House of Kings
Subclass features
House of Kings
Level 3Lead Your Allies with Brilliant Stratagems
Warmages who train in the House of Kings specialize in tactics and strategy, learning age-old maneuvers to gain an edge in combat. Natural-born leaders, Kings work best with a cadre of supporters to perform their tactics and overwhelm the enemy. Moreso than all other Warmages, those in the House of Kings treat life and death as a game of strategy to be understood and conquered.
Martial Training
You gain proficiency with Martial weapons and training with Medium armor and Shields.
Battle Tactics
You learn maneuvers that are fueled by special dice called Battle Dice.
Battle Dice
You have two Battle Dice, which are d6s. A Battle Die is expended when you use it. You regain all expended Battle Dice when you roll Initiative or finish a Short or Long Rest. Your Battle Die changes and more Battle Dice become available when you reach certain Warmage levels as shown on the Battle Dice table.
Maneuvers
You can expend Battle Dice to perform maneuvers. Your maneuver options are detailed at the end of the subclass description.
Saving Throws
If a maneuver requires a saving throw, the DC equals to your spell save DC.
Battle Dice
| Warmage Level | Battle Dice |
|---|---|
| 3 | 2d6 |
| 7 | 3d6 |
| 13 | 3d8 |
| 19 | 4d8 |
Maneuver Options
The maneuvers are presented in alphabetical order.
Blitz
When you hit a creature with an attack, you can expend one Battle Die as a Bonus Action to maneuver one of your Allies. Add the Battle Die to the attack's damage roll. Choose an Ally within 60 feet of yourself that can see or hear you. That Ally can take a Reaction to move up to its Speed without provoking Opportunity Attacks.
Check
When you hit a creature with an attack, you can expend one Battle Die as a Bonus Action to threaten the target. Add the Battle Dice to the attack's damage roll. The target has the Frightened condition until the end of your next turn.
Flash of Brilliance
When you fail an Intelligence or Wisdom check, you can expend one Battle Die to add it to the roll, potentially turning it into a success. You can only use this maneuver once per turn.
Gambit
When you hit a creature with an attack, you can expend one Battle Die as a Bonus Action to give your Allies an opening. Add the Battle Die to the attack's damage roll. The next creature other than yourself to make an attack roll against the target adds the Battle Die to the attack roll.
Morale Boost
When an ally you can see within 60 feet of yourself fails a saving throw, you can take a Reaction to expend one Battle Die and add it to the roll, potentially turning it into a success.
Stalemate
When you hit a creature with an attack, you can expend one Battle Die as a Bonus Action to hold that creature in place. Add the Battle Die to the attack's damage roll. The target must succeed on a Strength saving throw or its Speed becomes 0 until the end of its next turn.
Lead from the Front
Level 7Difficult Terrain doesn't cost you extra movement. Allies that can see you within 120 feet of you also gain this benefit.
Tactical Master
Level 10Allies within 10 feet of you add your Intelligence modifier (minimum of 1) to their saving throws against spells and magical effects.
Checkmate [Maneuver]
Level 15When you hit a creature with an attack, you can expend one Battle Die as a Bonus Action to direct an Ally within 60 feet of yourself that can see or hear you to strike. The Ally can take a Reaction to cast a cantrip or make one attack with a weapon or Unarmed Strike. The ally adds the Battle Die to one damage roll of the attack or cantrip.
Grandmaster
Level 18When you roll Initiative, choose a number of Allies up to your Intelligence modifier (minimum of one) within 60 feet of yourself that can see or hear you. Give each Ally a Battle Die without expending it.
Once within the next minute when the Ally fails a D20 Test, it can roll the Battle Die and add the number rolled to the d20, potentially turning the failure into a success. A Battle Die is expended when it's rolled.
Raw data
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