Warmage

From 2d4chan
Revision as of 19:58, 20 March 2017 by 1d4chan>QuietBrowser
Jump to navigation Jump to search

The Warmage is a 3rd Edition D&D core class, originally printed in the Miniatures Handbook, but then carried over to more "general" use in the 3.5 Complete Arcane book.

The background is that, unlike Wizards (who spend a lot of time researching magic and collating data into dusty tomes) or Sorcerers (who wield magic instinctively), the Warmage practices over and over in state-sponsored military academies until the spells become almost like muscle memory for those who drill physically. They can recall spells by rote and training, rather than "feel" or "understanding".

Warmage Progression

This class behaves like a Sorcerer variant, in that it can spontaneously cast from any spell that it knows. The trade-off is that unlike a Sorcerer, its spells are selected for them and virtually all of them are direct-damage spells and there is no scope to expand that without delving into other classes.

This reliance on destructive spells is a legacy of its original purpose in the Miniature Handbook, where classes were designed for tabletop battles to be added to units of troops, and all it really needed to do was blast opponents away at range.

They also gain armour proficiency, being able to ignore spell failure in light armour to begin with, but gain medium proficiency at 8th level where they can also ignore failure chance.

As the Warmage progresses they learn "Sudden" Metamagic feats, which means they can just add metamagic changes to spells without upping the level of the spell. Though it's only one-per-day, it's a nice enough touch if your group gets in a bind.

The class features do allow the Warmage to learn Wizard/Sorcerer spells not already on their list, but these are restricted to the Evocation School, and pretty much just add more flashy destruction spells. In addition, the first class feature "Warmage Edge" allows the class to add their Intelligence bonus to the hit point damage of any spell they cast. This means that they can outstrip the destructive potential of any other spellcaster. So if your group already has a versatility caster, then the Warmage becomes an excellent addition.

Making it Work

Admittedly, while Warmages can do much of the things that Sorcerers can do, the main difference between them is that Warmages are much more focussed on wrecking things and are simply better at it. Good prestige class options are those that expand the available selection of spells, giving them more versatility.

The Rainbow Servant prestige class is particularly awesome, to the point that once you reach level 10 in the class a Warmage will make most divine casters redundant since they get to add all of the Cleric spell list to the spells available to them as a warmage, which they can cast spontaneously from their increased number of spells-per-day. A build including starting levels of Warmage and Rainbow Servant has the awesome nickname of RAINBOW WARSNAKE.

Dungeons & Dragons 3rd Edition classes
Player's Handbook BarbarianBardClericDruidFighterMonkPaladinRangerRogueSorcererWizard
Player's Handbook II BeguilerDragon ShamanDuskbladeKnight
Complete Adventurer ExemplarNinjaScoutSpellthief
Complete Arcane WarlockWarmageWu jen
Complete Divine Favored SoulShugenjaSpirit Shaman
Complete Psionic ArdentDivine MindEruditeLurk
Complete Warrior HexbladeSamuraiSwashbuckler
Dragon Compendium Battle DancerDeath MasterJesterMountebankSavantSha'irUrban Druid
Dragon Magazine Sha'ir
Dragon Magic Dragonfire Adept
Dungeonscape Factotum
Eberron Campaign Setting Artificer
Heroes of Horror ArchivistDread Necromancer
Magic of Incarnum IncarnateSoulbornTotemist
Miniatures Handbook Favored SoulHealerMarshalWarmage
Ghostwalk Eidolon (Eidoloncer)
Oriental Adventures SamuraiShamanShugenjaSoheiWu Jen
Psionics Handbook PsionPsychic WarriorSoulknifeWilder
Tome of Battle CrusaderSwordsageWarblade
Tome of Magic BinderShadowcasterTruenamer
War of the Lance Master
Wizards's Website Psychic Rogue
NPC Classes AdeptAristocratCommonerExpertMagewrightWarrior
Second Party MarinerMysticNobleProphet
Class-related things Epic LevelsFavored ClassGestalt characterMulticlassingPrestige ClassRacial Paragon ClassTier SystemVariant Class

5th Edition Strikes Again

Much like how the Favored Soul was reimagined as a possible Sorcerer subclass, 5e brought back the Warmage as a new archetype for the Wizard. In contrast to the Evoker, who perfectly fits the old Warmage's focus on crushing foes under barrages of arcane artillery, the 5e Warmage is more of a tanky and tactical wizard, with features bolstering their defenses and some tactical options.

At level 2, they pick up two features at the same time. Arcane Deflection lets them burn a reaction to getting hit or failing a Constitution saving throw by immediately adding +2 to AC or +4 to their Con check result, which can potentially nullify the failure. The downside to doing this is that it drains magical energy, preventing you from using anything stronger than a Cantrip until the end of your next turn. Tactical Wit, meanwhile, allows them to add their Int modifier to initiative rolls.

At level 6, they gain the Power Surge feature, which lets them increase a group-affecting damage-dealing spell's damage by +2 dice of damage once per short rest.

At level 10, they gain the Durable Magic feature, which makes Concentration spells more viable: whilst concentrating, they gain a +2 bonus to AC and to all saving throws.

Finally, at level 14, they gain the Deflecting Shroud, which pumps up their Arcane Deflection. Now, whenever they do it, all enemies they designated within a 10ft radius also take Force damage equal to half the Warmage's level.