Base Class: Sorcerer
Warmages are powerful spellcasters, trained from a young age to wield the magic they have at their finger tips.
Armored Mage (light)
A warmage's training doesn't just go over how to use their magic, it also teaches them how to cast spells while wearing armor.
You gain proficiency with light armor and all simple weapons
Warmage Edge
Your training has taught you how to make your spells hit harder and deal more damage.
At 1st level, when you choose this Sorcerous Origin, you can now add your Charisma modifier to all damage done by your spells that require an attack roll.
This bonus does NOT stack with the Warlock's Agonizing Blast Invocation
(Side Note: I can not have this subclass automatically do this so anyone using this subclass will have to manually add their CHA mod to spell damage)
Armored Mage (medium)
You gain proficiency with all medium armor and shields, as well as two martial weapons of your choice.
Extra Edge
By sixth level, your spells deal even more damage, you can now add both your Charisma Modifier and you Proficiency Bonus to your spells damage
(Side Note: Like Warmage Edge, I cannot add the modifier to the spell damage automatically, you will have to edit your spells to add in the damage.)
Sudden Metamagic
At 14th level manipulating your magic has become second nature to you. You can use metamagic effects without expending sorcery points a number of times equal to half your proficiency bonus per long rest
Maximize
By the time you reach this level as a Warmage, you've learned to harness the power of your magic and make certain spells hit with maximum effect.
A number of times per long rest equal to your proficiency modifier, you can choose to Maximize a spell's damage. Automatically dealing the maximum dice damage of any level spell you choose. This ability does not use sorcery points, however there is a drawback to using it. Should you use all charges of Maximize before completing a long rest, you lose the ability to cast spells above cantrips and gain one level of exhaustion.
Metamagic Empowerment
By 18th level, your skill with magic allows you to empower your metamagic abilities three times per long rest; doubling the ability's effect.
Careful Spell: Increase the number of creatures protected to double your CHA modifier.
Distant Spell: Triple the range of any ranged spell and increase the range of touch spells to 60ft
Extended Spell: Triple the duration of a spell with a duration of at least 1 minute up to a max of 48 hours; a concentration spell cast with an Empowered Extended Spell does not require concentration
Heightened Spell: Give two creatures disadvantage against the first saving throw on a spell that requires a saving throw
Subtle Spell: Negates the need for material components as well as somatic and verbal
Seeking Spell: Gives advantage on attacks rolls for a single spell
Empowered Spell: Gives advantage on damage rolls for a spell or allows you to change a hit into a critical hit, pick one option at the time of use.
Only one Metamagic ability can be empowered at a time, and this ability has no effect on Transmuted Spell
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