WarMage 5E
WarMage 5E
WarMage 5E
When you create war mage, the most important question will be
which path of life you plan to follow. Will it be the way of of sword or
the way of ancient magic? Altough your class features related to your
life path won't appear until you reach third level, war mages should
plan ahead and be prepared to make that choice when it comes.
Decide how you became a war mage. Did you find your order, or did
they find you? Were you subjected to the ritual against your will? Or
did it take you many years of service and dedication to earn the
privilege? Was the magical creature a willing participant to the ritual,
or was it an act of cruelty? Were you created to serve a specific
purpose, or does your order exist as a comradery or brotherhood?
What is the nature of the Order which created you? Are there many in
your order, or are you the only one? Why do you adventure separately
from your order? Were they wiped out? Were you expelled from their
ranks? Did you reject their teachings and strike out on your own? Are
you on an important mission?
Consider what you intend to do with your powers. Do you want help
people in need, or do you just seek glory? Or maybe your
extraordinary strength gives you the right to do whatever you want,
and take what you want from those who are weaker than you?
Quick Build
Class Features
Hit Points
Proficiencies
Equipment
Mana Pool
At 1st level, you can tap into a pool of magical power that is hidden
deep inside of you, this magical pool is represented by mana points,
which allow you to create a variety of powerful magical effects.
Mana Points.
The number of mana points you have to spend is based on your war
mage level, as shown in Mana Points column of the War Mage table.
The number shown for your level is your mana point maximum. Your
point total returns to its maximum when you finish a long rest. You
also restore half the points spent, rounded up, on a short rest. You
can't reduce your mana points total to less than 0, they also can't go
over your maximum.
Mana Limit.
Spellcasting
Starting at 1st level, you have learned how to bend reality to your
wishes just like a sorcerer does. Fonts of arcane magic are hidden
inside of you, whatever their origin, and through your blade your
spells flow.
Cantrips.
At 1st level, you are able to cast cantrips asociated with current Magic
Attunement.
Spell Slots.
Spell Known: At 2nd level, you know two 1st-level spells of your
choice from the War Mage spell list. The Spells Known column of the
War Mage table shows when you learn more War Mage spells of your
choice. Each of these spells must be of a level less than or equal to
that a of maximum-level spell slot you can create.
Additionally, when you gain a level in this class, you can choose one
of the spells you know and replace it with another spell from war
mage spell list below, which also must be of a level that you are able
to create spell slot.
Spell list: The War Mages focus on spells that enhance their combat
skills and spells that deal massive area damage.You can find complete
War Mage Spell list here.
Magic Attunement
Beginning at 1st level, you learn a eldritch ritual that allows you to
attune your inner magical power to a specific element. You must
perform the ritual over the course of 1 hour, which can be done
during a short or long rest. Once you have attuned yourself to a
specific element, you can utilize the chosen elemental energies in
combat. If you attempt to attune with a second element, you must
break your bond with the previous element.
Fire
Force
While you are attuned to force you are able to cast the eldritch
blast and mage hand cantrips at will. You also gain a +1 bonus to
attack and damage rolls you make with weapons. These bonuses
increase to +2 when you reach 10th level.
Frost
Lightning
Starting at 6th level, you are able to attune to two elements at the
same time, but you only one of those can be active. You may switch
the active elemental attunement with a bonus action on your turn. At
18th level you can change the active elemental attunement as a
reaction. In addition at 18th level you can perform the attunement
ritual in 1 minute.
Eldritch Strike
At 2nd level, you learn how to empower your attacks with arcane
energy. As a bonus action, you may expend a Mana Point to magically
empower your melee weapon attacks this turn to deal a bonus 1d6
elemental damage per mana point spent on this feature, to a
maximum of 5d6. The elemental damage type you deal, along with
any additional effects of this feature depend on which element you
are currently attuned to.
Fire
When you use an eldritch strike while you are attuned to fire, your
weapon flares with white-hot flame. If you make a successful attack
with the empowered weapon before the end of your turn, it deals an
extra 1d6 fire damage per mana point spent.
Force
When you use an eldritch strike while you are attuned to force, your
weapon glows with blue flame-like radiance. If you make a successful
attack with the empowered weapon before the end of your turn, it
deals an extra 1d6 force damage per mana point spent.
Frost
When you use an eldritch strike while you are attuned to frost,
spectral frost covers your weapon. If you make a successful attack
with the empowered weapon before the end of your turn, it deals an
extra 1d6 cold damage per mana point spent.
Lightning
When you use an eldritch strike while you are attuned to lightning,
magical lightning springs from your weapon to deliver a shock to a
creature it touch. If you make a successful attack with the empowered
weapon before the end of your turn, it deals an extra 1d6 lightning
damage per mana point spent.
Fighting Style[edit]
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling
When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon.
Spell Combat
When you take the attack action and attack with a light melee
weapon that you're holding in one hand and you have your second
hand free, you can use a bonus action to make melee spell attack
against a creature you can reach. On a hit, the target takes 1d4
damage type associated with your active attunement element. This
spell's damage increases to 1d6 when you reach 5th level, 1d8 at 11
level and 1d10 at 17th level.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability
modifier to the damage of the second attack.
Life Path[edit]
Path Spells
Each path has a list of associated spells. You gain access to these
spells at the levels specified in the path description. Path spells
doesn’t count against the number of War Mage spells you know. If you
gain a path spell that doesn't appear on the War Mage spell list, the
spell is nonetheless a War Mage spell for you.
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and
19th level, you can increase one ability score of you choice by 2, or
you can increase two ability scores of your choice by 1. As normal,
you can't increase an ability score above 20 using this feature.
Extra Attack
Defensive Attunement
At 6th level, your connection with attuned element become stronger,
providing you benefits, depending on active attunement.
Fire
Force
Frost
Lightning
Aura of Attunement
Fire
Force
Frost
Lightning
Dispeling Touch
Beginning at 14th level, you can use your action to end one spell on
yourself ar on one willing creature that you touch. You can use this
feature a number of times equal to your Charisma modifier (a
minimum of once). You regain expended uses when you finish a long
rest.
Attunement Mastery
Starting at 18th level, You have mastered to magic attunemnt to that
extent that you are able to change active attoned element as a
reaction. You attunement ritual now take 1 minute to preform instead
of 1 hour. Also increase effect and reach of Aura of Attunement.
Avatar of War
At 20th level, you can assume the form of an eldritch avatar of war,
taking on an appearance you choose. For example, your skin might
become covered with shining magical tattoos or you may be
surrounded by a magical, sparkling aura, your hair might change color
or length or eyes can start glow like hot coals.
Using your action, you undergo a transformation. For 1 minute, you
gain the following benefits: :
• Spectral wings of pure magic sprout from your back and grant you a
fiying speed of 40 feet.
• You gain resistance to all damage.
• Whenever you cast a war mage spell that has a casting time of 1
action, you may make a melee weapon attack as a bonus action.
Life Path
Path of War
War mages that follow Path of War are incredible and unstoppable
warriors. They focus more on physical combat than researching their
origins of magic. Preferring to have their weapons charged with spells
in melee combat. They spend years on creating even more powerful
martial magic, and on development of deadly martial techniques.
Their main goal is to gain as much fame and glory in battle as
possible. Many of them have become the heroes of the songs and
legends.
When you choose this life path at 3rd level, you gain proficiency with
heavy armor.
Path spells
You gain path spells at the War Mage levels listed.
Wave of Power
Fire:
Each creature in a 15-foot cone must make a Dexterity saving throw
against your spell save DC. A creature takes 2d6 fire damage and is
ignited in flames on a failed save. A creature that succeeds on its
saving throw takes half as much damage and isn't set on fire. If target
is ignited, for 1 minute or until you lose your concentration (as if you
were casting a concentration spell), the target must make a
Constitution saving throw. On a failed save, it takes 1d6 fire damage.
On a successful save, the burning ends. If the target or a creature
within 5 feet of it uses an action to put out the flames, or if some
other effect douses the flames (such as the target being submerged
in water), the effect ends. You can also decide to not ignite your
target, so you don't lose concentration on other spell.
Frost:
Each creature in a 15-foot cone must make a Constitution saving
throw against your spell save DC. On a failed save, the target takes
2d6 cold damage, and it has disadvantage on the next weapon attack
roll it makes before the end of its next turn. A creature that succeeds
on its saving throw takes half as much damage and doesn't suffer
from the extra effect.
Lightning:
Each creature in a 15-foot cone must make a Dexterity saving throw
against your spell save DC. On a failed save, a creature takes 2d6
lightning damage, and loses its reaction. On a successful save, the
create takes half damage and keeps its reaction.
Force:
Each creature in a 15-foot cone must make a Constitution saving
throw against your spell save DC. On a failed save, a creature takes
2d6 force damage and is pushed 10 feet away from you. On a
successful save, the creature takes half as much damage and isn't
pushed.
You may use this feature twice. When you a short or long rest, you
regain all expended uses.
When you reach certain levels in this class, you deal more damage:
3d6 at 11th level and 4d6 at 17th level.
Overwhelming presence
Arcane body
At 9th level, mana becomes one with your body, filling your bones,
muscles and flowing through your veins as if it were blood itself,
increasing your strength and speed. You gain a third attack every time
you use the extra attack.
By 11th level, you are so suffused with arcane power that all your
melee weapon strikes carry arcane power with them. Whenever you
hit a creature with a melee weapon, the creature takes an extra 1d8
damage type proper for your active attuned element.
Blessing of War
The wounds you have suffered in numerous battles forced the magic
hidden within you to evolve. Now it provides you with supernatural
resistance. At 15th level, you gain resistance to piercing and slashing
damage from nonmagical weapons.