This section contains the descriptions of cantrips that are new and available to the Warmage class. The class spell lists detailed with each spell include other classes from Mage Hand Press, including the Necromancer and Witch.
Wizard Cantrips If a cantrip appears on the Wizard spell list which isn’t represented here, the GM can add this cantrip to the Warmage spell list.
Blade Cantrips and Warmages The weapon damage dealt by Arc Blade, Burning Blade, Frigid Blade, and True Strike count as cantrip damage for the purposes of your Warmage features.
Cantrips (Level 0 Warmage Spells)
Spell | School | Special |
Arc Blade* | Evocation | — |
Acid Splash | Evocation | — |
Chill Touch | Necromancy | — |
Fire Bolt | Evocation | — |
Force Buckler* | Abjuration | M |
Force Dart* | Evocation | M |
Force Weapon* | Evocation | M |
Frigid Blade* | Evocation | — |
Light | Illusion | — |
Minor Illusion | Illusion | — |
Phantom Grapnel* | Abjuration | — |
Poison Spray | Necromancy | — |
Prestidigitation | Transmutation | — |
Produce Flame | Conjuration | — |
Quickstep* | Transmutation | — |
Ray of Frost | Evocation | — |
Shocking Grasp | Evocation | — |
Sonic Pulse* | Evocation | — |
Springheel* | Transmutation | — |
Sulfuric Smoke* | Conjuration | — |
True Strike | Divination | — |
Arc Blade
Evocation Cantrip (Warmage)
Casting Time: Action
Range: 15 feet
Components: S, M (a Melee weapon with which you have proficiency and that is worth 1+ CP)
Duration: Instantaneous
As lightning surges through the weapon used in the spell’s casting, you make one attack. This attack can be a melee attack or ranged spell attack using the weapon with a range of 15 feet, as a wave of energy extends from the weapon. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If it is a ranged attack, it deals Lightning damage. Otherwise, it can deal Lightning damage or the weapon’s normal damage type (your choice).
Cantrip Upgrade. Whether you deal Lightning damage or the weapon’s normal damage type, the attack deals extra Lightning damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
Burning Blade
Evocation Cantrip (Warmage)
Casting Time: Action
Range: Self
Components: S, M (a Melee weapon with which you have proficiency and that is worth 1+ CP)
Duration: 1 round
Engulfing the weapon used in the spell’s casting in flames, you make one attack. This attack and any other attacks you make using the weapon until the start of your next turn use your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If such an attack deals damage, it can be Fire damage or the weapon’s normal damage type (your choice).
Cantrip Upgrade. Whether you deal Fire damage or the weapon’s normal damage type, the initial attack deals extra Fire damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
Force Buckler
Abjuration Cantrip (Warmage)
Casting Time: Bonus Action
Range: Self
Components: V, S, M (a specially-prepared gauntlet worth 5+ GP)
Duration: 1 round
You summon a translucent field of force, which springs forth from the gauntlet used in the spell’s casting. Until the start of your next turn, you have a +2 bonus to your Armor Class while you aren’t wielding a shield. This spell ends early if you are hit by an attack.
Force Dart
Evocation Cantrip (Warmage)
Casting Time: Action
Range: 120 feet
Components: V, S, M (a specially-prepared gauntlet worth 5+ GP)
Duration: Instantaneous
You fling a dart of magical force at a creature within range. Make a Ranged spell attack against the target. On a hit, the target takes 1d10 Force damage.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Force Weapon
Evocation Cantrip (Warmage)
Casting Time: Action
Range: 5 feet
Components: V, S, M (a specially-prepared gauntlet worth 5+ GP)
Duration: 1 round
You conjure a blade of magical force in the air, which strikes at a creature within range. Make a melee spell attack against the target. On a hit, the target takes 1d10 Force damage. The blade remains in existence for a short time; until the start of your next turn, you can make a single strike with your mystical blade as an Opportunity Attack.
Cantrip Upgrade. You make an additional attack when you reach levels 5 (2 attacks), 11 (3 attacks), and 17 (4 attacks). These attacks can target the same creature or different ones.
Frigid Blade
Evocation Cantrip (Warmage)
Casting Time: Action
Range: Self
Components: S, M (a Melee weapon with which you have proficiency and that is worth 1+ CP)
Duration: Instantaneous
Encasing the weapon used in the spell’s casting in ice, you make one attack. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. The weapon’s damage die increases by 1 step (d4 → d6 → d8 → d10 → d12 or 2d6, your choice). The weapon’s damage dice don’t increase if it has more than one weapon damage die. If the attack deals damage, it can be Cold damage or the weapon’s normal damage type (your choice).
Cantrip Upgrade. Whether you deal Cold damage or the weapon’s normal damage type, the attack deals extra Cold damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
Magic Daggers
Conjuration Cantrip (Warmage)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
With a flourish, you conjure two daggers composed of magical force and flick them at targets within range. You can throw the daggers at one target or multiple within range. Make a separate ranged spell attack roll for each dagger, dealing 1d6 Force damage on a hit. The daggers vanish after the attack.
Cantrip Upgrade. This spell creates an additional dagger and you make an additional attack when you reach level 5 (3 attacks), 11 (4 attacks), and 17 (5 attacks).
Phantom Grapnel
Evocation Cantrip (Warmage)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You conjure a chain and hook made of magical force, which you propel at a creature or unoccupied space you can see within range. When you target a space or a creature of Huge size or larger, your grapnel pulls you to that target in a straight line. You provoke Opportunity Attacks for this movement as normal. When you target a creature of Large size or smaller, the target must succeed on a Strength saving throw or be pulled up to 10 feet toward you.
Quickstep
Transmutation Cantrip (Warmage)
Casting Time: Bonus Action
Range: Self
Components: V
Duration: 1 round
This spell imparts a flash of speed. Your Speed increases by 10 feet until the start of your next turn.
Sonic Pulse
Evocation Cantrip (Sorcerer, Warmage, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You compress a thunderous boom into an invisible ball and project it at a creature you can see within range. The target makes a Constitution saving throw. On a failed save, it takes 1d8 Thunder damage and has the Deafened condition until the start of your next turn. If the spell’s target is within 10 feet of you, the spell is amplified and its damage becomes 1d10, instead of 1d8.
Cantrip Upgrade. The damage increases by 1d8 (or 1d10, if amplified) when you reach levels 5 (2d8 or 2d10), 11 (3d8 or 3d10), and 17 (4d8 or 4d10).
Springheel
Transmutation Cantrip (Druid, Warmage)
Casting Time: Bonus Action
Range: Self
Components: V
Duration: 1 round
You flood magic into your legs, allowing you to bound high into the air. Until the start of your next turn, the distance of your Long and High Jumps increases by 10 feet (this extra distance costs movement as normal), and you suffer no penalty from making a standing jump.
Sulfuric Smoke
Conjuration Cantrip (Necromancer, Sorcerer, Warmage, Witch, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: 1 round
You create a 5-foot Cube of acidic smoke at a point you can see within range. Each creature in the Cube must succeed on a Constitution saving throw or take 1d8 Acid damage. The area of the Cube is Lightly Obscured with noxious fumes and lasts until the start of your next turn. A creature entirely within the Cube has Disadvantage on attack rolls.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
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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Did I read the entry for burning blade correctly, or does it not have any additional effects other than the ones shared by all of the other blade cantrips? Lightning has range, and cold has increased base weapon damage. What is the fire cantrip supposed to have instead?
The benefit of Burning Blade is that it uses your Intelligence for attack and damage on all attacks, including Opportunity Attacks, until the start of your next turn. The other Blade cantrips ask you to use Strength or Dexterity for all other attacks.