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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!

Warmage House

House of Rooks

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.

Rook Strike

Starting when you choose this house at 3rd level, as a bonus action, you can gain advantage on the next spell attack roll you make on your turn. Alternatively, you can impose disadvantage on a saving throw a creature makes against a warmage spell you cast before the end of your turn.
Once you use this feature, you can’t use it again until you finish a short or long rest, or until you reduce a creature to 0 hit points with a warmage cantrip.

Rasp

Starting at 3rd level, you can cast the knock spell at will without expending a spell slot. When you cast the spell in this way, it has a casting time of 1 minute and the spell’s casting is completely silent.

Arcane Acrobat

Beginning at 7th level, you can add your Intelligence modifier to all Dexterity checks you make. Additionally, when you fall and aren’t incapacitated, you can subtract up to 60 feet from the fall when calculating falling damage.

Fleeting Decoy

At 10th level, as a reaction when you take damage from a creature you can see, you raise a defensive illusion to protect you from further harm. Attacks made against you have disadvantage until the start of your next turn.

Elusive Step

By 15th level, you’re extremely difficult to pin down. If you move more than 15 feet on your turn, any additional movement you make doesn’t provoke opportunity attacks.

Flash of Feathers

Starting at 18th level, you can vanish without a trace, slip behind enemy lines, and dive in for the kill. You can cast the invisibility spell once, targeting only yourself, without using a spell slot or spell components. While you are invisible, your speed is doubled, and you can make one attack or cast one warmage cantrip without ending the spell.
Once you use this feature to cast invisibility, you can’t do so again until you finish a short or long rest.

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