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

Get even more spells in the Complete Warmage!

Warmage subclass

House of Kings

Lead Your Allies with Brilliant Stratagems

Warmages who train in the House of Kings specialize in tactics and strategy, learning age-old maneuvers to gain an edge in combat. Natural-born leaders, Kings work best with a cadre of supporters to perform their tactics and overwhelm the enemy. Moreso than all other Warmages, those in the House of Kings treat life and death as a game of strategy to be understood and conquered.

Level 3: Martial Training

You gain proficiency with Martial weapons and training with Medium armor and Shields.

Level 3: Battle Tactics

You learn stratagems that are fueled by special dice called Battle Dice.

Battle Dice. You have two Battle Dice, which are d8s. A Battle Die is expended when you use it. You regain all of your expended Battle Dice when you finish a Short or Long Rest, or when you roll Initiative. Your Battle Die changes and more Battle Dice become available when you reach certain Warmage levels, as shown on the Battle Dice table.

Stratagems. You can expend Battle Dice to perform stratagems. Your stratagem options are detailed at the end of the subclass description.

Saving Throws. When a stratagem calls for a saving throw to resist its effects, the DC equals to your spell save DC.

Warmage Level Battle Dice
3 2d8
7 3d8
13 3d10
19 4d10

Level 15: Checkmate Stratagem

You learn the following stratagem:

Checkmate. When you hit a creature with a weapon or spell attack, you can take a Bonus Action and expend a Battle Die to direct one of your companions to strike. When you do so, choose an ally who can see or hear you that is within reach of the creature you hit. The ally can immediately take a Reaction to make one weapon attack or cast a cantrip that requires an attack roll, adding the Battle Die to the attack’s damage roll.

Level 18: Grandmaster

When you roll Initiative, choose a number of friendly creatures up to your Intelligence modifier (minimum of one) within 60 feet of you that can see or hear you.
Each of the chosen creatures gains a Battle Die. You don’t expend Battle Dice for this feature.

Once within the next 10 minutes, a chosen creature can expend the Battle Die when it fails a D20 Test or makes a damage roll, adding the battle die to the roll,
potentially causing the D20 Test to succeed. A creature can only have one Battle Die from this feature at a time.

Stratagems

The stratagems are presented in alphabetical order.

Blitz. When you hit a creature with an attack, you can expend one Battle Die as a Bonus Action to maneuver one of your comrades into a more advantageous position. Choose an ally within 60 feet of you that can see or hear you. That creature can take a Reaction to move up to half its Speed without provoking Opportunity Attacks from the target of your attack.

Check. When you hit a creature with an attack, you can expend one Battle Die as a Bonus Action to force that creature to flee. The target must make a Wisdom
saving throw. On a failed save, the target has the Frightened condition until the start of your next turn. The Frightened creature takes the Dash action and moves
away from you by the safest route on its turn unless there is nowhere to move.

Flash of Brilliance. When you fail an Intelligence or Wisdom check, you can expend one Battle Die (no action required) to add it to the check, potentially causing it to succeed. You can use this stratagem once per turn.

Gambit. When you hit a creature with an attack, you can expend one Battle Die as a Bonus Action to give your allies an opening. The next creature other than you to make an attack against the target adds the Battle Die to its attack roll.

Mystic Counsel. You can use a Bonus Action and expend one Battle Die to give counsel to a creature that can hear you within 30 feet of you. Once in the next
minute when the creature fails a saving throw, it can roll the Battle Die and add it to the save, potentially causing it to succeed.

Stalemate. When you hit a creature with an attack, you can expend one Battle Die as a Bonus Action to hold that creature in place. Until the end of its next turn, the target can’t move unless it first takes the Disengage action.

 


Get even more cantrips in the Complete Warmage

Or check out more innovative base classes in Valda’s Spire of Secrets!

 

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