Warmage's Legacy Image

you have found an old spell book that was left by a forgotten style of mages. Through studying it you learn  5 cantrips of their order and two war mage tricks. whenever you gain a level you can change out your chosen tricks .but must spend 1 hour per trick (you  gain  two more tricks t level 6 12 and another two at 18)


Warmage Tricks

Bishop’s Blessing Prerequisite: Select one of the following damage types: acid, cold, fire, lightning, poison, radiant, or necrotic. You can replace the damage type of your melee attacks and any Warmage cantrip you cast with the chosen damage type. You can learn this trick multiple times, selecting a new damage type each time.

 

 

 

 

Field Medic Prerequisite:  You learn the cantrip spare the dying and the spell cure wounds. Additionally, when you cast spare the dying on a creature who has 0 hit points, the target heals 1 hit point and gains temporary hit points equal to your level, which last for 1 minute

 

 

Extended Range When you cast a war mage cantrip requiring a ranged spell attack, that cantrip's range is doubled

 

Flexible Range When you cast a war mage cantrip requiring a ranged spell attack, you can instead make it as a melee spell attack. Additionally, when you cast a war mage cantrip requiring a melee spell attack, you can instead make it as a ranged spell attack with a range of 30 feet.

 

 

Mystical Armor You can cast the spell mage armor without using a spell slot

 

 

Rapid Fortification Prerequisites: mending cantrip You can cast the mending cantrip as a bonus action, or you can cast it as an action for one of the following effects: • You can restore a single object, such as a door, cart, wall, or window to pristine condition, even if all of the original parts are not present. This object can be no larger than 10 cubic feet, or 1 cubic foot if it is an exceptionally complex object (such as a clock). • You can create simple fortifications, such as sealing a door shut, adding wooden planks to a window, or building a short stone wall (no larger than 5 square feet). You must have the materials present to use this ability.

 

Pawn’s Sacrifice Prerequisite: 10th level,  When a friendly creature within 30 feet of you is hit by a melee or ranged attack, you can spend your reaction to move next to that creature and become the target of the attack instead, potentially causing the attack to miss. Once you use this trick, you can’t use it again until you finish a short or long rest

 

Bishop’s Maneuver Prerequisite: 10th level, You can take the Disengage action as a bonus action, and when you take the Disengage action, your movement speed is doubled.

 

 

 Castle Prerequisite: 10th level,  As an action, you magically swap places with a willing Small or Medium creature that is within 100 feet of you, each of you vanishing in a burst of feathers before appearing in the other's previous spot.

 

 

 

Knight’s Shield Prerequisite: 10th level,  force buckler cantrip When you cast force buckler, it adds +3 to your AC instead of +2

 

 

King’s Tactics Prerequisite: 10th level, Friendly creatures within 15 feet of you add your Intelligence modifier to saving throws against spells and magical effects that deal damage

 

 

Force Buckler

MFoV
Level School Casting Time Range
Cantrip Abjuration 1 bonus action Self
Components Duration
V, S, M (A specially prepared gauntlet worth at least 5 gp) 1 minute

You summon a translucent, yet visible, field of force which springs forth from the prepared gauntlet. For the duration, you can wield this field of force as a shield, and you have proficiency with it.

Thundering Blade

MFoV
Level School Casting Time Range
Cantrip Enchantment 1 action 5 feet
Components Duration
V, M (a weapon) 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the attack does damage as normal, except that the entire attack deals thunder damage instead of its normal type. Additionally, a clap of thunder rings out from your strike, forcing all creatures except yourself and the target within 5 feet of the target to succeed on a Dexterity saving throw or take 1d8 thunder damage.

At 5th level, the melee attack and secondary damage each deal an additional 1d8 thunder damage to their targets. Both damage rolls increase by 1d8 at 11th level (2d8 / 3d8), and 17th level (3d8 / 4d8).

Storming Blade

MFoV
Level School Casting Time Range
Cantrip Enchantment 1 action 5 feet
Components Duration
V, M (a weapon) 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the attack does damage as normal, except that the entire attack deals lightning damage instead of its normal type. Additionally, you can cause your lightning to jump to a creature within 5 feet of your target, dealing lightning damage equal to your spellcasting modifier.

At 5th level, the melee attack and secondary damage each deal an additional 1d8 lightning damage to their targets. Both damage rolls increase by 1d8 at 11th level (2d8 / 3d8), and 17th level (3d8 / 4d8).

Mystical Blade

MFoV
Level School Casting Time Range
Cantrip Enchantment 1 action 5 feet
Components Duration
V, S, M (a blade-less sword hilt worth at least 5 gp) 1 round

You conjure a blade of magical force, channeled through a focusing handle, and lash out at your foes. Make a melee spell attack. On a hit, you deal 1d8 force damage. The blade remains in existence for a short time; until the beginning of your next turn, you can make a single strike with your mystical blade as an opportunity attack.

You can make 1 additional strike on your turn at 5th level (2 attacks), at 11th level (3 attacks), and at 17th level (4 attacks).

Glacial Blade

MFoV
Level School Casting Time Range
Cantrip Enchantment 1 action 5 feet
Components Duration
V, M (a weapon) 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the attack does damage as normal, except that the entire attack deals cold damage instead of its normal type. Additionally, the target must make a Constitution saving throw or be covered in brittle frost. If the target is then hit again by an attack before the beginning of your next turn, the target takes an additional 1d8 cold damage.

At 5th level, the melee attack and secondary damage each deal an additional 1d8 cold damage to their targets. Both damage rolls increase by 1d8 at 11th level (2d8 / 3d8), and 17th level (3d8 / 4d8).



Previous Versions

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Warmage's Legacy Image

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