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  Table of Contents 
  Chapter 1: Warmage ............................................................................................................................................. 1 
       Houses ............................................................................................................................................................... 4 
       Tricks ................................................................................................................................................................. 9 
  Chapter 2: Warmages in the World ............................................................................................................... 12 
  Chapter 3: Magic Items ...................................................................................................................................... 14 
  Chapter 4: New Cantrips ................................................................................................................................... 15 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and 
  trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) 
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage Hand Press game product are Open Game 
  Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission. 
  Complete Warmage is published by Mage Hand Press under the Open Game License version 1.0a. Copyright 2016 Mage Hand Press. All Rights Reserved 
  
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  A man, clad in brilliant platinum ceremonial armor rides 
  alongside a unit of soldiers, marching in perfect precision. 
  As he shouts marching commands, his men respond almost 
  preternaturally, anticipating his orders. In rapid succession, 
  each of the men reaches a hand skyward and releases a 
  bright pulse of flame, instants later exploding overhead 
  with a thunderous kaboom. The armored rider takes a few 
  notes, nods his head, and the men begin their display again. 
       A female elf and twenty trainees stand in something 
  reminiscent of an archery range, though constructed 
  entirely from metal. At her signal, they let loose a barrage 
  of energetic bolts downrange at a cluster of statues. Some 
  miss their mark entirely, while others land only a glancing 
  blow. Shaking her head with disapproval, the elf commands 
  the students to gather behind her. Heat and energy wells in 
  her outstretched palm, then flies downrange, exploding into 
  a brilliant fireball, reducing the statues to rubble. Smirking, 
  she turns and snaps her fingers, and the students quickly 
  retrieve brooms, dustpans, and more statues. 
       A thousand armored troops stand at attention in perfect 
  rank and file. To the fore of the group is a raised dais, upon 
  which a half orc kneels before a fire-haired dwarf matron. 
  She taps one of his shoulders, then the other, with an 
  intricate golden rod. Then he stands, and the matron places 
  the rod in his hand and a shield emblazoned with the visage 
  of a horse in his other. The half orc bows and turns to his 
  comrades, instantly cracking the facade: the boom of a 
  thousand voices rises up in cheer, welcoming their new 
  brother into the fold. 
  Martial Spellcasters 
  Popular as both wartime mercenaries and as peacekeepers, 
  warmages are a unique breed of spellcaster, one that 
  specializes in and perfects the use of the lowest level spells, 
  cantrips. Warmage philosophy teaches that, with discipline, 
  magic can be used at its lowest level as easily as a common 
  warrior wields a bow, a sword, or an axe. When used in this 
  way, magic is not a mysterious, unknowable force, but a 
  trainable weapon, and can be taught to almost anyone with 
  aptitude. The College of Warmages, as a result, has 
  managed to field an army of highly effective (though 
  comparatively simple) spellcasters. 
   
   
   
   
       The College of Warmages is viewed with scrutiny (if 
  not outright hostility) by the rest of the world due to their 
  practices and teachings. For those without magical aptitude, 
  the College's overpowering force is a perpetual threat. The 
  College is a host unto itself, and its army, though certainly 
  still honorable, is nonetheless wholly mercenary. A nation 
  that enlists warmage aide in one war might find warmages 
  allied with their enemies in the next. 
   
   
   
   
   
   
    Level 
  Proficiency 
  Bonus 
  Features 
  Cantrips 
  Known 
  Tricks 
  Known 
    1st 
  +2 
  Spellcasting, Arcane 
  Initiation, Arcane 
  Fighting Style 
  3 
  ─ 
    2nd 
  +2 
  Warmage Edge, 
  Warmage Trick 
  3 
  2 
    3rd 
  +2 
  Warmage House 
  4 
  2 
    4th 
  +2 
  Ability Score 
  Improvement 
  4 
  2 
    5th 
  +3 
  ─ 
  5 
  4 
    6th 
  +3 
  Warmage Tactics 
  5 
  4 
    7th 
  +3 
  Warmage House 
  feature 
  6 
  4 
    8th 
  +3 
  Ability Score 
  Improvement 
  6 
  4 
    9th 
  +4 
  ─ 
  7 
  6 
    10th 
  +4 
  Warmage House 
  feature 
  7 
  6 
    11th 
  +4 
  Commander’s Steed 
  8 
  6 
    12th 
  +4 
  Ability Score 
  Improvement 
  8 
  6 
    13th 
  +5 
  ─ 
  9 
  8 
    14th 
  +5 
  Warmage’s Eye 
  9 
  8 
    15th 
  +5 
  Warmage House 
  feature 
  10 
  8 
    16th 
  +5 
  Ability Score 
  Improvement 
  10 
  8 
    17th 
  +6 
  ─ 
  11 
  10 
    18th 
  +6 
  Warmage House 
  feature 
  11 
  10 
    19th 
  +6 
  Ability Score 
  Improvement 
  12 
  10 
   20th 
  +6 
  Master Warmage 
  12 
  10 
  Chapter 1: 
   Warmage 
   
  The Warmage 
  
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       Wizards and sorcerers, on the other hand, see warmages 
  as rudimentary and trite, largely because warmages do not 
  understand the nuances of magic. Warmages are not 
  interested in studying magic, nor do they wish to plumb the 
  mysteries that confound spellcasters everywhere; they seek 
  only to destroy. For this reason, warmages are even a threat 
  to other spellcasters. Their single-minded utilization of 
  magic has honed their magic's destructive potential, and 
  their great numbers threaten rarer spellcasters in an outright 
  battle.  
  Glory and Duty 
  While rules, traditions, and the chain of command are rule 
  and law in the College, graduates are afforded ample 
  freedom for travel and adventure. Graduates only need 
  fulfill two requirements: first, the College may recall the 
  warmage to serve once a year, and second, the warmage is 
  never to discredit or dishonor the College. Those who do 
  will find themselves before an inquiry board in short order, 
  and punishments range from lashings and imprisonment, to 
  expulsion from the College and even execution. 
  Creating a Warmage 
  The choice to become a warmage is neither easy, nor is it 
  ever accidental. Each and every warmage has both magical 
  aptitude and formal military training, and has made a 
  conscious decision to devote a portion of his or her life to 
  the College. That being said, since the College accepts 
  nearly any candidate that meets the training prerequisites, 
  warmages might come from a myriad of backgrounds and 
  beginnings. 
       Rather central to a warmage's character is his Arcane 
  Initiation. Where did you learn of magic? Is it innate, 
  something you were just born with? Did you grow up in a 
  convent or monastery? Were you apprenticed to a proper  
   
   
  wizard or alchemist? As well, why did you choose to reject 
  the path to become a proper spellcaster? 
       Though it is a natural choice to select a militaristic 
  background, nearly any can fit into the mold of the college. 
  Were you perhaps a thief or con man who mistakenly stole 
  from a member of the House of Rooks? Were you perhaps 
  a town guard or militia man who came into contact with a 
  Knight, Pawn, or Queen, and was awed by their prowess? 
       Lastly, determine which House your warmage wants to 
  belong to. A warmage is initiated into his or her house 
  within the first week of being in the College, but they do 
  not fully graduate until they gain their House subclass at 
  third level. Being a member of a warmage house is much 
  more for a warmage than just selecting a specialty; it is a 
  part of their identity. They will have brothers and sisters the 
  world over who know them by the medal they wear, the 
  symbol they display; there are handshakes, code words, 
  common slang shared between all members of a house, and 
  dozens of other traditions large and small. 
  Quick Build 
  You can make a Warmage quickly by following these 
  suggestions. First, Intelligence should be your highest 
  ability score, followed by Constitution. Make Strength your 
  third highest if you plan to take the Hours of Knights or 
  Pawns. Then choose the cantrips chill touch, fire bolt, and 
  mage hand, and the scholar Arcane Initiation. 
  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 
  Weapons: Simple weapons 
  Tools: One artisan’s kit, one musical instrument 
  Saving Throws: Constitution, Intelligence 
  Skills: Choose two from Animal Handling, Arcana, 
  Athletics, Acrobatics, History, Investigation, Medicine, 
  Perception, and Survival. 
   
  
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  Equipment 
  You start with the following equipment, in addition to the 
  equipment granted to you by your background: 
  • Leather armor, a dagger, and any simple weapon 
  • (a) a light crossbow and 20 bolts or (b) a shortbow and 
  20 arrows 
  • An explorer’s pack an (a) a traveler’s pack or (b) one kit 
  you’re proficient in 
  Spellcasting 
  At 1st level, you begin to learn the simple, yet potent, brand 
  of spellcasting for which warmages are known. 
  Cantrips 
  At 1st level, you learn 3 cantrips from the warmage spell 
  list. You learn additional warmage cantrips of your choice 
  at higher levels, as shown in the Cantrips Known column of 
  the Warmage table. 
       Additionally, when you gain a level in this class, you 
  can choose one of the warmage cantrips you know and 
  replace it with another warmage cantrip. 
  Spellcasting Ability 
  Intelligence is your spellcasting ability for your warmage 
  spells, since you learn your spells through study and 
  memorization. You use your Intelligence whenever a spell 
  refers to your spellcasting ability. In addition, you use your 
  Intelligence modifier when setting the saving throw DC for 
  a warmage spell you cast and when making an attack roll 
  with one. 
  Spell save DC = 8 + your proficiency bonus + your 
  Intelligence modifier 
  Spell attack modifier = your proficiency bonus + your 
  Intelligence modifier 
  Spellcasting Focus 
  You can use an arcane focus as a spellcasting focus for 
  your warmage spells. 
  Arcane Initiation 
  The College of Warmages takes in students from all walks 
  of life, but only trains those that have some aptitude in 
  magic. At 1st level, choose where you first encountered the 
  spark of magic from the following:  
       Scholar. You learned your spells and skills through 
  study and practice, likely in a school or under the tutelage 
  of a master. You have a spellbook which begins inscribed  
  with two 1st-level spells of your choice that have the ritual 
  tag from any class’s spell list. With your spellbook in hand, 
  you can cast the chosen spells as rituals. 
       On your adventures, you can add other ritual spells to 
  your spellbook. When you find such a spell, you can add it 
  to the book if the spell’s level is equal to or less than half 
  your warmage level (rounded up) and if you can spare the 
  time to transcribe the spell. For each level of the spell, the 
  transcription process takes 2 hours and costs 50 gp for the 
  rare inks needed to inscribe it. 
       Additionally, you learn the cantrips prestidigitation and 
  dancing lights, which don’t count against the total number 
  of cantrips you know. 
       Sage. You learned magic in a monastery, church, or 
  nunnery, or perhaps as part of a circle of druids. You learn 
  the cantrips guidance, light, and sacred flame, which don’t 
  count against the total number of cantrips you know, as 
  well as one 1st level cleric or druid spell which you can 
  cast without using a spell slot. You must take a short or 
  long rest before you can cast this spell again. 
       Savant. You inherited your powers either by birthright 
  or though magical happenstance. In either case, you are less 
  trained than others, but your magic flows out of you with 
  surprising ease. You learn two additional cantrips of your 
  choice from the sorcerer spell list, which don’t count 
  against the total number of cantrips you know, and when 
  you roll a critical hit on a spell attack roll, you deal an extra 
  die of damage. 
  Arcane Fighting Style 
  The College of Warmages teaches that magic is the purest 
  of weapons, and can be wielded just as easily as any other. 
  At 1st level, select one of the following fighting styles: 
       Blaster. When you cast a warmage cantrip, you can 
  increase its damage die by one step, to a maximum of d12. 
  A cantrip that initially deals 1d12 damage instead deals an 
  additional 1d4 damage per damage die. (Die progression is 
  as follows: d4 → d6 → d8 → d10 → d12.) 
       Deflector. When you have one hand free and a creature 
  hits you with a spell attack or a ranged weapon attack, you 
  can use your reaction to add your proficiency bonus to your 
  AC, potentially causing the attack to miss. 
       Resistive. While you are wearing light or medium armor 
  or are under the effect of the mage armor spell, you gain a 
  +1 bonus to AC. 
       Sniper. When making a ranged spell attack, you gain a 
  +2 bonus to the attack roll. 
   
  
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       Striker. When you roll a 1 or 2 on a damage die for a 
  warmage cantrip you cast which requires a melee attack, 
  you can reroll the die and must use the new roll, even if the 
  new roll is a 1 or a 2. 
  Warmage Edge 
  Starting at 2nd level, whenever you deal damage with a 
  warmage spell, you can add your Intelligence modifier to 
  that damage. 
  Warmage Trick 
  Beginning at 2nd level, you learn a Warmage Trick, a 
  special technique that alters the way you fight, move, and 
  cast your spells. You learn 2 tricks at 2nd level, and 2 
  additional tricks at 5th, 9th, 13th and 17th level. 
       Additionally, when you gain a level in this class, you 
  can replace a trick that you know with another trick for 
  which you meet the prerequisites. 
  Warmage House 
  The College of Warmages divides its students into distinct 
  Houses, teaching different skills, abilities, and techniques. 
  Upon reaching 3rd level, you can select your House from 
  the following: Pawn, Knight, Bishop, Rook, or King. You 
  gain your first house ability at 3rd level, and an additional 
  one at 7th, 10th, 15th, and 18th level. 
  Ability Score Improvement 
  When you reach 4th level, and again at 8th, 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. You can’t increase an ability score above 20 
  using this feature. 
  Warmage Tactics 
  Starting at 6th level, whenever you or a friendly creature 
  within 10 feet of you must make a saving throw, the 
  creature can use your Intelligence modifier and saving 
  throw proficiency bonus on the roll, instead of its own 
  bonus to the roll. 
       At 18th level, the range of this effect increases to 30 
  feet. 
   
   
   
  Commander’s Mount 
  Starting at 11th level, you are granted access to the 
  warmages' mystical stable. You learn the spell find steed, 
  and can cast it without using a spell slot. 
  Warmage’s Eye 
  At 14th level, you can cast the spell detect magic at will, 
  without expending a spell slot. 
  Master Warmage 
  At 20th level, you reach the pinnacle of your warmage 
  skills. Whenever you cast a warmage cantrip, you can use 
  your bonus action to immediately cast another one.  
  Warmage Houses 
  Within the College, different warmages are divided into 
  separate Houses, each of which emphasizes a different 
  approach to combat.  
  House of Bishops 
  The House of Bishops focuses solely on spellcasting, 
  expanding the warmage principles to more intricate magic. 
  Bishop Spellcasting 
  Warmage 
  Level 
  Spells 
  Known 
  1st 
  2nd 
  3rd 
  4th 
  3rd 
  3 
  2 
  ─ 
  ─ 
  ─ 
  4th 
  4 
  3 
  ─ 
  ─ 
  ─ 
  5th 
  4 
  3 
  ─ 
  ─ 
  ─ 
  6th 
  4 
  3 
  ─ 
  ─ 
  ─ 
  7th 
  5 
  4 
  2 
  ─ 
  ─ 
  8th 
  6 
  4 
  2 
  ─ 
  ─ 
  9th 
  6 
  4 
  2 
  ─ 
  ─ 
  10th 
  7 
  4 
  3 
  ─ 
  ─ 
  11th 
  8 
  4 
  3 
  ─ 
  ─ 
  12th 
  8 
  4 
  3 
  ─ 
  ─ 
  13th 
  9 
  4 
  3 
  2 
  ─ 
  14th 
  10 
  4 
  3 
  2 
  ─ 
  15th 
  10 
  4 
  3 
  2 
  ─ 
  16th 
  11 
  4 
  3 
  3 
  ─ 
  17th 
  11 
  4 
  3 
  3 
  ─ 
  18th 
  11 
  4 
  3 
  3 
  ─ 
  19th 
  12 
  4 
  3 
  3 
  1 
  20th 
  13 
  4 
  3 
  3 
  1 
   
  ─ Spell Slots per Spell Level ─ 
  
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  Spellcasting 
  At 3rd level, you gain the ability to cast spells more potent 
  than cantrips. 
       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 expended 
  spell slots when you finish a long rest. 
       Spells known of 1st-Level or Higher. You know three 
  1st-level wizard spells of your choice, two of which you 
  must choose from the conjuration and evocation spells on 
  the wizard spell list. 
       The Spells Known column of the Bishop Spellcasting 
  table shows when you learn more wizard spells of 1st level 
  or higher. Each of these spells must be a conjuration or 
  evocation spell of your choice, except for the spells learned 
  at 8th, and 14th level, and must be of a level for which you 
  have spell slots. 
       Whenever you gain a level in this class, you can replace 
  one of the wizard spells you know with another spell of 
  your choice from the wizard spell list. The new spell must 
  be of a level for which you have spell slots, and it must be a 
  conjuration or evocation spell, unless you’re replacing the 
  spell you gained at 8th or 14th level. 
  Arcane Study 
  At 3rd level, you can select any two skills from Arcana, 
  History, Medicine, Investigation, and Religion. You gain 
  proficiency in that skill if you did not have it before, or 
  double your proficiency bonus if you already have 
  proficiency in it. 
  Mystical Guardian 
  At 7th level, you learn the find familiar spell and can cast it 
  as a ritual. The spell doesn’t count against your number of 
  spells known. 
       When you cast the spell, you can choose one of the 
  normal forms for your familiar or one of the following 
  special forms: imp, pseudodragon, blink dog, or wolf. 
        Additionally, when you take the Attack action, you can 
  forgo one of your own attacks to allow your familiar to 
  make one attack of its own. 
  Siege Casting 
  At 10th level, once per turn, when you deal damage to a 
  creature or object with a warmage spell, you deal an 
  additional 1d8 force damage. Additionally, when you cast a 
  warmage spell on your turn that has a range longer than 5 
  feet, you can use a bonus action to triple that spell's range. 
   
   
  Arcane Sculpting 
  Starting at 15th level, when you cast a warmage spell that 
  affects other creatures that you can see, you can choose a 
  number of them equal to your Intelligence modifier. The 
  chosen creatures automatically succeed on their saving 
  throws against the spell, and they take no damage if they 
  would normally take half damage on a successful save. 
  Arcane Dominance 
  At 18th level, you learn a powerful magical trick. Select a 
  1st level wizard spell you know. You can cast this spell at 
  its lowest level without expending a spell slot. 
  House of Kings 
  The House of Kings trains the lieutenants and generals of 
  the Warmage army, specializing in tactics and strategy. 
  Bonus Proficiencies 
  At 3rd level, you gain proficiency in medium armor, 
  shields, and lances. 
  Arcane Mastery 
  When you choose this archetype at 3rd level, you learn 
  maneuvers that are fueled by special dice called mastery 
  dice. 
       Maneuvers. You learn three maneuvers of your choice, 
  chosen from the Kings Maneuvers list. If a maneuver deals 
  additional damage, that damage is your choice of acid, 
  cold, fire, or lightning damage. 
       You learn two additional maneuvers of your choice at 
  7th, 10th, 15th, and level. Each time you learn new 
  maneuvers, you can also replace a maneuver you know 
  with a different one. 
       Mastery Dice. You have four mastery dice, which are 
  d8s. A mastery die is expended when you use it. You 
  regain all of your expended mastery dice when you finish a 
  short or long rest. 
       You gain another mastery die at 7th level and one more 
  at 15th level. 
       Saving Throws. When a maneuver calls for a saving 
  throw to resist the maneuver's effects, use your spell save 
  DC. 
  Trusted Advisor 
  At 3rd level, you can use your Intelligence modifier in 
  place of your Charisma modifier when you make 
  Deception, Intimidation, and Persuasion checks. 
   
  
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  Lead from the Front 
  Starting at 7th level, neither you nor any ally within 100 
  feet that can see you is affected by rough terrain. 
  Improved Arcane Mastery 
  At 10th level, your mastery dice turn into d10s. At 18th 
  level, they turn into d12s. 
  Relentless 
  Starting at 15th level, when you roll initiative and have no 
  mastery dice remaining, you regain 1 mastery die. 
  Kings Maneuvers 
  The maneuvers are presented in alphabetical order. 
       Arcane Riposte. When a creature misses you with a 
  melee attack, you can use your reaction and expend one 
  mastery die to cast a cantrip targeting that creature.  
       Check. When you hit a creature with a spell attack, you 
  can spend one mastery die to force that creature to move 
  away from you. You add the mastery die to the attack's 
  damage roll, and the target must make a Charisma saving 
  throw. On a failed save, the target must immediately use its 
  reaction, if available, to move up to half its speed directly 
  away from you. 
       Checkmate. As a bonus action on your turn, you can 
  direct one of your companions to strike. When you do so, 
  choose a friendly creature who can see or hear you and 
  expend one mastery die. That creature can immediately use 
  its reaction to make one weapon attack or cast a cantrip 
  requiring an attack roll, adding the mastery die to the 
  attack’s damage roll. 
       Decoy. When you hit with a 
  weapon or spell attack, you can 
  expend one mastery die and use a 
  bonus action to teleport 
  yourself (and your mount, 
  if applicable) up to half your 
  movement speed away from the 
  creature you hit.  
       Distracting Blast. When you 
  hit a creature with a spell attack, 
  you can expend one mastery die 
  to distract the creature, giving 
  your allies an opening. You add 
  the mastery die to the attack’s 
  damage roll. The next attack roll 
  against the target by an attacker 
  other than you has advantage if 
  the attack is made before the 
  start of your next turn. 
   
       Feinting Blast. You can expend one mastery die and 
  use a bonus action on your turn to feint, choosing one 
  creature within 5 feet of you as your target. You have 
  advantage on your next attack roll against that creature. If 
  that attack hits, add the mastery die to the attack’s damage 
  roll. 
       Impeccable Tactics. On your turn, you can use a bonus 
  action and expend one mastery die to bolster the resolve of 
  one of your companions. When you do so, choose a 
  friendly creature who can see or hear you. That creature 
  gains temporary hit points equal to the mastery die roll + 
  your Intelligence modifier. 
       King's Order. When you hit a creature with a spell 
  attack, you can expend one mastery die to maneuver one of 
  your comrades into a more advantageous position. You add 
  the mastery die to the attack’s damage roll, and you choose 
  a friendly creature who can see or hear you. That creature 
  can use its reaction to move up to half its speed without 
  provoking opportunity attacks from the target of your 
  attack. 
       Opening Move. When you take the Attack action on 
  your turn, you can spend a mastery die to double your 
  movement speed until the start of your next turn. 
       Parry. When another creature damages you with a 
  melee weapon or spell attack, you can use your reaction 
  and expend one mastery die to reduce the damage by the 
  number you roll on your mastery die + your Intelligence 
  modifier.  
       Precision Attack. When you make a spell attack roll 
  against a creature, you can expend one mastery die to add it 
  to the roll. You can use this maneuver before or after 
  making the attack roll, but before any effects of the attack 
  are applied. 
       Queen's Gambit. When another creature damages you 
  with a melee or ranged attack, you can use your reaction 
  and expend one mastery die to cast a cantrip targeting that 
  creature.   
       Stalemate. When you hit a creature with a melee 
  weapon or spell attack, you can expend a mastery die to 
  attempt to grapple it with bands of arcane energy. Add the 
  mastery die to your grapple check: if you are successful, 
  both you and your target are restrained until you end the 
  grapple or the creature breaks free.   
         Stonewall Attack. When you hit a creature with a spell 
  attack, you can expend one mastery die to hold that 
  creature in place. The target must succeed on a Strength 
  saving throw or be restrained until the start of your next 
  turn.  
  
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  House of Knights 
  The House of Knights have a long and storied tradition of 
  melding melee combat and swordplay with the warmage's 
  simple spellcasting. 
  Bonus Proficiencies 
  At 3rd level, you gain proficiency with medium armor, 
  shields, and martial weapons. 
  Knight’s Armory 
  At 3rd level, you gain access to the armory of the House of 
  Knights, an interdimensional space where the weapon 
  stocks of the college are held. You can use your bonus 
  action to summon a simple or martial weapon of your 
  choice from the armory to your empty hand. Any weapon 
  summoned from the armory counts as magical for the 
  purposes of overcoming resistance and immunity to 
  nonmagical attacks and damage. Weapons requiring 
  ammunition are summoned with a quiver or case and 50 
  pieces of appropriate ammunition. 
       A weapon summoned from the armory disappears if it is 
  more than 5 feet away from you for 1 minute, and 
  ammunition vanishes immediately after it is used. It also 
  disappears if you summon a new weapon, if you use an 
  action to dismiss your weapon, or if you die. 
       You can store a personal magic weapon in the armory, 
  accessible only to you, by performing a special ritual 
  during a short or long rest while you hold the weapon. You 
  can then dismiss the weapon to the armory and summon it 
  back at any time thereafter. The weapon is removed from 
  storage if you die, perform the 1-hour ritual on a different 
  weapon, or if you use a 1-hour ritual to break your bond to 
  it. 
  Knight’s Flurry 
  Starting at 7th level, when you use your action to cast a 
  cantrip, you can make one attack with your Armory 
  weapon as a bonus action. 
  Fighting Style 
  At 10th level, you adopt a 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. 
       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, even if the new roll is a 1 or a 2. 
  The weapon must have the two-handed or versatile 
  property for you to gain this benefit. 
       Two-Weapon Fighting. When you engage in two-
  weapon fighting, you can add your ability modifier to the 
  damage of the second attack. 
  Knight’s Maneuver 
  At 15th level, you can spend your entire movement to 
  teleport up to half your movement speed. 
  Master Strike 
  At 18th level, you learn to constantly flood your weapons 
  with arcane energy. When you finish a short or long rest, 
  choose either cold, fire, or lightning damage. Attacks you 
  make with melee weapons deal an additional 1d6 damage 
  of the chosen type. On your turn, when you use your action 
  to cast a warmage cantrip, you can use a bonus action to 
  change your bonus damage type to the same damage type 
  as that cantrip. 
  House of Pawns 
  The House of Pawns trains the front line troops and forms 
  the defensive bulwark of the college's army. 
  Bonus Proficiencies 
  At 3rd level, you gain proficiency in medium armor, heavy 
  armor, and shields. 
  Fortress Defense 
  Starting at 3rd level, you can use an action on your turn to 
  summon a defensive wall of force. Select a space within 15 
  feet of you. Starting from that point, a number of 
  translucent panels of force equal to your Intelligence 
  modifier appear, which connect to form one continuous 
  wall. Each panel is 5 feet wide, 4 feet tall, 1/4-inch-thick, 
  and is tall enough to provide half cover for any creature 
  behind it. Creatures cannot move through the wall, though  
  
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  they can jump over it. The wall persists for 1 minute or 
  until you dismiss it. Once you use this ability you must take 
  a short or long rest before you can do so again. 
       You wall improves as you gain levels, as shown below: 
  • At 7th level, creatures taking cover behind your wall are 
  immune to effects which would move them 
  involuntarily 
  • At 10th level, your wall is large enough to provide 3/4 
  cover 
  • At 15th level, you can use this ability an additional time 
  between rests 
  • At 18th level, the range and number of panels doubles 
  (30 feet and twice your Intelligence modifier) 
  Defensive Casting 
  Beginning at 7th level, you can perform the somatic 
  components of a spell even when you have weapons or a 
  shield in one or both hands, and when a creature provokes 
  an opportunity attack from you, you can use your reaction 
  to cast a cantrip which targets only that creature. 
  Fighting Style 
  At 10th level, you adopt a 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. 
       Defensive. While you are wearing armor, you gain a +1 
  bonus to your AC. 
       Protection. When a creature you can see attacks a target 
  other than you that is within 5 feet of you, you can use your 
  reaction to impose disadvantage on the attack roll. You 
  must be wielding a shield. 
  En Passant 
  Starting at 15th level, when you take the Attack action or 
  use your action to cast a cantrip that requires a melee 
  attack, you can use a bonus action to shove the target of 
  your cantrip or attack. If you move at least 10 feet in a 
  straight line immediately before making this attack, you 
  gain advantage on the shove ability check. 
  Impenetrable Fortress Defense 
  At 18th level, you learn to summon stronger and more 
  impressive walls. You learn the spells wall of fire, wall of 
  force, wall of ice, and wall of stone, and can cast each once 
  without using a spell slot. Once you cast one of these 
  spells, you must take a long rest before you can cast it 
  again. 
   
  House of Rooks 
  The House of Rooks trains the spies, assassins, and secret 
  operatives required to effectively run an army. 
  Bonus Proficiencies 
  At 3rd level, you gain proficiency in hand crossbows, 
  rapiers, shortbows, shortswords, whips, thieves' tools, and 
  the Stealth skill. 
  Rook Strike 
  Beginning at 3rd level, once per turn, you can deal an extra 
  1d4 damage to one creature you hit with an attack if you 
  have advantage on the attack roll. The attack must use a 
  finesse weapon, a ranged weapon, or a warmage cantrip. 
       You don’t need advantage on the attack roll if another 
  enemy of the target is within 5 feet of it, that enemy isn’t 
  incapacitated, and you don’t have disadvantage on the 
  attack roll. 
       The amount of the extra damage increases as you gain 
  levels in this class, as shown in the Rook Strike table. At 
  10th level, you can choose to deal cold, fire, or lightning 
  damage, and at 15th level, you can choose to deal force 
  damage with a rook strike. 
  Rook’s Flight 
  At 7th level, you can take 
  the Dash or Hide action as a 
  bonus action. 
  Rook’s Caw 
  At 10th level, you gain the message cantrip, if you did not 
  have it before. When casting the spell, you can target a 
  creature you know but cannot see, regardless of range, 
  provided the creature is on the same plane as you and you 
  have a personal item of theirs (such as a sigil, a token, or a 
  letter.) 
  Rook’s Wings 
  At 15th level, you gain the ability to fly at your normal 
  movement speed. You must begin and end your movement 
  on solid ground, otherwise you fall. 
   
   
   
   
   
  Rook Strike 
  Warmage 
  Level 
  Bonus 
  Damage 
  3rd 
  1d4 
  7th 
  2d4 
  10th 
  3d4 
  15th 
  4d4 
  18th 
  5d4 
   
  Rook’s Flash 
  At 18th level, you can vanish from your enemy's eyes, 
  appearing behind them and striking where they are most 
  vulnerable. As an action, you can teleport next to a creature 
  who is within 100 feet and make a single melee weapon attack 
  or use a cantrip requiring a melee or ranged spell attack. You 
  gain advantage on the attack roll. 
       Once you use this ability, you must take a short or long rest 
  before you can do so again. 
  
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  Warmage Tricks 
  If a Warmage Trick has prerequisites, you must meet them 
  to choose it. You can choose the Trick at the same time that 
  you meet its prerequisites. 
  Bishop’s Blessing 
  Prerequisite: House of Bishops 
  Select one of the following damage types: acid, cold, fire, 
  lightning, poison, radiant, or necrotic. You can replace the 
  damage type of your melee attacks and any Warmage 
  cantrip you cast with the chosen damage type. You can 
  learn this trick multiple times, selecting a new damage type 
  each time. 
  Blinding Light 
  Prerequisite: light cantrip 
  When you use the light cantrip to target an object you are 
  holding, you can direct a flare at a creature within 10 feet 
  of you, which must make a Constitution saving throw. On a 
  failed save, it is blinded until the beginning of your next 
  turn. After a creature has failed a saving throw against this 
  ability, it has advantage on all subsequent saving throws 
  against it for 24 hours. 
  Charged Blade 
  Prerequisite: shillelagh cantrip 
  When you cast shillelagh, you can now target any weapon 
  with the spell. If the weapon's damage die was already 1d8 
  or greater, its damage die or dice stay the same and the 
  weapon deals an additional 1d4 damage on a hit for the 
  duration of the spell. 
  Cloak of Feathers 
  Prerequisite: House of Rooks 
  While not wearing armor or using a shield, your AC equals 
  10 + your Dexterity modifier + your Intelligence modifier. 
  Commander’s Call 
  Prerequisite: House of Kings 
  You can cast the spell command without using a spell slot. 
  You can use this ability a number of times equal to your 
  Intelligence modifier. You regain all expended uses when 
  you take a long rest. 
  Extended Range  
  When you cast a warmage cantrip requiring a ranged spell 
  attack, that cantrip's range is doubled. 
   
   
   
   
  Field Medic 
  Prerequisite: House of Bishops 
  You learn the cantrip spare the dying 
  and the spell cure wounds. 
  Additionally, when you cast 
  spare the dying on a creature 
  who has 0 hit points, the target 
  heals 1 hit point and for 1 minute 
  gains temporary hit points equal to 
  your level. 
  Flexible Range 
  When you cast a warmage cantrip 
  requiring a ranged spell attack in 
  melee, you don't have disadvantage 
  on the attack roll. Additionally, when 
  you cast a warmage cantrip requiring 
  a melee spell attack, you can 
  instead make it as a ranged spell 
  attack with a range of 30 feet. 
  Knight’s Ward 
  Prerequisite: House of Knights 
  You can use your bonus action to gain resistance to 
  your choice of nonmagical bludgeoning, piercing, or 
  slashing damage until the beginning of your next turn. 
  Mystical Armor 
  You can cast the spell mage armor without using a spell 
  slot. 
  Mystical Athlete 
  Prerequisite: quickstep and springheel cantrips 
  When you cast the quickstep cantrip, your speed increases 
  by 20 feet instead of 10 feet. When you cast the springheel 
  cantrip, your jumping distance increases by 30 feet instead 
  of 10 feet. When you cast either of the quickstep or 
  springheel cantrips, you can use an action to cast the other.   
  Pawn Storm 
  Prerequisite: House of Pawns 
  Your movement speed increases by 10 feet. Additionally, 
  during the first round of combat, your movement speed is 
  doubled.  
   
   
  
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  Phantom Hookshot 
  Prerequisite: phantom grapnel cantrip 
  You can cast phantom grapnel as a bonus action. If you do 
  so, its range is reduced to 60 feet. Additionally, creatures 
  and objects hit by your phantom grapnel take 1d6 force 
  damage. 
  Blasting Cantrip 
  Prerequisite: 5th level, force dart or mystical blade cantrip 
  When you deal force damage to a creature with a warmage 
  cantrip, you can push the creature up to 10 feet away from 
  you in a straight line. 
  Booming Cantrip 
  Prerequisite: 5th level, thundering blade cantrip 
  Once per turn, when you deal thunder damage to a creature 
  with a warmage cantrip, you can force that creature to 
  succeed on a Strength saving throw or be knocked prone. 
  Caustic Cantrip 
  Prerequisite: 5th level, acid splash cantrip 
  When you deal acid damage to a creature with a warmage 
  cantrip, that creature must make a Dexterity saving throw 
  or take half the damage dealt again at the start of its next 
  turn. A creature can only be affected by this ability once 
  per turn. 
  Electrified Cantrip 
  Prerequisite: 5th level, shocking grasp or storming blade 
  cantrip 
  When you deal lightning damage to a creature with a 
  warmage cantrip, you can force that creature to succeed on 
  a Constitution saving throw or be stunned until the start of 
  your next turn. You can use this ability a number of times 
  equal to your Intelligence modifier. You regain all 
  expended uses when you take a long rest. 
  Entropic Cantrip 
  Prerequisite: 5th level, chill touch cantrip 
  When you deal necrotic damage to a creature with a 
  warmage cantrip, it must make a Constitution saving throw 
  or gain one level of exhaustion. After being affected by this 
  trick, a creature is immune to it until it takes a long rest. 
  Explosive Cantrip 
  Prerequisite: 5th level, fire bolt or molten blade cantrip 
  When you deal fire damage to a creature with a 
  warmage cantrip, each creature except yourself and 
  the target within 5 feet of the target must make a 
  Dexterity saving throw or take half the damage 
  dealt. A creature in the area of more than one explosive 
  burst is affected only once. A creature can only be affected 
  by this ability once per turn. 
  Frigid Cantrip 
  Prerequisite: 5th level, glacial blade or ray of frost cantrip 
  When you deal cold damage to a creature with a warmage 
  cantrip, that creature must make a Constitution saving 
  throw: on a failed save, it can't make more than one melee 
  or ranged attack until the start of your next turn. A creature 
  can only be affected by this ability once per turn. 
  Improved Martial Training 
  Prerequisite: 5th level, House of Knights or House of Kings 
  or House of Pawns 
  You can attack twice, instead of once, whenever you take 
  the Attack action on your turn. 
  Mystical Weaponmaster 
  Prerequisite: 5th level, magic daggers and mystical blade 
  cantrips 
  When you use your action to throw a weapon summoned 
  by the magic daggers cantrip, you can use your bonus 
  action to throw one additional dagger. 
       Additionally, the range for the mystical blade cantrip 
  increases to 10 feet. 
  Promotion 
  Prerequisite: 5th level, House of Pawns 
  Select another Warmage House when you learn this trick. 
  You can learn tricks available to that house. 
   
   
   
   
   
   
  
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  Rook’s Perch 
  Prerequisite: 5th level, House of Rooks 
  Your base movement speed increases by 10 feet, and you 
  gain a climb speed equal to your normal movement speed. 
  Select Fire 
  Prerequisite: 5th level 
  When you cast a warmage cantrip that requires a spell 
  attack roll, you can select multiple targets and make a spell 
  attack roll against each. You can target a number of 
  creatures equal to the number of damage dice the cantrip 
  deals, and split your damage dice up amongst your targets, 
  to a minimum of 1 die of damage per target. 
       For example, fire bolt deals 3d10 damage. You can 
  choose to target three creatures and deal 1d10 damage to 
  each creature, or you can target two creatures, dealing 1d10 
  damage to one creature and 2d10 damage to the other 
  creature, or you can target one creature for 3d10 damage. 
  Skilled Hand 
  Prerequisite: 5th level, mage hand cantrip 
  When you cast the mage hand cantrip, you can use it to 
  wield a weapon. The hand can hold any weapon you are 
  proficient with that isn’t heavy. You must have as many 
  hands free as it would normally take to wield the hand's 
  weapon, otherwise the weapon falls to the ground. Until 
  you direct it to move or attack, the weapon hovers and 
  whirls in place. 
       When you take the Attack action on your turn, you can 
  forgo one of more of your own attacks to allow the hand to 
  attack a target within its reach instead. You use your 
  Intelligence modifier, rather than Strength or Dexterity, for 
  the attack and damage rolls of the weapon. If you forgo all 
  of your attacks, you can use your bonus action to make an 
  additional attack with the hand. 
       On your turn, you can move the hand up to 30 feet 
  without using an action, up to the maximum range of your 
  mage hand cantrip. 
  Venomous Cantrip 
  Prerequisite: 5th level, poison spray cantrip 
  When you deal poison damage to a creature with a 
  warmage cantrip, you can force that creature to make a 
  Constitution saving throw or gain the poisoned condition 
  until the start of your next turn. You can use this ability a 
  number of times equal to your Intelligence modifier. You 
  regain all expended uses when you take a long rest. 
   
   
  Bishop’s Maneuver 
  Prerequisite: 10th level, House of Bishops 
  You can take the Disengage action as a bonus action, and 
  when you take the Disengage action, your movement speed 
  is doubled. 
  Castle 
  Prerequisite: 10th level, House of Rooks 
  As an action, you magically swap places with a willing 
  Small or Medium creature who is within 100 feet of you, 
  each of you vanishing in a burst of feathers before 
  appearing in the other's previous spot. 
  Flurry of Daggers 
  Prerequisite: 10th level, magic daggers cantrip 
  When you use an action to throw weapons summoned by 
  your magic daggers cantrip, you can throw an additional 
  dagger. 
  Knight’s Shield 
  Prerequisite: 10th level, House of Knights, force buckler 
  cantrip 
  When you cast force buckler, it adds +3 to your AC instead 
  of +2. 
  Pawn’s Sacrifice 
  Prerequisite: 10th level, House of Pawns 
  When a friendly creature within 30 feet of you is hit by a 
  melee or ranged attack, you can spend your reaction to 
  move next to that creature and become the target of the 
  attack instead, potentially causing the attack to miss. Once 
  you use this trick, you must take a short or long rest before 
  you can do so again. 
  Queen’s Charge 
  Prerequisite: 10th level, House of Kings 
  As an action, you can move up to three times your 
  movement speed towards a creature you can see, and you 
  can make a single attack or cast a warmage cantrip 
  requiring a melee attack against it. You can perform this 
  action while mounted. 
  Unerring Strike 
  Prerequisite: 10th level, true strike cantrip 
  When you cast true strike, you can concentrate on it for a 
  number of rounds equal to your Intelligence modifier. You 
  gain advantage on the first attack roll you make against the 
  target each round while maintaining concentration on true 
  strike. 
   
  
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  This chapter provides some information about how 
  warmages might exist as a faction in your campaign world.  
  Mt. Camberly 
  Though nearly all formal magical traditions spread through 
  the world boast some institute of higher learning, there is 
  none so singularly unique and well known as Mount 
  Camberly, home of the College of Warmages. Built atop a 
  wide plateau, Mount Camberly originally served as a more 
  traditional military barracks and training ground, and a 
  well-respected one at that: for no less than ten generations, 
  Camberly consistently produced the finest and most skilled 
  soldiers that the world had ever seen. No mere fighters or 
  sellswords, the officers of Camberly came to embody the 
  ideals of honorable combat, perfected tactics, and skilled 
  warfare. In opposition to other schools of warfare of the 
  day, Camberly was unique in that neither sex, class, race, or 
  nation of origin were considered barriers for entry; only an 
  applicant's skill was considered, and entry to the school 
  could neither be bought nor granted through nepotism. 
  Though this methodology, Camberly drew from the best 
  and brightest to man its standing force, and with their 
  unwaveringly open arms fostered a soldier loyalty that was 
  and is unmatched. 
       Not content to merely be the greatest in the world in 
  traditional combat and warfare, the generals of Camberly 
  always looked towards new advancements and revolutions 
  in weaponry, tactics, and logistics. To this end, they split 
  their forces into a number of schools, each dedicated to a 
  different field of martial study: the Pawns, who mastered 
  the art of mass defense and field construction; the Bishops, 
  alchemists and field medics who advanced the study of 
  both combat medicine and siege weapons; the Knights, 
  absolute masters of melee combat; the Rooks, who trained 
  in stealth, guerrilla warfare, and assassination; and the 
  Kings, who studied and perfected mass combat tactics. 
  Each, over many years, dedicated themselves wholly to 
  their trade, and advanced combat in ways heretofore unseen 
  by other, less focused armies.  
   
   
   
   
   
   
   
   
       The College did not actually become a center for 
  magical warfare until it had been in operation for nearly 
  500 years. There had been those with magical aptitude and 
  training who had joined the ranks and even excelled, of 
  course, but the majority of the school's training was 
  dedicated to mundane warfare. This changed drastically 
  once Evelyn Fas'tiel, First of the Warmages, ascended to 
  the rank of Master General, the highest position in 
  Camberly's army. Evelyn, an elven Knight, was well 
  known for her skills at mixing her traditional elven magic 
  with the Knight's exemplary swordplay, but less well 
  known were her skills as a teacher. While climbing the 
  ranks of the Knights, she secretively and selectively picked 
  a number of top students and began instructing them in 
  simple but effective magic, forming what would become 
  the first Warmage unit. Through the course of her 
  instruction and with rigorous focus on the simplest of 
  spells, she molded her unit into a fighting force like none 
  had ever seen, and her success earned her control of the 
  most prestigious academy of warfare in the world.  
       Over the next 200 years, the now-renamed College of 
  Warmages shifted its focus and developed in ways its 
  founders never anticipated: though still open to all with the 
  talent and willpower to succeed, magical aptitude became a 
  primary focal point for student selection. Since that time, 
  the schools (now redubbed "Houses") began to innovate on 
  the college's basic magical teachings and discovered ways 
  of manipulating magic as though it were nothing more than 
  a sword, a bow, or a spear. 
   
   
   
   
   
   
   
   
   
   
   
  Chapter 2: Warmages in the 
  World 
   
  
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  Warmage Training and 
  Tradition 
  Those that follow the path of the Warmage all begin in the 
  same place: Mount Camberly. Every prospective and 
  successful warmage begins there, if for no other reason 
  than the fact that it is where the College's military archives 
  are stored. Upon their introduction and induction into the 
  college, most head off to more recently established 
  institutions governed almost entirely by the General of the 
  house which runs it, with the sole exception being the 
  Kings; every bit of their training is conducted at Camberly. 
  As such, each warmage is well acquainted with the history 
  and the lands surrounding their particular school, and may 
  even display dialects or customs common in the area. 
       Though the College is forward thinking, a pure 
  meritocracy, and dedicated to the ideal that any man may 
  be a soldier, it is neither a strictly a peacekeeping 
  organization nor a law enforcement agency: it is 
  mercenary. Nations the world over send their best to 
  receive training from Camberly's instructors, and the 
  college welcomes all. This policy has not been free of 
  conflict, of course: most powerful countries have, at one 
  point or another, tried to leverage their political and martial 
  power over the school, but up to now all have failed. 
       Despite the College's mercenary status, it is still 
  ultimately an organization concerned with both justice and 
  the rule of law. Those warmages that eventually leave 
  Camberly and strike out on their own are often found in the 
  ranks of city guards, monster hunters, and adventuring 
  paladins and knights. Even though life in the school is 
  regimented in the extreme, graduates are given free rein to 
  follow their own passions, so long as those do not disgrace 
  the College. 
      With the exception of the Rooks, the majority of 
  warmages encountered outside of the walls of the college 
  do little to hide their station. If nothing else, warmages are 
  proud, boasting large, bright standards and displaying 
  medals and insignia on nearly every piece of equipment 
  they own. Of paramount importance to a given warmage is 
  his scepter: a finely wrought steel rod, inlaid with silver, 
  capped with a headpiece sculpted in the shape of the 
  warmage's house symbol. While designed to be entirely 
  functional as a mace, most carry it only as a means to 
  display station or display it in their homes as a trophy; it is 
  always carried while a warmage is in dress uniform, 
  however. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Prominent Warmages 
  The following are a number of important warmages that 
  might appear as NPCs, allies, or enemies in your campaign. 
  • Evelyn Fas'tiel, Female Elf, Master General of the 
  College of Warmages 
  • Remley Rustbeard, Male Dwarf, General of the House 
  of Knights 
  • Krona Flamehand, Female Half-Orc, General of the 
  House of Pawns 
  • Dorian Fletcher, Male Human, General of the House of 
  Rooks 
  • Shauna Lombardi, Female Tiefling, General of the 
  House of Kings 
  • Maester Drago, Silver Male Dragonborn, General of 
  the House of Bishops 
   
  Black and White, Crown and Horse 
  For all military organizations, heraldry is of prime 
  importance, and none demonstrate that more than the 
  warmages. Because all warmages are divided into 
  houses, each house has its own symbols, primarily 
  based on chess pieces of the same name. They are 
  distinguished further by their standard colors, taken 
  from the most often used colors for chess pieces. This 
  color denotes the source of their Arcane Initiation: 
  Black for Scholars, White for Sages, and Red for Savants. 
  Warmages take great pride in both displaying their 
  house symbols and their colors, and often take names 
  or titles based on them, such as the Ruby Knight, the 
  Midnight Bishop, the White Crow. 
  
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  Magic items are gleaned from the hoards of conquered 
  monsters or discovered in long-lost vaults. Such items grant 
  capabilities a character could rarely have otherwise, or they 
  complement their owner’s capabilities in wondrous ways.  
  Bishop Gauntlets 
  Wondrous item, rare (+1), very rare (+2) or legendary 
  (+3) (requires attunement by a spellcaster) 
  This finely wrought pair of mithral gauntlets each have a 
  large gemstone set into the palm, and are etched on the 
  back with the House of Bishops' crest. While attuned to the 
  gauntlets, they act as a spellcasting focus, and you gain a 
  +1 bonus to spell attack rolls, and your spell save DC 
  increases by 1. 
       Additionally, when you attune to the gauntlets, you also 
  attune to a specific element. Choose acid, cold, fire, 
  lightning, necrotic, or radiant damage. You can change the 
  damage of any spell you cast using these gauntlets to the 
  chosen type. 
  Pawnsguard 
  Armor (shield), rare (requires attunement) 
  This shield is so large as to be unwieldy, but enchanted to 
  be feather light. While attuned to this shield, you have a +1 
  bonus to AC, in addition to the AC bonus normally 
  provided by the shield. Each ally within 5 feet of you not 
  carrying a shield also gains this bonus to AC. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Rooksbeak 
  Weapon (daggers), rare (requires attunement) 
  This pair of matching daggers appear to be a single 
  weapon, but separate vertically when unsheathed. These 
  daggers have 3 charges and regain 1d3 expended charges at 
  dawn. When you throw one of the daggers at a creature you 
  can see and hit, you can spend a charge to teleport to a 
  space adjacent to the target and make a single melee 
  weapon attack against the creature with advantage. 
       You gain a +1 bonus to attack and damage rolls made 
  with these magic weapons. 
  Ruby Knight Sword 
  Weapon (longsword), very rare (requires attunement) 
  This longsword appears to have a blade carved out of a 
  translucent red crystal. You gain a +2 bonus to attack and 
  damage rolls made with this magic weapon. 
       When you are attuned to this sword and draw it while 
  unarmored and not carrying a shield, this sword 
  automatically casts the spells mage armor and force 
  buckler, targeting you. The armor appears as a sparkling 
  ruby breastplate, helm, and long cape, and the shield 
  appears as a large ruby shield. 
  War Master's Saddle 
  Wonderous item, rare (normal) or very rare (flying) 
  This masterfully crafted black and gold saddle is capable of 
  summoning a steed for its user. You can use your action to 
  speak the saddle's command word, and summon a mount 
  underneath it, as if you had cast the phantom steed spell. 
  This mount remains in existence until you dismiss it. 
       Other types of these saddles exist, which summon 
  mounts appearing similar to pegasi, hippogriffs, or 
  nightmares. In any case, a mount summoned with one of 
  these saddles has a flying speed equal to its walking speed. 
   
   
   
   
   
  Chapter 3: Magic Items 
  
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  Cantrip Lists 
  The following details the complete warmage cantrip list 
  and which new cantrips are added to the spell lists of other 
  classes.  
  Warmage Cantrips 
  *Acidic Blade 
  Acid Splash 
  Chill Touch 
  *Glacial Blade 
  Fire Bolt 
  *Force Buckler 
  *Force Dart 
  Light 
  Mage Hand 
  *Magic Daggers 
  Mending 
  *Molten Blade 
  *Mystical Blade 
  Phantom Grapnel 
  Poison Spray 
  *Quickstep 
  Ray of Frost 
  Shillelagh 
  Shocking Grasp 
  *Springheel 
  *Storming Blade 
  *Thundering Blade 
  True Strike 
  Bard Cantrips 
  *Acidic Blade 
  *Force Buckler 
  *Force Dart 
  *Glacial Blade 
  *Magic Daggers 
  *Molten Blade 
  *Quickstep 
  *Springheel 
  *Storming Blade 
  *Thundering Blade 
  Druid Cantrips 
  *Quickstep 
  *Springheel 
   
   
   
   
   
  New Cantrips 
  The following cantrips are presented alphabetically. 
  Acidic Blade 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, M (a weapon) 
  Duration: 1 round 
  As part of the action used to cast this spell, you must make 
  a melee attack with a weapon against one creature within 
  the spell's range, otherwise the spell fails. On a hit, the 
  attack deals damage as normal, except that the entire attack 
  deals acid damage instead of its normal type. The creature 
  must also make a Dexterity saving throw or take 1d8 acid 
  damage at the start of its next turn. 
       At 5th level, the melee attack and secondary damage 
  each deal an additional 1d8 acid damage to the target. Both 
  damage rolls increase by 1d8 at 11th level (2d8/3d8), and 
  17th level (3d8/4d8). 
  Force Buckler 
  Abjuration cantrip 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S, M (A specially prepared gauntlet worth 
  at least 5 gp) 
  Duration: 1 minute 
  You summon a translucent, yet visible, field of force which 
  appears about you like a shield. For the duration of the 
  spell, as long as you have one hand free and you are not 
  wielding a shield, you gain +2 to your AC. The spell ends 
  immediately if neither of your hands are free. 
  Force Dart 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  You fling a dart of magical force at a creature or object 
  within range. Make a ranged spell attack against the target. 
  On a hit, the target takes 1d10 force damage. 
   
  Chapter 3: Cantrips 
  Sorcerer Cantrips 
  *Acidic Blade 
  *Force Buckler 
  *Force Dart 
  *Glacial Blade 
  *Magic Daggers 
  *Molten Blade 
  *Mystical Blade 
  *Phantom Grapnel 
  *Quickstep 
  *Springheel 
  *Storming Blade 
  *Thundering Blade 
  Warlock Cantrips 
  *Acidic Blade 
  *Force Buckler 
  *Force Dart 
  *Glacial Blade 
  *Magic Daggers 
  *Molten Blade 
  *Mystical Blade 
  *Phantom Grapnel 
  *Quickstep 
  *Springheel 
  *Storming Blade 
  *Thundering Blade 
  Wizard Cantrips 
  *Acidic Blade 
  *Force Buckler 
  *Force Dart 
  *Glacial Blade 
  *Magic Daggers 
  *Molten Blade 
  *Mystical Blade 
  *Phantom Grapnel 
  *Quickstep 
  *Springheel 
  *Storming Blade 
  *Thundering Blade 
  * New cantrips described below 
   
  
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       This spell's damage increases by 1d10 when you reach 
  5th level (2d10), 11th level (3d10), and 17th level (4d10). 
  Glacial Blade 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, M (a weapon) 
  Duration: 1 round 
  As part of the action used to cast this spell, you must make 
  a melee attack with a weapon against one creature within 
  the spell's range, otherwise the spell fails. On a hit, the 
  attack does damage as normal, except that the entire attack 
  deals cold damage instead of its normal type. Additionally, 
  the target must make a Constitution saving throw or be 
  covered in brittle frost. If the target is then hit again by an 
  attack before the beginning of your next turn, the target 
  takes an additional 1d8 cold damage. 
       At 5th level, the melee attack and secondary damage 
  each deal an additional 1d8 cold damage to their targets. 
  Both damage rolls increase by 1d8 at 11th level (2d8/3d8), 
  and 17th level (3d8/4d8). 
  Magic Daggers 
  Conjuration cantrip 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: 1 minute 
  With a flourish, you summon a number of throwing 
  weapons equal to twice your spellcasting modifier. These 
  weapons can be of any type: daggers, handaxes, sling 
  bullets, darts, etc. For the duration of the spell, the 
  summoned weapons float within easy reach, allowing you 
  to grab and throw them with ease. As an action, you can 
  throw one weapon as a ranged spell attack with a range of 
  60 feet; on a hit, the weapon deals 1d6 magical piercing, 
  slashing, or bludgeoning damage as appropriate to the 
  weapon thrown. After one hit, the weapon vanishes. 
      At higher levels, you can make more attacks with your 
  weapons. At 5th level, you can make two attacks, at 11th 
  level, three attacks, and at 17th level, four attacks. 
  Molten Blade 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, M (a weapon) 
  Duration: 1 round 
  As part of the action used to cast this spell, you must make 
  a melee attack with a weapon against one creature within 
  the spell's range, otherwise the spell fails. On a hit, the 
  attack does damage as normal, except that the entire attack 
  deals fire damage instead of its normal type. Additionally, 
  flame fills the space around the target. Until the start of 
  your next turn, any creature that enters the space or ends its 
  turn there takes 1d8 fire damage. 
       At 5th level, the melee attack and secondary damage 
  each deal an additional 1d8 fire damage to their targets. 
  Both damage rolls increase by 1d8 at 11th level (2d8/3d8), 
  and 17th level (3d8/4d8). 
  Mystical Blade 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, S, M (a blade-less sword hilt worth at 
  least 5 gp) 
  Duration: 1 round 
  You conjure a blade of magical force, channeled through a 
  focusing handle, and lash out at your foes. Make a melee 
  spell attack; on a hit, you deal 1d8 force damage. The blade 
  remains in existence for a short time; until the beginning of 
  your next turn, you can make a single strike with your 
  mystical blade as an opportunity attack. 
       You can make 1 additional strike on your turn at 5th 
  level (2 attacks), at 11th level (3 attacks), and at 17th level 
  (4 attacks). 
  Phantom Grapnel 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
  You conjure a chain and hook made of magical force, 
  which you propel at a creature, object, or unoccupied space 
  you can see within range. When you target a space, your 
  grapnel pulls you to that spot in a straight line. You 
  provoke opportunity attacks for this movement as normal. 
    
  Wizard Cantrips 
  Warmages are masters of cantrips, big and small. If 
  your campaign includes wizard cantrips that are not 
  already on the warmage spell list, you can add it to the 
  warmage list with GM approval. 
  
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       When you target a creature or object, make a ranged 
  spell attack. On a hit, you pull the creature or object up to 
  20 feet towards you. A creature can make a Strength saving 
  throw to resist this movement. If the target is two or more 
  size categories larger than you (a Huge creature to a 
  Medium creature, for example), you are pulled to the target 
  instead. 
  Quickstep 
  Transmutation cantrip 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: 1 round 
  You call upon your inner reserves to give you a brief flash 
  of speed. When you cast this spell, your base movement 
  speed increases by 10 feet for the duration. 
  Springheel 
  Transmutation cantrip 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: 1 round 
  You flood magic into your legs, allowing you to bound 
  high into the air from a standstill. When you cast this spell, 
  your jump distance increases 10 feet for the duration, and 
  you can make a running high jump or a running long jump 
  without a running start. 
   
   
   
   
   
   
   
  Storming Blade 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, M (a weapon) 
  Duration: 1 round 
  As part of the action used to cast this spell, you must make 
  a melee attack with a weapon against one creature within 
  the spell's range, otherwise the spell fails. On a hit, the 
  attack does damage as normal, except that the entire attack 
  deals lightning damage instead of its normal type. 
  Additionally, you can cause your lightning to jump to a 
  creature within 5 feet of your target, dealing lightning 
  damage equal to your spellcasting modifier. 
       At 5th level, the melee attack and secondary damage 
  each deal an additional 1d8 lightning damage to their 
  targets. Both damage rolls increase by 1d8 at 11th level 
  (2d8), and 17th level (3d8). 
  Thundering Blade 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, M (a weapon) 
  Duration: 1 round 
  As part of the action used to cast this spell, you must make 
  a melee attack with a weapon against one creature within 
  the spell's range, otherwise the spell fails. On a hit, the 
  attack does damage as normal, except that the entire attack 
  deals thunder damage instead of its normal type. 
  Additionally, a clap of thunder rings out from your strike, 
  forcing all creatures except yourself and the target within 5 
  feet of the target to succeed on a Dexterity saving throw or 
  take 1d8 thunder damage. 
       At 5th level, the melee attack and secondary damage 
  each deal an additional 1d8 thunder damage to their targets. 
  Both damage rolls increase by 1d8 at 11th level (2d8/3d8), 
  and 17th level (3d8/4d8). 
  
   
   
  Producers 
  Dylan VInyard 
  Garrett Lloyd 
  Joe Shine 
  Eddie Freeman 
  Sasquatch 
  Jerrold Howell 
  Brandon 
  Jared 
  Jason McCray 
  Spencer Houston 
  Guðmundur 
  Guðmundsson 
  Kurt C Yost 
  Tyler Fewell 
  Vegard Marvik 
  Helland 
  Anthony 
  Zackary D 
  Szechenyi 
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  Ryan Ely 
  The Palm of 
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  Linde 
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  License 
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  15. COPYRIGHT NOTICE  
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  Complete Warmage Copyright 2016, Mage Hand Press; authors Michael Holik, Jaron Mortimer, Benjamin Richardson 
   
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