Skip to main content
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 Rooks

Practice Furtive Magic and Mystical Stealth

The clandestine members of the House of Rooks make adept spies, assassins, and scouts, though they might just as easily pick up jobs run by rogues and brigands. In addition to their suite of cantrips, Rooks are light on their feet and know a few tricks to magically open doors in utter silence.

Level 3: Rook Strike

When you make an attack roll or ability check, you can take a Bonus Action to gain Advantage on the roll. Alternatively, you can impose Disadvantage on a saving throw a creature makes against a Warmage cantrip you cast before the end of your turn. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain one of its expended uses when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.

Level 3: Arcane Acrobat

You gain proficiency in one of the following skills of your choice: Acrobatics, Sleight of Hand, or Stealth. Additionally, you gain a bonus equal to your Intelligence modifier (minimum bonus of +1) to all Dexterity checks you make.

Level 7: Covert Magic

You learn a suite of furtive magic practiced by Rooks. You can cast each of the following spells without using a spell slot or Verbal components: Feather Fall, Invisibility, Knock (silent when you cast it using this feature), Silence, and Spider Climb.

Once you cast a spell using this feature, you can’t cast it again until you finish a Long Rest. You can expend a use of Arcane Surge to regain your use of all of these spells (no action required).

Level 10: Fleeting Decoy

When you take damage from a creature you can see, you can take a Reaction to raise a defensive illusion that protects you from further harm. Attacks made against you have Disadvantage until the start of your next turn.

Level 15: Elusive Step

If you move more than 5 feet on your turn, any subsequent movement you make doesn’t provoke Opportunity Attacks.

Level 18: Arcane Assassin

You can cast the Greater Invisibility spell targeting yourself only without a spell slot or spell components. While you have the Invisible condition, your Speed is doubled. Once you use this feature, you can’t do so again until you finish a Short or Long Rest.


Get even more cantrips in the Complete Warmage

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

 

Leave a Reply