Complete Warmage
Complete Warmage
WARMAGE
The Definitive
Strategic Cantrip Class
by Mage Hand Press
Credits
Designers Michael Holik, Jaron Mortimer,
Alexander Binns
Cover Illustrator Agustín Marceillac
Graphic Designer Michael Holik
Interior Illustrations Kirby Jackson, Lucas
Ferreira CM. Agustín Marceillac
On the Cover
Agustín Marceillac and Kirby Jackson depict a
victorious warmage on the battlefield, wielding
her two most powerful cantrips with expert
refinement.
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The Warmage
Proficiency Cantrips Cantrip Tricks
Level Bonus Features Known Bonus Dice Known
1st +2 Spellcasting, Arcane Initiation, Arcane Fighting Style 4 — —
2nd +2 Warmage Edge, Warmage Trick 4 0 2
3rd +2 Warmage House 5 0 3
4th +2 Ability Score Improvement 5 0 3
5th +3 Arcane Surge 6 1 4
6th +3 Tactical Insight 6 1 4
7th +3 Warmage House feature 6 1 5
8th +3 Ability Score Improvement 6 1 5
9th +4 — 7 1 6
10th +4 Warmage House feature 7 1 6
11th +4 Arcane Surge improvement 7 2 7
12th +4 Ability Score Improvement 7 2 7
13th +5 — 8 2 8
14th +5 Strategic Deflection 8 2 8
15th +5 Warmage House feature 8 2 9
16th +5 Ability Score Improvement 8 2 9
17th +6 — 9 3 10
18th +6 Warmage House feature 9 3 10
19th +6 Ability Score Improvement 9 3 10
20th +6 Master Warmage 10 3 10
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Warmage
Spellcasting Focus
You can use an arcane focus as a spellcasting focus for
your warmage spells.
Arcane Initiation
Warmages come from all backgrounds and walks of
life. At 1st level, choose where you first learned
the basics of magic. The cantrips offered by your
initiation don’t count against your total number of
warmage cantrips known.
Adventurer
You picked up your magic informally by traveling with
a dozen different mages over the years. You learn the
mage hand and ray of frost cantrips.
Circus Performer
You learned a few simple tricks to participate in
a sideshow or circus act. You learn the dancing
lights and minor illusion cantrips.
Eldritch Event
An influx of insidious magic left an imprint on
you. You learn the chill touch and message cantrips.
Mercenary
You mastered the fundamentals of war magic to engage
in battle with similarly armed arcanists. You learn the arc
blade and true strike cantrips. Resistive
While you are wearing light armor or are under the effects
Temple of the mage armor spell, you gain a +1 bonus to your
A monastery or temple educated you in the ways of gentle Armor Class.
healing magic. You learn the sacred flame and spare the
dying cantrips. Sniper
When making a ranged spell attack, you gain a +1 bonus
Tower Apprentice to the attack roll. Additionally, you ignore half cover when
You apprenticed under a spellcaster for some time, who casting a warmage cantrip.
taught you the fundamentals of arcana. You learn the
prestidigitation and shocking grasp cantrips. Striker
When you hit with a cantrip that requires a melee attack
Self-Taught and exceed the target’s AC by 5 or more or score a critical
You taught yourself all the fundamentals of magic from a hit, you can add your proficiency bonus to the damage
dusty old tome or abandoned scroll. You learn the fire bolt roll.
and light cantrips.
Survival Warmage Edge
To survive in the wilderness, you taught yourself to cast Starting at 2nd level, once on each of your turns when you
simple spells. You learn the druidcraft and shillelagh deal damage with a warmage cantrip, you can improve
cantrips. one damage roll of the spell, adding your Intelligence
modifier to the roll if you don’t already add it. Starting at
Arcane Fighting Style 5th level, and as you gain levels in this class, you also add
Warmages learn that magic is the purest of weapons, and extra dice to the damage roll for your warmage cantrips,
can be wielded just as easily as any other. At 1st level, as shown in the Cantrip Bonus Dice column of the
choose one of the following fighting styles: Warmage table. For example, when you are at 5th level,
you can improve the damage of the fire bolt cantrip to deal
Blaster fire damage equal to 3d10 + your Intelligence modifier on
The spell save DC for your warmage cantrips increases by 1. a hit.
Deflector Warmage Trick
When you have at least one hand free and a creature hits Beginning at 2nd level, you learn a Warmage Trick, a
you with a spell attack or a ranged weapon attack, you can special technique that alters the way you fight, move, and
use your reaction to add your proficiency bonus to your cast your spells. You learn two tricks of your choice at 2nd
Armor Class for that attack, potentially causing the attack level, and you learn additional tricks at higher levels, as
to miss you.
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shown in the Tricks Known column of the Warmage table.
Additionally, when you gain a level in this class, you
can choose one of the tricks you know and replace it with
Warmage Tricks
The following tricks are presented in alphabetical order. If
another trick for which you meet the prerequisites.
a warmage trick has prerequisites, you must meet them to
Warmage House choose it. You can choose the trick at the same time that
you meet its prerequisites. A level prerequisite refers to
Upon reaching 3rd level, you choose a Warmage House, your level in this class.
which teaches you a suite of magical techniques. Your
choice grants you features at 3rd level, and again at 7th, Bishop’s Maneuver
10th, 15th, and 18th level. Prerequisites: 10th level, House of Bishops
You can take the Disengage action as a bonus action, and
Ability Score Improvement when you do so, your walking speed increases by 10 feet
When you reach 4th level, and again at 8th, 12th, 16th, until the end of your turn.
and 19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your Blasting Cantrip
choice by 1. As normal, you can’t increase an ability score Once on each of your turns, when you deal force damage
above 20 using this feature. to a creature with a warmage cantrip, you can push the
creature up to 10 feet away from you in a straight line.
Arcane Surge Blinding Light
Starting at 5th level, you learn to, for a moment, tap into Prerequisite: light cantrip
a vast reservoir of magical power and unleash it upon
your foes. On your turn, when you deal damage with When you use the light cantrip to target an object you are
a warmage cantrip, you can deal twice the number of holding, you can direct a flare at a creature you can see
damage dice dealt by the spell. You can’t use this feature within 10 feet of you, which must make a Constitution
on a spell that has scored a critical hit. saving throw against your spell save DC. On a failed save,
Once you use this feature, you can’t use it again until the creature is blinded until the start of your next turn.
you finish a short or long rest. Starting at 11th level, you After a creature has failed a saving throw against this
can use this feature twice before a rest, but only once on trick, it has advantage on all saving throws against it for
the same turn. the next 24 hours.
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Warmage
the acid to erode the target’s defenses. The next time a
creature makes an attack roll against the target before the
start of your next turn, subtract half your warmage level
(up to a maximum of −5) from the target’s Armor Class
for that attack.
Directed Momentum
Prerequisite: 10th level, House of Lancers
Once on each of your turns, when you score a critical hit
with a melee attack or reduce a creature to 0 hit points
with one, you can make an unarmed strike against a
second target. If the target is within range of your Shock
Trooper feature, you can lunge toward it. On a hit, this
attack deals an extra 1d8 force damage.
Draining Cantrip
Whenever you deal necrotic or poison damage to a hostile
creature with a warmage cantrip, you can siphon some of
its life force. You gain temporary hit points equal to half
your warmage level, which last for 1 minute.
Encryptogram
Prerequisite: cryptogram cantrip
Your knowledge of ciphers has improved your magically
clandestine communications. When you cast the
cryptogram cantrip, its limit is 20 characters, instead of 8,
and only the specified recipient can read the message.
Explosive Cantrip Once you use this trick, you can’t use it again until
Once on each of your turns, when you deal fire damage you finish a short or long rest.
to a creature with a warmage cantrip, you can cause it to
explode. Each creature within 5 feet of the target, except Gamble
you and the target, must succeed on a Dexterity saving Prerequisites: cheat cantrip, House of Cards or House of
throw against your spell save DC or take half the fire Dice
damage dealt to the target. You are always under the effects of the cheat cantrip.
Additionally, you can reroll an attack roll, ability
Extended Range check, or saving throw and must use the new roll. Once
When you cast a warmage cantrip that has a range of 5 you use this ability, you can’t use it again until you finish a
feet or greater, its range is doubled. short or long rest.
Field Medic Infinite Variation
Prerequisite: House of Bishops Prerequisite: prestidigitation cantrip
You learn the spare the dying cantrip, which doesn’t count You have become exceptionally skilled at using the
against your number of cantrips known. Additionally, prestidigitation cantrip to mimic other spells. When you
when you cast spare the dying on a creature that has 0 hit cast prestidigitation, you can use it to emulate the effects
points, the target regains 1 hit point and gains temporary of any other cantrip that doesn’t deal damage, even
hit points equal to your warmage level, which last for 1 one that is not on the warmage spell list. To do so, you
minute. Once a creature regains hit points from this trick, must succeed on a DC 15 Intelligence (Arcana) check,
it can’t do so again until it finishes a long rest. otherwise the spell fails. Intelligence is your spellcasting
Flexible Range ability for a cantrip cast using this trick, and it counts as a
Being within 5 feet of a hostile creature doesn’t warmage cantrip for you.
impose disadvantage on your ranged spell attack rolls. Icy Cantrip
Additionally, when you cast a warmage cantrip that Once on each of your turns, when you deal cold damage
requires a melee spell attack, its range increases to 10 feet. to a creature with a warmage cantrip, you can numb the
Fold target with a frigid blast. The first time the target makes
Prerequisites: House of Cards, 10th level an attack roll before the end of its next turn, subtract half
your warmage level from the attack roll.
You have learned to graciously accept defeat using your
Deck of Fate. As a reaction when you are hit by an attack, Knight’s Aegis
you can play your entire hand to cast the shield spell Prerequisites: 10th level, House of Knights, force buckler
without expending a spell slot. cantrip
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Mage Hand Press
When you cast the force buckler cantrip, you can hand. The hand continues to grapple the target until the
concentrate on it for up to 1 minute. The spell doesn’t end target uses an action to break the grapple on its turn, the
early if you are hit by an attack. spell ends, or you use your bonus action to use a different
effect with the hand.
Leading Edge Tactics
Prerequisites: House of Lancers Minor Shadow Illusion
You always have a plan when engaging the enemy. Attacks Prerequisite: minor illusion cantrip
against you have disadvantage during the first round of When you create the image of an object in an unoccupied
combat. You can’t use this feature when you are surprised. space using the minor illusion cantrip, you can fill it with
fibers of shadowstuff, causing it to become partially real.
Lieutenant’s Demand No matter what form the semi-real object takes, it still
Prerequisites: 10th level, House of Kings must be no larger than a 5-foot cube. It has AC 10 and 5
You can cast the spell command at will without expending hit points, and it weighs 5 pounds. You can only have one
a spell slot. semi-real illusion at a time. While this semi-real object
exists, the cantrip requires your concentration.
Mage Hand Knack The illusion can’t replicate a creature, but it can deal
Prerequisite: mage hand cantrip damage to a creature within its 5-foot cube. If the illusion
Your skill with the mage hand cantrip allows you to use it is of an object that can deal damage, a creature that enters
as an extension of yourself. When you cast the spell and as the object’s 5-foot cube or begins its turn there must make
a bonus action on your subsequent turns, you can use one an Intelligence saving throw against your spell save DC.
of the following effects with the hand: On a failed save, the creature takes 1d6 damage of a type
Press. The hand pushes against a Large or smaller appropriate to the illusion. This damage increases by 1d6
creature within 5 feet of it. Choose a direction away from when you reach 5th level (2d6), 11th level (3d6), and 17th
that creature. Every foot of movement in that direction level (4d6). This damage can’t trigger Warmage Edge or
while the hand is pressing against it costs the creature any warmage tricks.
1 extra foot of movement. The hand continues to push
against the target until the spell ends or you use your
Mystical Armor
bonus action to use a different effect with the hand. You can cast the mage armor spell on yourself at will,
Punch. The hand strikes one creature or object within without using a spell slot or spell components.
5 feet of it. Make a melee spell attack for the hand. On a Mystical Athlete
hit, the target takes 1d6 force damage. Prerequisite: quickstep or springheel cantrip
Seize. The hand grabs a Small or smaller creature
and attempts to grapple it. The creature must succeed on When you cast the quickstep cantrip, your speed increases
a Strength (Athletics) or Dexterity (Acrobatics) check (its by 20 feet instead of 10 feet. When you cast the springheel
choice) against your spell save DC or be grappled by the cantrip, your jumping distance increases by 20 feet instead
of 10 feet. If you know both of these cantrips, you can cast
both of them as part of the same bonus action.
Mystical Weaponmaster
Prerequisite: force weapon or magic daggers cantrip
Once on each of your turns when you roll a 1 on the d20
for an attack roll with the force weapon or magic daggers
cantrips, you can reroll the die and must use the new roll.
Mystical Vision
You can cast the detect magic spell at will without
expending a spell slot.
Phantom Hookshot
Prerequisite: phantom grapnel cantrip
You can cast the phantom grapnel cantrip as a bonus
action. If you do so, its range is reduced to 15 feet. When
you cast the spell as an action, creatures are pulled an
extra 10 feet by the spell toward you.
Rapid Fortification
Prerequisite: mending cantrip
You can cast the mending cantrip as an action or a bonus
action. If you cast it as an action, you can use one of the
following effects:
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Warmage
• You can restore a single nonmagical object, such as a choose to target three creatures and deal 1d10 damage
door, cart, or window, to pristine condition if at least to each creature, or you can target two creatures, dealing
half of its parts are present. This object can be no larger 1d10 damage to one creature and 2d10 damage to the
than 10 cubic feet, or 1 cubic foot if it is exceptionally other creature, or you can target one creature for 3d10
complex (such as a clock). damage.
• You can create simple fortifications, such as sealing
a door shut, adding wooden planks to a window, or Static Cantrip
building a short stone wall (no larger than 10 cubic Whenever you deal lightning damage to a hostile creature
feet). You must have the materials present to use this with a warmage cantrip, you can sap part of the energy
ability. into a charge, which clings to your body until the start of
your next turn. While charged, you can use your reaction
Snake Eyes when you take damage from a creature you can see within
Prerequisites: House of Dice, 10th level 5 feet of you to deal lightning damage equal to half your
If you roll a 1 or 2 on a Die of Fate, you keep the die warmage level to the creature.
instead of giving it to the GM. Unerring Strike
Severe Cantrip Prerequisites: 10th level, true strike cantrip
When a creature rolls a 1 on a saving throw against one of When you cast the true strike cantrip, you can concentrate
your warmage cantrips, it automatically fails the save and on it for a number of rounds equal to your Intelligence
takes twice the number of damage dice dealt by the spell, modifier. You gain advantage on the first attack roll you
as if you scored a critical hit. The additional damage only make against the target on each of your turns while
applies to the creature that rolled a 1. maintaining concentration on true strike.
Signature Focus
Prerequisite: 5th level
When you finish a long rest, you can place a unique sigil
on a simple or martial weapon, which becomes your
signature focus until you use this trick again. This weapon
becomes magical, and it can be used as a spellcasting
focus for your warmage spells. Your signature focus is
bonded to you, and gains a number of special abilities:
• As a bonus action, you can call your signature focus
to your hand, as long as you are on the same plane of
existence as it.
• You can add your Intelligence modifier, instead of your
Strength or Dexterity modifier, to attack and damage
rolls using your signature focus.
• Your signature focus gains a number of charges equal
to your Intelligence modifier (a minimum of 1). When
you damage a creature with it or a cantrip cast through
it, you can expend 1 charge to deal an extra 1d8
force damage to that creature. Your focus regains all
expended charges when you finish a long rest.
Silent Cantrip
Once on each of your turns when you deal thunder
damage to a hostile creature with a warmage cantrip, you
can create a 15-foot-diameter sphere of magical silence (as
per the silence spell), centered on yourself or the creature
(your choice), which lasts until the start of your next turn.
Split Fire
Prerequisite: 5th level
When you cast a warmage cantrip that requires a single
spell attack roll, you can select multiple creatures and
make a spell attack roll against each. You can target a
number of creatures equal to the number of damage dice
the cantrip deals, and split your damage dice up amongst
your targets, to a minimum of 1 die of damage per target.
Each attack must target a different creature.
For example, fire bolt deals 3d10 damage. You can
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Bishop Spellcasting
Warmage Houses Warmage Spells
Each warmage is defined by their chosen House, which
Level Known 1st 2nd 3rd 4th
teaches them valuable skills and offers a confederation of
allies they will keep for their lives. Named for games of 3rd 3 2 — — —
strategy and games of chance, each house emphasizes a 4th 4 3 — — —
unique approach to spellcasting and combat.
5th 4 3 — — —
House of Bishops 6th 4 3 — — —
The House of Bishops adopts warmages with true arcane 7th 5 4 2 — —
potential, expanding on essential magic principles with
8th 6 4 2 — —
true spellcasting. Such warmages might be easily confused
for wizards or sorcerers, for they don the same garb and 9th 6 4 2 — —
wield many of the same spells, but the warmage focus on 10th 7 4 3 — —
perfection still holds precedence over garnering a vast
array of spells. 11th 7 4 3 — —
12th 8 4 3 — —
Spellcasting
When you choose this house at 3rd level, you gain the 13th 9 4 3 2 —
ability to cast spells more potent than cantrips. 14th 10 4 3 2 —
Spell Slots. The Bishop Spellcasting table shows how 15th 10 4 3 2 —
many spell slots you have to cast your spells of 1st level
and higher. To cast one of these spells, you must expend a 16th 11 4 3 3 —
slot of the spell’s level or higher. You regain all expended 17th 11 4 3 3 —
spell slots when you finish a long rest.
18th 11 4 3 3 —
Spells known of 1st-Level and Higher. You know
three 1st-level wizard spells of your choice, two of which 19th 12 4 3 3 1
you must choose from the conjuration and evocation 20th 13 4 3 3 1
spells on the wizard spell list.
The Spells Known column of the Bishop Spellcasting
Warmage Edge feature, as if they were cantrips. You can’t
table shows when you learn more wizard spells of 1st
add Warmage Edge damage to the magic missile spell.
level or higher. Each of these spells must be a conjuration
or evocation spell of your choice, except for the spells Arcane Study
learned at 8th, 14th, and 20th level, and must be of a level At 3rd level, you gain proficiency in two of the following
for which you have spell slots. skills of your choice: Arcana, History, Investigation,
Whenever you gain a level in this class, you can Medicine, or Religion.
replace one of the wizard spells you know with another
spell of your choice from the wizard spell list. The new Mystical Companion
spell must be of a level for which you have spell slots, and At 7th level, you learn the find familiar spell and can cast
it must be a conjuration or evocation spell, unless you’re it as a ritual. The spell doesn’t count against your number
replacing the spell you gained at 3rd, 8th or 14th level. of spells known.
Warmage Edge. You can add additional damage with When you cast the spell, you can choose one of the
your warmage spells of 1st level or higher using your normal forms for your familiar or one of the following
special forms: imp, pseudodragon, quasit, or sprite.
Warmage Houses
Name Description
House of Bishops Dabblers in true arcane magic, gaining spell slots to supplement their cantrips
House of Cards Plays a magical game of cards to enhance their combat prowess
House of Dice Gamblers with an innate power to control fate
House of Kings Leaders and commanders, with a wide array of maneuvers at their disposal
House of Knights Frontline combatants, fortified with magical armor
House of Lancers Monastic warmages which channel cantrips through their unarmed strikes
House of Pawns Versatile cantrip masters
House of Rooks Arcane assassins and spies
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Warmage
Siege Casting
At 10th level, your warmage spells deal double
damage to objects and structures. Additionally,
when you cast a warmage spell that requires
you to make a spell attack roll, the spell’s range
is doubled.
Spell Sculpting
Starting at 15th level, when you cast a warmage
spell that affects other creatures that you can
see, you can choose a number of them up to
your Intelligence modifier. The chosen creatures
automatically succeed on their saving throws against
the spell, and they take no damage if they would
normally take half damage on a successful save.
Arcane Dominance
At 18th level, you learn a powerful magical trick. As a Deck of Fate
bonus action on your turn, you can expend a number of
Starting at 3rd level, you gain a deck of magical playing or
spell slots with a combined level of 6 or more to regain an
tarot cards, called a Deck of Fate, through which you can
expended use of your Arcane Surge.
enhance the power of your cantrips. Shuffle a standard
House of Cards 52-card playing card deck and draw a hand of five cards
when you roll initiative.
Warmages who join the House of Cards approach combat Whenever you target a hostile creature with a
the same way they do games of chance: with high stakes, warmage spell that deals damage, you can use your bonus
and calculated gambles. Each warmage of this house action to play one or more cards from your hand to
wields a special deck of cards tied to the very threads of enhance the power of the spell. If the cards exactly match
fate, through which they can empower their magic with one of the results on the Hands table on the following
deft flurries of hands. However, while these warmages page, the spell deals extra damage to one of the spell’s
command incredible power, their magical surges are at targets of your choice or grants you one additional effect,
the whims of the cards, and so they must make strategic, according to the result. If the cards don’t match a result,
ingenious plays to master them. they have no effect. Aces count as ones for results. Once
you play a card, place it on the bottom of your deck and
Bluff draw until you have five cards in your hand again.
When you choose this house at 3rd level, your poker
face carries you through practically any lie. You gain High Stakes
proficiency in the Deception skill and with playing card At 7th level, you’ve mastered a very risky card trick using
sets, if you don’t already have it. your Deck of Fate. On your turn, you can choose any
Additionally, you can use your Intelligence instead of number of cards from your hand and place them on the
Charisma for Charisma (Deception) checks you make. bottom of your deck (no action required), losing 2 hit
points per card you chose. You then draw until you have
five cards in your hand again.
Hands
Result Cards Benefit
Straight Any five sequential cards, You deal an additional 12 damage.
regardless of house.
Flush Any five cards of the same You deal an additional 10 damage.
suit, regardless of order.
Three of a Any three of the same You deal an additional 6 damage.
Kind card.
Pair Any two of the same card. You deal an additional 2 damage.
Hearts Any two hearts. You gain temporary hit points equal to your Intelligence modifier.
Spades Any two spades. Your movement speed increases by 10 feet until the start of your next turn.
Diamonds Any two diamonds. You gain a +1 bonus to your AC until the start of your next turn.
Clubs Any two clubs. You gain a +1 bonus to saving throws until the start of your next.
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Dealer’s Choice Chaos Roll
At 10th level, you can use your bonus action to gain one Also at 3rd level, you can expend two of your Dice of Fate
of the following effects, chosen by the GM: as an action, rolling them on the table below to create a
• You gain resistance to all damage until the end of your chaotic surge of energy.
next turn. 2d6 Effect
• You teleport to an unoccupied space you can see
2 You cast fireball, centered on yourself.
within 60 feet of you.
• You vanish into a safe, endless demiplane until the 3 Your AC is reduced by 2 until the start of your
start of your next turn, at which time you return at the next turn.
same location from which you vanished. 4 You fall prone.
Once you use this feature, you can’t use it again until you 5 Each creature other than yourself within 60 feet
finish a short or long rest. of you can speak only in a babbling nonsense
Card Reading language for the next minute, and can’t perform
the verbal components of spells.
Beginning at 15th level, once on each of your turns when
you draw a card from your deck as part of your Deck of 6 A 5-foot-radius sphere of butterflies, insects, or
Fate feature, you can declare a suit (Clubs, Diamonds, doves fills a location you choose within 60 feet
Hearts, or Spades) and check the top card of your deck. of you, heavily obscuring the area until the start
If you guessed the suit correctly, you can take the Dash, of your next turn.
Disengage, or Use an Object action as part of the bonus 7 You gain 7 temporary hit points, and keep the
action used for the feature. Dice of Fate instead of giving them to the GM.
Ace in the Hole 8 You become invisible until the end of your next
By 18th level, you have become a deckmaster. Whenever turn, as per the spell invisibility.
you would draw one or more cards from your deck, draw 9 An object within 60 feet of you chosen by the
twice as many. Put half of the drawn cards on the bottom GM explodes, dealing no damage to you or
of your deck and the other cards in your hand. your allies, and dealing 3d6 fire damage to one
creature caught in the blast.
House of Dice
10 You teleport up to 60 feet to an unoccupied
The House of Dice throws out the warmage convention space you can see. Each creature within 5 feet
of meticulous, deliberate spellcasting in favor of wild, of the destination must succeed on a Dexterity
chaotic magic that presses the odds. Everything from saving throw against your spell save DC or take
their magical bursts to their enchanted sets of dice 2d6 force damage.
can fail horribly, so it’s auspicious that they often keep
their fingers on the scales of fate. These warmages have 11 Choose a creature you can see within 60 feet of
mastered not only a repertoire of cantrips, but also you. That creature takes 4d6 necrotic damage,
techniques to manipulate fortune itself, allowing them to and you regain hit points equal to the necrotic
risk everything, and more than often come out on top. damage dealt.
12 You cast lightning bolt and can add the Dice of
Bonus Proficiencies Fate to the damage roll.
Starting when you choose this house at 3rd level, your
light fingers and unscrupulous tactics help you win the
day. You gain proficiency in the Sleight of Hand skill and Loaded Dice
dice sets, if you don’t already have it. By 7th level, you can subtly cheat your dice. Once on
each of your turns when you roll a d6, you can flip the
Dice of Fate die upside down. Note that on a balanced d6, the top and
At 3rd level, you gain four Dice of Fate, which are d6s. bottom numbers add up to 7, so you can determine the
Whenever you make an attack roll, ability check, saving bottom number by subtracting the top number from 7.
throw, or damage roll, you can expend one Die of Fate and
add it to the roll. You can wait until after you make the Twisted Fate
roll before deciding to expend the Die of Fate, but must Starting at 10th level, the winds of chance follow your die
decide before the GM determines the roll’s outcome. Once rolls, rather than vice versa. When you make an attack
you expend a Die of Fate, it goes to the GM, who can use roll or ability check with disadvantage on your turn, you
it to add it to a roll made by an NPC or monster. Once the can attempt to invert fate as a bonus action. Expend a Die
GM has used a die, it passes back to you, and so on. When of Fate and roll it; on a 5, you ignore disadvantage on the
you finish a long rest, you regain all of your expended roll, on a 6, you instead have advantage on the roll.
Dice of Fate, whether or not the GM has used them. Roll the Bones
Beginning at 7th level, you have an additional two Beginning at 15th level, you can channel the chaotic
Dice of Fate, and you can add two Dice of Fate to your energy of your dice in an instant. As a reaction when you
damage rolls with warmage spells. take damage from a creature you can see, you can expend
two Dice of Fate to make a Chaos Roll.
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Warmage
Steal Luck
Starting at 18th level, when you roll initiative, roll a d6.
You steal that many Dice of Fate back from the GM.
House of Kings
Warmages who train in the House of Kings specialize in
tactics and strategy, learning age-old maneuvers to give
them the edge in combat. Natural-born leaders, Kings
work best with a cadre of supporters to perform their
tactics and overwhelm the enemy. Moreso than all other
warmages, those in the House of Kings treat life and death
as little more than a game of strategy to be understood
and conquered.
Bonus Proficiencies creature can immediately use its
When you choose this house at 3rd level, you gain reaction to make one weapon
proficiency with medium armor, as well as battleaxes, attack or cast a cantrip that
lances, longswords, tridents, and warhammers. requires an attack roll, adding
the battle die to the attack’s
Battle Tactics damage roll.
At 3rd level, you learn stratagems that are fueled by At 3rd
level, you learn stratagems that are fueled by special dice Grandmaster
called battle dice. Beginning at 18th level, when you roll initiative, choose
Battle Dice. You have two battle dice, which are d8s. a number of friendly creatures up to your Intelligence
A battle die is expended when you use it. You regain all of modifier that can see or hear you. Each of the chosen
your expended battle dice when you finish a short or long creatures gains a battle die, without you having to expend
rest, or when you roll initiative. any battle dice.
Your battle die changes and more battle dice become Once within the next 10 minutes, the creature can
available when you reach certain levels in this class, as roll the die and add the number rolled to one ability
shown on the table below. check, attack roll, damage roll, or saving throw it makes.
Warmage Level Battle Dice The creature can wait until after it makes the roll before
deciding to add the battle die, but must decide before the
3rd 2d8 GM determines the roll’s outcome. Once the battle die is
7th 3d8 rolled, it is lost. A creature can have only one battle die
from this feature at a time.
13th 3d10
19th 4d10 Stratagems
The stratagems are presented in alphabetical order.
Using Battle Dice. Once per turn, you can expend Blitz. As a bonus action, when you hit a creature with
a battle die to perform a stratagem of your choice. Your an attack, you can expend one battle die to maneuver one
stratagem options are detailed at the end of the subclass of your comrades into a more advantageous position.
description. Choose a friendly creature who can see or hear you. That
Saving Throws. When a stratagem calls for a saving creature can use its reaction to move up to half its speed
throw to resist its effects, the saving throw DC is equal to without provoking opportunity attacks from the target of
your spell save DC. your attack.
Lead from the Front Check. When you hit a creature with an attack, you
can expend one battle die as a bonus action to force that
Starting at 7th level, you and each friendly creature
creature to flee. The target must make a Charisma saving
within 120 feet of you that can see you ignore nonmagical
throw. A creature that is immune to being charmed
difficult terrain.
automatically succeeds on this saving throw. On a failed
Tactical Master save, the target must immediately use its reaction, if
Starting at 10th level, friendly creatures within 10 feet of available, to move up to half its speed directly away from
you add your Intelligence modifier to their saving throws you.
against spells and magical effects that deal damage. Flash of Brilliance. When you make an Intelligence
or Wisdom check, you can expend one battle die to add
Stratagem: Checkmate it to the check. You can choose to use this stratagem after
At 15th level, you learn the following stratagem: the ability check is rolled but before the GM says whether
When you hit a creature with a weapon or spell the result was a success or failure.
attack, you can use your bonus action and expend a battle Gambit. When you hit a creature with an attack, you
die to direct one of your companions to strike. When you can expend one battle die to give your allies an opening.
do so, choose a friendly creature who can see or hear you The next creature other than you to make an attack
that is within reach of the creature you hit. The friendly against the target adds the battle die to their attack roll.
11
Mage Hand Press
Mystic Counsel. You can use a bonus action and Field of Blades
expend one battle die to give counsel to a creature that can Starting at 18th level, you can summon a whirlwind of
hear you within 30 feet of you. Once in the next minute mystical weapons for a flurry of strikes. As an action on
when the creature makes a saving throw against a spell it your turn, you can make a melee spell attack against up
can choose to roll the battle die and add the result to the to five creatures you can see within 30 feet of you, with a
saving throw. separate attack roll for each target. On a hit, a target takes
Stalemate. When you hit a creature with an attack, force damage equal to 2d10 + your Intelligence modifier.
you can expend one battle die as a bonus action to hold
that creature in place. Until the end of its next turn, House of Lancers
the target can’t willingly move unless it first takes the
Disengage action. Warmages who join the House of Lancers are trained in
fluid martial arts and meditative asceticism, melding the
House of Knights stoic discipline of monks with potent spellcasting. As
such, they are unarmed elemental warriors, self-reliant
The House of Knights has a long and storied tradition of and capable of feats unmatched by their peers. However,
melding melee combat and swordplay with the warmage’s Lancers are notoriously neutral and abstain from the
simple spellcasting. Unlike other warriors, however, politics of the other warmage houses.
Knights carry neither swords nor shields into combat, for Lancers derive their name from an ancient precursor
they can forge both out of magical force at a moment’s to the pawn, a piece remembered only in early variants
notice. of chess. It is a relic from a forgotten age, rife with
Bonus Proficiencies symbolism.
When you choose this house at 3rd level, you gain Intercept Technique
proficiency with medium armor and martial weapons. Starting when you choose this house at 3rd level, you
Force Breastplate adopt the monastic principle of offensive protection.
At 3rd level, plates of magical force reinforce your While you aren’t wearing armor or wielding a shield,
armor. While you are wearing light or medium armor or your AC equals 10 + your Dexterity modifier + your
are under the effects of mage armor, you can add your Intelligence modifier. If you are under the effects of the
Intelligence modifier, instead of Dexterity, to your Armor mage armor spell, your AC equals 13 + your Dexterity
Class. modifier or your Intelligence modifier (your choice). You
can’t use a shield and gain this benefit.
Mystical Weapon
Also at 3rd level, you learn the force weapon cantrip,
Hand-to-Hand Arcana
which doesn’t count against your number of cantrips Also at 3rd level, you learn the Lancers’ secret unarmed
known. combat technique, granting you the following benefits:
Additionally, you possess a weapon made entirely • You can use Intelligence instead of Strength for the
of magical force. Whenever you would draw a weapon, attack and damage rolls of your unarmed strikes.
you can summon this weapon to your empty hand and • You can roll a d6 in place of the normal damage of
transform it into any simple or martial weapon of your your unarmed strikes.
choice. This weapon deals force damage on a hit instead • Your unarmed strikes count as melee weapons for the
of its normal damage type. Whenever the weapon leaves purposes of warmage spells.
your hand, it vanishes into a pocket dimension until you • When you use the Attack action with an unarmed
summon it again. strike on your turn, you can make one unarmed strike
as a bonus action.
Flurry of Blades
Beginning at 7th level, when you cast a cantrip that allows Shock Trooper
you to make multiple spell attacks, such as force weapon or Starting at 3rd level, you can rapidly close the distance
magic daggers, you can use your bonus action to make one between you and your foes. Whenever you make a melee
additional spell attack with that cantrip. attack on your turn against a creature you can see, you
can lunge up to 15 feet toward your target before making
Knight’s Ward the attack. This movement doesn’t provoke opportunity
Starting 10th level, you learn to forge a hardened magical attacks. You can perform this movement even if it causes
barrier between you and your foes. As a bonus action you to travel through the air, though you fall after making
on your turn, you can gain a number of temporary hit the attack if you don’t land on solid ground.
points equal to twice your warmage level, which last for 1
minute. Mystical Physicality
Once you use this feature, you can’t use it again until Starting at 7th level, whenever you make a Strength,
you finish a short or long rest. Dexterity, or Constitution check, you can use your
Intelligence modifier instead of the normal modifier.
Tactical Maneuver In addition, moving through difficult terrain no
At 15th level, you can spend your entire movement to longer costs you additional movement.
teleport up to half your speed to an unoccupied space you
can see.
12
Warmage
Deflect Energy roll initiative and you aren’t surprised, you can move up to
By 10th level, you can deflect bolts of energy with your your speed.
bare hands. As a reaction when you are hit by a ranged Fundamental Mastery
spell attack or a ranged weapon attack that deals cold, fire, Starting at 18th level, your magic always finds its way to
force, lightning, necrotic, or radiant damage, you can use your foes’ most vulnerable spots. Once per turn when
your reaction to deflect the bolt. The damage you take you roll damage for a warmage cantrip, you can choose
from the attack is reduced by 1d10 + your Intelligence one damage die and treat it as having rolled its maximum
modifier + half your warmage level (rounded down). value.
Improved Shock Trooper House of Rooks
Starting at 15th level, you can lunge up to 30 feet using
your Shock Trooper feature. This movement causes you The clandestine members of the House of Rooks make
to teleport through creatures and objects, blinking to the adept spies, assassins, and scouts, though they might
target in an instant. You can’t end your movement in an just as easily pick up jobs run by rogues and brigands. In
occupied space. addition to their suite of cantrips, Rooks are light on their
feet and know a few tricks to magically open doors in
Flurry of Spells utter silence.
Starting at 18th level, you can cast spells with superhuman
speed. As an action, you can expend a use of your Arcane Rook Strike
Surge feature to cast three different cantrips that have a Starting when you choose this house at 3rd level, as a
casting time of 1 action or 1 bonus action. You can’t use bonus action, you can gain advantage on the next attack
your Arcane Surge feature on any of these cantrips. roll you make on your turn. Alternatively, you can impose
Once you use this feature, you can’t use it again until disadvantage on a saving throw a creature makes against a
you finish a long rest. warmage spell you cast before the end of your turn.
Once you use this feature, you can’t use it again
House of Pawns until you finish a short or long rest, or until you reduce a
By far the most prominent warmage house is that of the creature to 0 hit points with a warmage cantrip.
Pawns. Warmages who join the House of Pawns learn to Rasp
stretch their skill with cantrips to its limits. Pawns can master Starting at 3rd level, you can cast the knock spell at will
any cantrip or trick known to the other warmage houses, without expending a spell slot. When you cast the spell in
for they embody the adaptability all warmages aspire to. this way, it has a casting time of 1 minute and the spell’s
Promotion casting is completely silent.
When you choose this house at 3rd level, you gain the Arcane Acrobat
adaptability of the quintessential warmage. You learn one Beginning at 7th level, you can add your Intelligence
warmage trick of your choice, which doesn’t count against modifier to all Dexterity checks you make. Additionally,
your number of warmage tricks known. Additionally, when you fall and aren’t incapacitated, you can subtract
whenever you learn a warmage trick, you can choose up to 60 feet from the fall when calculating falling
a trick that has the House of Bishops, House of Kings, damage.
House of Knights, or House of Rooks as a prerequisite, as
long as you meet all of the trick’s other prerequisites. Fleeting Decoy
At 10th level, as a reaction when you take damage from
Adaptive Arcanist a creature you can see, you raise a defensive illusion to
Also at 3rd level, you learn to emulate the spellcasting protect you from further harm. Attacks made against you
prowess of other warmages. When you finish a short have disadvantage until the start of your next turn.
or long rest, choose one warmage cantrip. You learn
this cantrip, which doesn’t count against the number of Elusive Step
warmage cantrips you know, until you choose a different By 15th level, you’re extremely difficult to pin down. If
one with this feature. you move more than 15 feet on your turn, any additional
movement you make doesn’t provoke opportunity attacks.
Pawn Storm
Beginning at 7th level, if you target a creature with a Flash of Feathers
cantrip, that creature can’t make opportunity attacks Starting at 18th level, you can vanish without a trace, slip
against you for the rest of the turn, whether you deal behind enemy lines, and dive in for the kill. You can cast
damage with the cantrip or not. the invisibility spell once, targeting only yourself, without
using a spell slot or spell components. While you are
Additional Arcane Fighting Style invisible, your speed is doubled, and you can make one
At 10th level, you can choose a second option from the attack or cast one warmage cantrip without ending the
Arcane Fighting Style class feature. spell.
Opening Move Once you use this feature to cast invisibility, you can’t
Starting at 15th level, you can add your Intelligence do so again until you finish a short or long rest.
modifier to your initiative rolls. Additionally, when you
13
Mage Hand Press
Chapter 2: Spells Wizard Cantrips
If a cantrip appears on the wizard spell list which is not
This chapter deails the warmage’s spell list, marking new represented here, the GM can allow this cantrip to be
spells with an asterisk (*), and then provides descriptions a warmage spell as well.
for new spells in alphabetical order.
Warmage Spell List an additional 1d6 lightning damage to their targets. Both
damage rolls increase by one die at 11th level (2d8 and
*Arc Blade 3d6) and 17th level (3d8 and 4d6).
Acid Splash Burning Blade
*Burning Blade Evocation cantrip
*Card Trick
*Caustic Blade Casting Time: 1 action
*Cheat Range: Self (5-foot radius)
Chill Touch Components: V, M (a melee weapon)
*Cryptogram Duration: 1 round
Fire Bolt As part of the action used to cast this spell, you must
*Force Buckler make a melee attack with a weapon against one creature
*Force Dart within the spell’s range, otherwise the spell fails. On a
*Force Weapon hit, the target suffers the weapon attack’s normal effects,
*Frigid Blade except that any damage dealt by the attack is fire damage
Light instead of its normal type. Additionally, embers whirl in
*Lightning Surge the target’s space. Until the start of your next turn, when a
Mage Hand creature enters the space for the first time or ends its turn
*Magic Daggers there, you can use your reaction to deal 1d6 fire damage to
Mending the creature, ending the spell.
Minor Illusion This spell’s damage increases when you reach certain
*Phantom Grapnel levels. At 5th level, the melee attack deals an additional
Poison Spray 1d6 fire damage to the target on a hit, and the secondary
Prestidigitation damage deals an additional 1d6 fire damage to its target.
Produce Flame Both damage rolls increase by one die at 11th level (2d6
*Quickstep and 3d6) and 17th level (3d6 and 4d6).
Ray of Frost
Shocking Grasp Card Trick
*Sonic Pulse Transmutation cantrip
*Springheel Casting Time: 1 action
*Thunderous Distortion Range: 60 feet
True Strike Components: V, S, M (a deck of playing cards)
Duration: Instantaneous
New Spells With a flash of your hands, you fling a playing or tarot
The following spells are presented in alphabetical order. card charged with energy at your opponents. Choose
whether you make a ranged spell attack roll or for the
Arc Blade target to make a Dexterity saving throw. On a hit or a
Evocation cantrip failed saving throw, the target takes 1d6 force damage.
Casting Time: 1 action This spell’s damage increases by 1d6 when you reach
Range: Self (5-foot radius) 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Components: V, M (a melee weapon)
Duration: Instantaneous
Caustic Blade
Evocation cantrip
As part of the action used to cast this spell, you must
make a melee attack with a weapon against one creature Casting Time: 1 action
within the spell’s range, otherwise the spell fails. On a Range: Self (5-foot radius)
hit, the target suffers the weapon attack’s normal effects, Components: V, M (a melee weapon)
except that any damage dealt by the attack is lightning Duration: Instantaneous
damage instead of its normal type. Additionally, an arc of As part of the action used to cast this spell, you must
lightning jumps to a creature you choose within 5 feet of make a melee attack with a weapon against one creature
the target, dealing 1d6 lightning damage. within the spell’s range, otherwise the spell fails. On a
This spell’s damage increases when you reach certain hit, the target suffers the weapon attack’s normal effects,
levels. At 5th level, the melee attack deals an additional except that any damage dealt by the attack is acid damage
1d8 lightning damage, and the secondary damage deals instead of its normal type. If you miss by 3 or less, acid
14
Warmage
splashes on the target, and you instead deal 1d8 acid
damage. Blade Cantrips and Warmages
This spell’s damage increases when you reach certain When a warmage uses a cantrip which calls for a
levels. At 5th level, the melee attack deals an additional melee weapon attack, such as burning blade or
1d8 acid damage to the target on a hit, and the acid frigid blade, they can apply their class features and
damage dealt on a miss increases to 2d8. Both damage warmage tricks to the weapon damage dealt.
rolls increase by one die at 11th level (2d8 and 3d8) and
17th level (3d8 and 4d8).
Cheat This spell’s damage increases by 1d10 when you reach
Divination cantrip 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Casting Time: 1 bonus action Force Weapon
Range: Self Evocation cantrip
Components: S, M (a weighted die) Casting Time: 1 action
Duration: 1 round Range: 5 feet
You subtly twist your fingers, and fate seems to follow Components: V, S, M (a specially-prepared gauntlet
suit. For the duration, you can reroll any ability check you worth at least 5 gp)
make to play nonmagical games of skill. Therefore, this Duration: 1 round
spell could influence a game of poker, but not the result of You conjure a blade of magical force in the air, which
a deck of many things. lashes out at your foes. Make a melee spell attack against a
Cryptogram creature within range. On a hit, the target takes 1d10 force
Conjuration cantrip damage. The blade remains in existence for a short time;
until the start of your next turn, you can make a single
Casting Time: 1 action strike with your mystical blade as an opportunity attack.
Range: Unlimited You can make 1 additional attack on your turn at 5th
Components: V, S, M (a small written message) level (2 attacks), at 11th level (3 attacks), and at 17th level
Duration: Instantaneous (4 attacks).
You send a small scroll with a short message to a creature
of your choice. The recipient must be a creature known
Frigid Blade
Evocation cantrip
to you and also be on the same plane of existence as you.
This scroll will hover in front of the recipient, drop into Casting Time: 1 action
their pocket, or appear sitting on something nearby. The Range: Self (5-foot radius)
scroll’s message can be up to 8 characters long (spaces Components: V, M (a weapon)
count as characters). You can send only one scroll to a Duration: 1 round
single target each day. As part of the action used to cast this spell, you must
Force Buckler make a melee attack with a weapon against one creature
Abjuration cantrip within the spell’s range, otherwise the spell fails. On a hit,
the attack does damage as normal, except that the attack
Casting Time: 1 bonus action deals cold damage instead of its normal type. Additionally,
Range: Self the target is covered in a brittle frost until the start of
Components: V, S, M (a specially-prepared gauntlet your next turn. If the target willingly moves before then,
worth at least 5 gp) you can use your reaction to deal 1d8 cold damage to the
Duration: 1 round target, ending the spell.
You summon a translucent yet visible field of force, which At 5th level, the melee attack and secondary damage
springs forth from the prepared gauntlet. Until the start of each deal an additional 1d8 cold damage. Both damage
your next turn, this shield grants you a +2 bonus to your rolls increase by 1d8 at 11th level (2d8 and 3d8) and 17th
Armor Class, as if you were wielding a shield. This spell level (3d8 and 4d8).
ends early if you are hit by an attack.
Lightning Surge
Force Dart Evocation cantrip
Evocation cantrip Casting Time: 1 action
Casting Time: 1 action Range: Self (5-foot radius)
Range: 120 feet Components: V, S, M (two bits of copper wire)
Components: V, S, M (a specially-prepared gauntlet Duration: Instantaneous
worth at least 5 gp) You emit a dazzling array of short lightning bolts in all
Duration: Instantaneous directions. All other creatures within 5 feet of you must
You fling a dart of magical force at a creature or object succeed on a Dexterity saving throw or take 1d6 lightning
within range. Make a ranged spell attack against the damage.
target. On a hit, the target takes 1d10 force damage. This spell’s damage increases by 1d6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).
15
Mage Hand Press
Magic Daggers Quickstep
Conjuration cantrip Transmutation cantrip
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: Self
Components: V, S Components: V
Duration: Instantaneous Duration: 1 round
With a flourish, you conjure a throwing dagger of magical You call upon your inner reserves to give you a brief flash
force out of thin air and flick it from your wrist at a of speed. When you cast this spell, your walking speed
target you can see. Make a ranged spell attack roll against increases by 10 feet until the start of your next turn.
a creature within range. On a hit, the target takes 1d6
magical piercing damage. The dagger vanishes after the Sonic Pulse
attack. Evocation cantrip
At higher levels, you conjure more daggers out of Casting Time: 1 action
force and make additional attacks: two daggers at 5th Range: 60 feet
level, three daggers at 11th level, and four daggers at 17th Components: V, S
level. You can use the daggers to attack the same target or Duration: Instantaneous
different ones. Make a separate attack roll for each dagger.
You compress a thunderous boom into an invisible ball
Phantom Grapnel and project it at a creature you can see within range. The
Evocation cantrip target must succeed on a Constitution saving throw, or it
takes 1d8 thunder damage and is deafened until the start
Casting Time: 1 action of your next turn.
Range: 30 feet If the spell’s target is within 10 feet of you, this spell’s
Components: V, S damage becomes d10s, instead of d8s.
Duration: Instantaneous This spell’s damage increases by 1d8 when you reach
You conjure a chain and hook made of magical force, 5th level (2d8), 11th level (3d8), and 17th level (4d8).
which you propel at a creature or unoccupied space
you can see within range. When you target a space or a Springheel
creature of Huge size or larger, your grapnel pulls you Transmutation cantrip
to that target in a straight line. You provoke opportunity Casting Time: 1 bonus action
attacks for this movement as normal. When you target a Range: Self
creature of Large size or smaller, you pull the target up Components: V
to 10 feet towards you. A creature can make a Strength Duration: 1 round
saving throw to resist this movement.
You flood magic into your legs, allowing you to bound
high into the air from a standstill. When you cast this
spell, your jump distance increases 10 feet until the start
of your next turn, and you can make a running high jump
or a running long jump without a running start.
Thunderous Distortion
Evocation cantrip
Casting Time: 1 action
Range: Self (10-foot cone)
Components: V, S
Duration: Instantaneous
You produce a distorted wave of noise in a 10-foot cone,
which can be heard up to 100 feet away. Each creature in
that area must succeed a Constitution saving throw, or
take 1d6 thunder damage.
An echo of this noise persists until the end of your
next turn. If you cast this spell again before the end of
your next turn, its damage becomes d8s, instead of d6s.
This spell’s damage increases by 1d6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).
16
Warmage
Producers
Alonzo C Washington Jack Heimbach Ken Fairbank Robert Field
Ashran Firebrand Jacob Otwell Kenneth Andersen RUNEHAMMER
BillOneEye James Belin Krist Ryan MacDonald
brandon johnson James Mitchell Kristopher R. Hunter Ryan Patrick Nolan
Brandon Martin Jaron Mortimer Kura Tenshi Santiago Mendez IV
Brent Simmonds Jason Jones Kyle Waddell Shawn Labay
Charles Koeppel Jerry Doolin Lore Spencer Houston
Chris Mitchell Jesse Rosen lungfishwarrior Stephen Grote
Christopher Zito Jesus Andujo Magnus TaviRaya
Corbin Waters Joan Mulberry Marc-Antoine Côté Taylor Kent
Corwin Joe Shine Matthew Atkins Thantos
Daniel Lamoureux Joel Grote Maximilian Beit TheUndeadOwlGoddess
Darion Nutter John Hoffman Michael Davis Trond
Derek Miranda Joseph Blanc Mickale Bush tyrell hayward
Devon Phillips Joseph Malveaux Mike Litkewitsch Zackary D Szechenyi
Donovan Lowell Joshua Cates NecroJester Zaxov Phoenix
Evgenii Vrachev Julien Therrien Pandric Zee Xorn
Garrett Lloyd Justin Danner Patrick Rooney Zhuul
George Tolley Justin Forkner Pedro Storti
Grand Moff Xela Ken de Jong PucThePlayful
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distribute any Open Game Content originally distributed under any version of this License.
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utor to do so.
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RIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;
Complete Warmage Copyright 2020, Mage Hand Press LLC; authors Michael Holik, Jaron Mortimer, Alexander Binns
END OF LICENSE