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Thread: The Warmage

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    Titan in the Playground
     
    Kane0's Avatar

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    Default The Warmage

    Version 1.1

    Proficiencies:
    Saving Throws: Constitution, Intelligence
    Equipment: Simple Weapons, Light armor
    Skills: Any two from Arcana, Athletics, History, Intimidation and Perception

    Level Prof Bonus Special Abilities Cantrips Known Warcasting Slots Warcasting Spell Level
    1 +2 Warcasting, Ritual Casting 2 1 1
    2 +2 Warmage Edge 2 1 1
    3 +2 Art of War 3 2 1
    4 +2 Ability Score Increase 3 2 2
    5 +3 War Magic 4 2 2
    6 +3 Ability Score Increase 4 3 2
    7 +3 Art of War Ability 4 3 3
    8 +3 Ability Score Increase 5 3 3
    9 +4 Powerful Cantrips 5 4 3
    10 +4 Art of War Ability 5 4 4
    11 +4 Warmage Resilience 6 4 4
    12 +4 Ability Score Increase 6 4 4
    13 +5 Warmage Persistence 6 4 5
    14 +5 Improved Warmage Resilience 6 4 5
    15 +5 Art of War Ability 6 4 5
    16 +5 Ability Score Increase 6 4 5
    17 +6 Improved Warmage Persistence 6 4 5
    18 +6 Art of War Ability 6 4 5
    19 +6 Ability Score Increase 6 4 5
    20 +6 Master of War 6 4 5

    Cantrips: Taken from the Wizard and Sorcerer spell lists

    Warcasting: Intelligence based spellcasting. You use a spellbook like a wizard, starting with 6 spells known from the sorcerer spell list and choosing a number equal to your level + intelligence modifier to prepare each day. Your spell slots are shown on the table above, and all your available spell slots are of the spell level indicated above (Like a warlock's pact magic).

    Ritual Casting: Like a wizard, you can cast any ritual spell in your spellbook as a ritual without spending a spell slot or needing the spell prepared.

    Warmage Edge: You add your proficiency bonus to the damage your cantrips deal. In the case of multiple targets or instances of damage, only the first applies.

    Art of War: Choose between the Art of the Destroyer, the Art of the Tactician or the Art of the Bulwark as your subclass.

    Abilty Score Increase: Increase an ability score by 2, or two ability scores by 1.

    Powerful Cantrips: Your cantrips still deal half damage if you miss or your target makes their save.

    Warmage Resilience: Once per long or short rest you can choose to reroll a saving throw you have failed.

    Warmage Persistence: Once per short rest you can choose to reroll an attack roll you missed.

    Improved Warmage Resilience: The reroll granted by your Warmage Resilience ability is rolled with advantage.

    Improved Warmage Persistence: The reroll granted by your Warmage Persistence ability is rolled with advantage.

    Master of War: As an action once per long rest you can regain all your expended Warcasting spell slots.

    Spoiler: Path of the Destroyer
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    At level 3 You gain proficiency in martial weapons, and can reroll 1s for the damage of warmage spells you cast
    At level 7 You gain the extra attack class feature, and your weapon attacks are considered magical
    At level 10 You can choose to exclude a number of creatures up to your proficiency bonus from the effects of a spell you cast with an area of effect
    At level 15 Once per short or long rest you can treat all damage dice you roll as the highest result until the end of your turn
    At level 18 Your spells and attacks ignore resistance to damage, but no more than one damage type per turn


    Spoiler: Path of the Tactician
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    At level 3 you gain proficiency in one skill and one tool of your choice
    At level 7 you gain half your proficiency bonus to skills you are not proficient in, and can spend an action to gauge the mental and magical abilities of an opponent relative to your own (determine their INTor WIS score relative to yours, or the highest level spell slots they are capable of using)
    At level 10 once per rest when a creature you can see within 30' makes a saving throw, you can choose to roll a d10 and either add it to or subtract it from the result.
    At level 15 when you spend hit dice as part of a short rest you can also choose to recover a single spell slot up to 5th of an ally that is also spending hit dice during the rest.
    At level 18 when an ally within 30' of you takes damage you can spend a reaction to allow them to move up to half of their speed without provoking opportunity attacks.


    Spoiler: Path of the Bulwark
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    Level 3 you gain proficiency with medium armor and shields
    Level 7 you add half your proficiency bonus to saving throws you are not proficient in.
    Level 10 you can concentrate on a second spell simultaneously. This second spell cannot be of a spell level higher than half your proficiency bonus and you roll concentration checks separately for it.
    Level 15 you gain resistance to damage from spells.
    Level 18 when you take damage you can spend a reaction to deal half of the damage taken to your attacker.


    As a side note, this will probably live or die based on its spell progression and spell list. Thoughts, opinions, critique?

    Edit: v1.1, uses sorcerer spell list now.
    Last edited by Kane0; 2015-10-15 at 10:07 PM.
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    Colossus in the Playground
     
    JNAProductions's Avatar

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    Default Re: The Warmage

    That's probably MUCH too large a spell-list. The Warlock has a relatively small list, whereas this caster has the single largest spell-list in the game.
    I have a LOT of Homebrew!

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