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Warmage House

House of Bishops

The House of Bishops adopts warmages with true arcane potential, expanding on essential magic principles with true spellcasting. Such warmages might be easily confused for wizards or sorcerers, for they don the same garb and wield many of the same spells, but the warmage focus on perfection still holds precedence over garnering a vast array of spells.

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

 

Spellcasting

When you choose this house 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 and 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, 14th, and 20th 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 3rd, 8th or 14th level.
      Warmage Edge. You can add additional damage with your warmage spells of 1st level or higher using your Warmage Edge feature, as if they were cantrips. You can’t add Warmage Edge damage to the magic missile spell.

Arcane Study

At 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Investigation, Medicine, or Religion.

Mystical Companion

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, quasit, or sprite.

Siege Casting

At 10th level, your warmage spells deal double damage to objects and structures. Additionally, when you cast a warmage spell that requires you to make a spell attack roll, the spell’s range is doubled.

Spell 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 up 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. As a bonus action on your turn, you can expend a number of spell slots with a combined level of 6 or more to regain an expended use of your Arcane Surge.

A tiefling warrior with weapons made of shimmering magenta energy on the cover of this PDF supplement.

Get all 12 subclasses in the Complete Warmage!

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