House of Go

SubclassValdaSpire24Extras2014Warmage

Subclass features

Dominate Your Foes Through Cunning Formations

The renowned House of Go predates the other Warmage colleges by centuries. Unlike its successors, the strategies pioneered by the House of Go focus upon formations and cooperation, rather than individual excellence. Which isn't to suggest that Warmages of this college are anything other than brilliant strategists—they rival the House of Kings in this regard. Rather, the footsoldiers of the House of Go are greater than the sum of their parts, fluidly adopting motions to isolate and flank their foes.

Formations

You learn special tactics called Formations. You can use a Bonus Action to activate one of the following Formations, which lasts until you and your Allies are no longer in that formation, you have the Incapacitated condition, die, or activate a different formation.

Flank

You can use this formation when you and an Ally that doesn't have the Incapacitated condition are adjacent to an enemy and on opposite sides of it. You can determine this by tracing a 5-foot-wide Line from your space. If this line passes through the center of all three spaces, the enemy is flanked. You and your Ally have Advantage on attack rolls against the flanked creature.

Solo

You can use this formation when you have no Allies within 5 feet of you. While in this formation, if you target a creature with a cantrip, that creature can't make Opportunity Attacks against you for the rest of the turn or until you are no longer in this formation, whether or not you deal damage with the cantrip.

Wall

You can use this formation when you and two to six Allies that don't have the Incapacitated condition are within 5 feet of another Ally. Each creature in this formation (including you), gains a +2 bonus to its AC.

You can spend 10 minutes planning an encounter in exact detail. When you do so, you can share your plan with up to six Allies within 30 feet of you who can see or hear you and who can understand you. Each Ally that understands the plan can gain Advantage on an attack roll or ability check it makes within the next 10 minutes. If an Ally rolls Initiative during this time, it can't use this feature to gain Advantage after the end of the first round of combat.

Once you use this feature to make a plan, you can't do so again until you finish a Long Rest.

While you are in a formation, any Critical Hit against you or an Ally in your formation becomes a normal hit.

Your formation moves as if your Allies were links in a chain. Whenever you move on your turn, any number of willing Allies in your formation can move the same distance.

End Game

Level 18

On your turn, when you reduce a creature to 0 Hit Points with a Warmage cantrip, you can cast another cantrip as a Bonus Action. You can apply ValdaSpire24 to this cantrip, even if you have already used it on your turn.

Raw data
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  "className": "Warmage",
  "shortName": "Go",
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  "hasFluffImages": true,
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        "entries": [
          "{@i Dominate Your Foes Through Cunning Formations}",
          "The renowned House of Go predates the other Warmage colleges by centuries. Unlike its successors, the strategies pioneered by the House of Go focus upon formations and cooperation, rather than individual excellence. Which isn't to suggest that Warmages of this college are anything other than brilliant strategists—they rival the House of Kings in this regard. Rather, the footsoldiers of the House of Go are greater than the sum of their parts, fluidly adopting motions to isolate and flank their foes.",
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              "You learn special tactics called Formations. You can use a {@variantrule Bonus Action|XPHB} to activate one of the following Formations, which lasts until you and your {@variantrule Ally|XPHB|Allies} are no longer in that formation, you have the {@condition Incapacitated|XPHB} condition, die, or activate a different formation.",
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                "name": "Flank",
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                  "You can use this formation when you and an {@variantrule Ally|XPHB} that doesn't have the {@condition Incapacitated|XPHB} condition are adjacent to an enemy and on opposite sides of it. You can determine this by tracing a 5-foot-wide {@variantrule Line [Area of Effect]|XPHB|Line} from your space. If this line passes through the center of all three spaces, the enemy is flanked. You and your {@variantrule Ally|XPHB} have {@variantrule Advantage|XPHB} on attack rolls against the flanked creature."
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                "name": "Solo",
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                  "You can use this formation when you and two to six {@variantrule Ally|XPHB|Allies} that don't have the {@condition Incapacitated|XPHB} condition are within 5 feet of another {@variantrule Ally|XPHB}. Each creature in this formation (including you), gains a +2 bonus to its AC."
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              "You can spend 10 minutes planning an encounter in exact detail. When you do so, you can share your plan with up to six {@variantrule Ally|XPHB|Allies} within 30 feet of you who can see or hear you and who can understand you. Each {@variantrule Ally|XPHB} that understands the plan can gain {@variantrule Advantage|XPHB} on an attack roll or ability check it makes within the next 10 minutes. If an {@variantrule Ally|XPHB} rolls {@variantrule Initiative|XPHB} during this time, it can't use this feature to gain {@variantrule Advantage|XPHB} after the end of the first round of combat.",
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            "name": "Chain of Liberties",
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              "Your formation moves as if your {@variantrule Ally|XPHB|Allies} were links in a chain. Whenever you move on your turn, any number of willing {@variantrule Ally|XPHB|Allies} in your formation can move the same distance."
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            "name": "End Game",
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              "On your turn, when you reduce a creature to 0 {@variantrule Hit Points|XPHB} with a {@filter Warmage cantrip|spells|level=0|class=warmage (VSS'24)}, you can cast another cantrip as a {@variantrule Bonus Action|XPHB}. You can apply {@classFeature Warmage Edge|Warmage|ValdaSpire24|1} to this cantrip, even if you have already used it on your turn."
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