Sorcerer
Base Class: Sorcerer

You were born with a natural gift for the Arcane, but intense training regimens have turned that Magic into something controllable and malleable. War Mages are trained by longstanding institutions, allowing them near perfect control over their magic whilst using their inherent Sorcerous affinity to speed up this training, offering time for the training regimen to focus on Mundane combat techniques as well. This powerful combination makes War Mages the ultimate tool of destruction that can be trained outside of larger Academies.

Many War Mages receive their training in their local court, allowing them plenty opportunities to mingle with the lower nobility. Both respected and feared, they are more akin to Knights than the typical mage attending court.

Rigorous Training

Your rigorous training regimen allows you to make use of Mundane combat techniques aside from your spellcasting. When you choose this Sorcerous Origin at 1st level, you can immediately make use of all weapons as well as effectively wear both Light and Medium armors.

Element of War

As a Warmage, you are trained to gain greater control over your spells by channeling them through gemstones associated with the spell's element. Starting at 1st Level, if you use an Arcane Focus with a gemstone (such as a studded ring), you can add your Charisma modifier to the spell's damage if the damage type of the spell matches the element of the gemstone. This Arcane Focus can be freely exchanged for another without negative consequences.

Gemstone Damage Type

Amethyst

Lightning

Aquamarine

Psychic

Citrine

Radiant

Diamond

Force

Emerald

Poison

Onyx

Necrotic

Opal

Acid

Pyrite

Thunder

Ruby

Fire

Sapphire

Cold

 

Follow-Up Attack

When you reach 6th level, you can utilize quick maneuvers and combine blade with spell, allowing you to easily follow up on a successful attack. When you hit an opponent with a Melee Weapon attack, you can spend 3 Sorcery Points to make an Extra Attack with the same weapon or a Melee Cantrip.

Instinctive Defense

When you reach 6th level, your extensive combat training allows you to sense an attack is about to his you and bring up a defense. If you do not already know the Shield spell, you learn it automatically. You can use your Instinctive Defense to bring up a more fleeting version of the spell, spending only 1 Sorcery Point to bring up a Shield against a single attack.

If you are carrying a shield (provided you are proficient in their use), you can expend 2 Sorcery Points and your reaction to imbue the shield with an arcane coating. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Arcane Fury

When you reach 14th level, you gain the ability to place a highly damaging field of elemental energy around your weapon. When you hit an enemy with a Melee Weapon attack, you can expend 2 Sorcery Points to add an additional 1d6 damage of the type corresponding to the Gemstone you are wearing. You can add more dice so long as you have the required Sorcery Points left to spend.

Arcane Protection

Being finely attuned to your favored element, you can effortlessly protect yourself from its harmful effects. Upon reaching 18th level, you gain Resistance against the damage type corresponding to the gemstone of your Arcane Focus.

On top of that, you can spend 5 Sorcery Points to pass a failed saving throw if the damage type corresponds to the gemstone of your Arcane Focus.

Warmage Image

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