning damage per mana point spent.

Fighting Style

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 light 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 active attunement element. 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 war mage, who has just discovered how to use Eldritch strkie]

Life Path

At 3rd level, you choose a path that defines development of your power. Choose the Path of War, Path of the Arcane or Path of Eldritch Scout, 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.

Path Spells

Each path has a list of associated spells. You gain access to these spells at the levels specified in the path description. Path spells doesn’t count against the number of War Mage spells you know. If you gain an path spell that doesn't appear on the War Mage spell list, the spell is nonetheless a War Mage spell for you.

Ability Score Increase

When you reach 4th level, and again at 6th, 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.

Extra Attack

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

Defensive Attunement

At 6th level, your connection with attuned element become stronger, providing you benefits, depending on active attunement.

Fire
While fire attunement is active you gain resistance to fire damage. Also when creature hits you with a melee attack from within 5 feet of you or if it touches you, you expend certain amount of mana points and can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 1d8 fire damage per mana point spent and ignite in flames. For 1 minute or until you lose your concentration (as if you were casting a concentration spell), the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the burning ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.
Force
While force attunement is active you gain resistance to foce damage. Also when you take damage, you can use your reaction and certain amount of mana points to to cover your body with arcane sphere. That magical field reduce incoming damage to you by an amount equal to d4+1 for each mana point spent.
Frost
While frost attunement is active you gain resistance to cold damage. When you are hit by an attack, you can use your reaction and certain amount of mana points to cover your body with thin layer of magical ice. That ice increase your AC by 2 per mana point spent, up to maximum of 10. This effect last until the start of your next turn.
Lightning
While lightning attunement is active you gain resistance to lightning damage. Also when you are forced to make a Dexterity saving throw, you can use your reaction and expend 2 mana point to allow lightning flow through your body and increase your reaction time. You gain +4 bonus to this saving throw. You can use this ability after rolling the die but before suffering the results.

Aura of Attunement

Starting at 10th level, your conection with attuned element of magic become so powerful that all friendly creatures within 10 feet of you gain benefits some benefits of your current attunement while you are conscious.

Fire
While fire attunement is active all friendly creatures within 10 feet of you gain resistance to fire damage and +2 bonus fire damage to damage rolls with weapon attacks or unarmed strike.
At 18th level this bonus increase to +4 and range of this aura increase to 20ft.
Force
While force attunement is active all friendly creatures within 10 feet of you gain resistance to force damage and +1 bonus to attack and damage rolls they make with weapons or unarmed strike.
Those bonuses increase to +2 when you reach 18th level and range of this aura increase to 20ft.
Frost
While frost attunement is active all friendly creatures within 10 feet of you gain resistance to cold damage and +1 bonus to AC, also when they hit target with weapon attack or unarmed strike, target speed is reduced by 5 feet until the start of their next turn.
At 18th level AC bonus increase to +2, speed reduction increase to 10 feet and range of this aura increase to 20ft.
Lightning
While lightning attunement is active all friendly creatures within 10 feet of you gain resistance to lightning damage and +1 lightning bonus damage to damage rolls with weapon attacks or your unarmed strike, also when they score a critical hit whit one of those attacks target is incapacitated until the end of their next turn.
Starting at 18th level damage bonus increase to +2, also when friendly creature with range of arua score a critical hit with weapon target is stunned instead of incapacitated. Also range of this aura increase to 20ft.

Dispeling Touch

Beginning at 14th level, you can use your action to end one spell on yourself ar on one willing creature that you touch. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Attunement Mastery

Starting at 18th level, You have mastered to magic attunemnt to that extent that you are able to change active attoned element as a reaction. You attunement ritual now take 1 minute to preform instead of 1 hour. Also increase effect and reach of Aura of Attunement.

Avatar of War

At 20th level, you can assume the form of an eldritch avatar of war, taking on an appearance you choose. For example, your skin might become covered with shining magical tattoos or you may be surrounded by a magical, sparkling aura, your hair might change color or length or eyes can start glow like hot coals.
Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: :
• Spectral wings of pure magic sprout from your back and grant you a fiying speed of 40 feet.
• You gain resistance to all damage.
• Whenever you cast a war mage spell that has a casting time of 1 action, you may make a melee weapon attack as a bonus action.

Path of War

[War Mage of War prepared to fight ]

War mages 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.

Heavy Armor Training

When you choose this life path at 3rd level, you gain proficiency with heavy armor.

Path spells

You gain path spells at the War Mage levels listed.

Level Path Spell
3 Compelled Duel
5 Spiritual Weapon
9 Elemental Weapon
13 Fire Shield
17 Destructive Wave
Wave of Power

Begining at 3rd level, as a bonus action you can swing your weapon to unleash a powerful wave of energy that tears through your enemies ranks. Each creature in a 15-foot cone must make a saving throw against your spell save DC. Effects depnds on active attunement element.

Fire:
Each creature in a 15-foot cone must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 fire damage and ignite in flames on a failed save. A creature that succeeds on its saving throw takes half as much damage and isn't set on fire. If target is ignited, for 1 minute or until you lose your concentration (as if you were casting a concentration spell), the target must make a Constitution saving throw. On a failed save, it takes 1d8 fire damage. On a successful save, the burning ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends. You can also decide to not ignite your target, so you don't lose concentration on other spell.
Frost:
Each creature in a 15-foot cone must make a Constitution saving throw against your spell save DC. On a failed save, the target takes 2d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. A creature that succeeds on its saving throw takes half as much damage and doesn't suffer from the extra effect.
Lightning:
Each creature in a 15-foot cone must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 2d6 lightning damage, and loses its reaction.
Force:
Each creature in a 15-foot cone must make a Constitution saving throw against your spell save DC. On a failed save, a creature takes 2d6 force damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

You can use this feature twice. When you a short or long rest, you regain all expended uses.
When you reach certain levels in this class, you can deal more damage: 3d6 at 11th level and 4d6 at 17th level.

Overwhelming presence

Starting at 7th level, your presence become so fearsome that just your presence on the battlefield is enough to crush the opponent's morale. Whenever a hostile creature within 10 feet of you must make a saving throw, the creature suffers a penalty to the saving throw equal to half of your Charisma modifier rounded up (with a minimum bonus of +1). You must be conscious for this to take effect.

Improved Eldritch Strike

By 11th level, you are so suffused with arcane power 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 1d8 damage type proper for your active attunement element.

Blessing of War

The wounds you have suffered in numerous battles forced the magic hidden within you to evolve. Now it provides you with supernatural resistance. At 15th level, you gain resistance to piercing and slashing damage from nonmagical weapons.

Path of Arcane

War Mages decide of arcane focus on exploring the uncharted, ancient power hidden inside them. This reserches allow them to reach higher level of magical powers, that other War Mages, and cast variety diffrent spells. Magical knowledge of those who follow Path of Arcane is second to none and fighting skills are as high as best of the warrior's. These amazing combatants merge the art of weaving spellcasting and weapon use into a single harmoniousact, which they use to control the flow of battle.


[Evil War Mage of Acrance ]
Magical Secrets

By 3rd level, you have plundered ancient magical knowledge. Choose one cantip and one spells from any class, including this one. A spell you choose must be level you can cast, as shown on the War Mage table. The chosen spells count as War Mage spells for you but don't count against the number of War Mage spells you know. You learn one additional spells and cantrip from any class at 9th level and again at 17th level.

Magical Training

If you choose Path of Arcane at 3rd level, you go through hard magical training. By effect you maximum amount of mana points increase by amount shown in table below. Also you have learned how to regenerate some mana points. At end of short rest you regenerate same amount of mana as shown in table.

Level Mana increase
3 2 mana point
5 4 mana point
7 6 mana point
13 10 mana point
19 12 mana point


Path spells

You gain path spells at the War Mage levels listed.

Level Path Spell
3 Detect Magic
5 Misty Step
9 Counterspell
13 Dimension Door
17 Telekinesis


Arcana of an Acnients

At 7th levl, You gain proficiency in the Arcana skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it.

Arcane Strike

At 11th level, you gain the ability to teleport around battleground in a blink of an eye. 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. If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature.

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 aditional amount Mana Points equal to spell level, to automaticaly succes on the this save.
You can use Depths of Magic a number of times equal to 1 plus your Charisma modifier. When you finish a long rest, you regain all expended uses.

Path of Eldritch Scout

War mages that follow Path of Eldritch Scout are incredible Archers and priceless scouts. Excels at finding safe passage through wild regions, they sneak to enemy under magical invisibility, then supprise them with cordon of deadly arrows and powerful spells. Most of War Mages that chose this Path of Life serve as scouts for their companions and lethal ranged support at battlefield. Although even if Eldritch Scouts are not as famous as their counterparts, that have chosen other paths, that do not mean they are not as dangerous. This is because only few survived to tell stories about them.

Path spells

You gain path spells at the War Mage levels listed.

[Eldritch Scout relasing Eldritch Shot.]
Level Path Spell
3 Hunter's Mark
5 Invisibility
9 Flame Arrow
13 Arcane Eye
17 Swift Quiver


Eldritch Shot

When you choose this Life Path at 3rd level, you are able to use Eldritch Stike with ranged wapon as well. If you used Eldritch Strike while wielding ranged weapon.

Archer’s Lore

At 3rd level, you learn a few skills relating to the typical duties of an Eldritch Scout. You develop survival skills for wandering the wilds. You gain proficiency in one of the following skills of your choice: Nature, Perception, Stealth and Survival. You gain aditional profinency in one of thise skills again at 7th level.

Sworn Enemy

Starting at 3th level, As a bonus action, you speak Elvish vow of hostility against a cereature you can see within 120 feet of you. You gain advantage on your ranged weapon attack rolls against the cereature for 1 minute or until it drops to O hit points or falls uneonscious.
Once you use this feature, you must finish a short or Long Rest before you can use it again.

Windy Steps

Begining at 7th level, you have learned how to move like the wind. You can spend 1 arcane point to dash in bonus action. While using this dash opportunity attacks against you are made with disadvantage.

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.

Multiclassing


Prerequisites. To qualify for multiclassing into the War Mage class, you must meet these prerequisites: Strength 13 or Dexterity 13, Charisma: 13
Proficiencies. When you multiclass into the War Mage class, you gain the following proficiencies: Light armor, medium armor, simple weapons, martial weapons.


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