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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 Pawns

Master Cantrips and Warmage Tricks

By far the most prominent Warmage house is that of the Pawns. Warmages who join the House of Pawns learn to stretch their skill with cantrips to its limits. Pawns can master any cantrip or trick known to the other Warmage houses, for they embody the adaptability to which all Warmages aspire.

Level 3: Promotion

As a Pawn, you have trained as the quintessential Warmage. When you finish a Long Rest, choose one of the following benefits, which lasts until you use this feature to choose a different benefit.

Adaptive Magic. You learn one Warmage trick of your choice for which you meet the prerequisites and one Warmage cantrip of your choice. This trick doesn’t count against your number of tricks known.

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

Level 7: Pawn Storm

You can add your Intelligence modifier (minimum of 1) to Initiative rolls. Additionally, when you roll Initiative, you can move up to your Speed.

Level 10: Multidiscipline

You can add half your Proficiency Bonus (round down) to any saving throw you make that doesn’t otherwise use your Proficiency Bonus.

Level 15: Pawn Wall

Whenever you deal damage with a Warmage cantrip, you and up to two allies within 5 feet of you have Resistance to that damage type until the end of your next turn.

Level 18: Fundamental Mastery

Your magic always finds its way to your foes’ most vulnerable spots. Once per turn when you roll damage for a Warmage cantrip, you can choose one damage die  and treat it as having rolled its maximum value.

 


Get even more cantrips in the Complete Warmage

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

2 Comments

  • Hammer says:

    Adaptive Magic should probably specify that the cantrip it gives doesn’t count against the total number of cantrips allowed. I mean it seems implied kinda, but if you specify that for trick, it does seem odd to exclude it for the bonus cantrip as well.

    Also does Pawn Storm movement provoke AOO, and in what order are these movements preformed if multiple pawns are involved in the combat?

    Good update overall though! I was a little worried a lot of my favorite 3rd party content would fall by the wayside as a result of the 2024 update.

    • Mike | Mage Hand Press says:

      I’ve bundled in the “doesn’t count against total number of cantrips known” clause in the Warmage’s core Spellcasting feature.

      Pawn Storm can provoke Opportunity Attacks. If you have multiple Pawns in the party, the GM can adjudicate the order, or even if two identical features can trigger simultaneously (not sure where the 2024 ruling on that is).

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