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Warmage homebrew based on "surge" abilities
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<blockquote data-quote="StreamOfTheSky" data-source="post: 5174042" data-attributes="member: 35909"><p>Well, as we all know, Warmage blows goats for pocket change. And I was bored tonight. So, I just threw together some ideas to make Warmage (hopefully) more fun and playable through level 20. I probably need to reshuffle the levels variaous things are gained. What do you guys think?</p><p></p><p><strong>Warmage</strong></p><p>"I am the boomstick!"</p><p>HD: d6</p><p>BAB: Poor</p><p>Saves: Good Reflex, Will</p><p>Skills: 2 + int modifier (same as in book)</p><p>Spells/day progression: Same as in book</p><p></p><p>Level 1: Warmage Edge; Armored Mage (light)</p><p>Level 2: Mana Burst; Spellmight +1</p><p>Level 3: Advanced Learning</p><p>Level 4: Sudden Sculpt</p><p>Level 5: Sudden Substitution</p><p>Level 6: Advanced Learning</p><p>Level 7: Sudden Empower, Spellmight +2</p><p>Level 8: Armored Mage (medium)</p><p>Level 9: Covering Fire</p><p>Level 10: Sudden Enlarge</p><p>Level 11: Advanced Learning, Pinpoint Bombardment</p><p>Level 12: Spellmight +3</p><p>Level 13: Sudden Widen</p><p>Level 14: Piercing Spell</p><p>Level 15: Sudden Maximize</p><p>Level 16: Advanced Learning</p><p>Level 17: Spellmight +4</p><p>Level 19: Sudden Quicken</p><p>Level 20: Burst Mastery</p><p></p><p>Class features:</p><p></p><p>Warmage Edge: As in C.Arcane</p><p></p><p>Armored Mage: As in C.Arcane</p><p></p><p>Mana Burst (Ex): A Warmage learns to channel his energy into the casting of important spells to add extra punch. He gains the ability to perform a Mana Burst as a free action whenever he casts a spell, paying a certain price to enhance that spell. The Warmage may use this out of turn to modify immediate action spells, also. Even though it is a free action, a Warmage can only apply one burst effect per spell he casts. The Warmage’s burst points are equal to his class level and replenish daily.</p><p></p><p>Spellmight (Ex): The Warmage adds a +1 bonus to his caster level for a spell he is casting. This bonus rises by +1 for every 5 levels thereafter. Spellmight costs 1 burst point to use.</p><p></p><p>Advanced Learning: As in C.Arcane.</p><p></p><p>Sudden Sculpt: The Warmage can apply the Sculpt Spell metamagic feat spontaneously to an area spell, with no increase in spell level or casting time. This ability costs 1 burst point to use.</p><p></p><p>Sudden Substitution: Used with an energy spell, this ability changes the spell’s energy subtype to either Fire, Cold, Electricity, or Acid (the Warmage’s choice upon use). This ability costs no burst points to use, but consumes the Warmage’s ability to otherwise use another burst effect on that spell. Alternatively, a Warmage who has not modified his spell with a burst effect can choose to use this ability after the spell has been cast, damage rolled, and the enemy/enemies resistance (if any) was applied as an immediate action, if it seems as though the original energy type was resisted. The Warmage can thus get a second try at bypassing his foes’ protections. Using this option is an immediate action and costs 2 burst points to use.</p><p></p><p>Sudden Empower: The Warmage can apply the Empower Spell metamagic feat spontaneously to a spell with variable numeric components, with no increase in spell level or casting time. This ability costs 2 burst points to use.</p><p></p><p>Sudden Enlarge: The Warmage can apply the Enlarge Spell metamagic feat spontaneously to a spell, with no increase in spell level or casting time. This ability costs 1 burst point to use.</p><p></p><p>Sudden Widen: The Warmage can apply the Widen Spell metamagic feat spontaneously to an area spell, with no increase in spell level or casting time. This ability costs 3 burst points to use.</p><p></p><p>Sudden Maximize: The Warmage can apply the Maximize Spell metamagic feat spontaneously to a spell, with no increase in spell level or casting time. This ability costs 3 burst points to use.</p><p></p><p>Sudden Quicken: The Warmage can apply the Quicken Spell metamagic feat spontaneously to a spell, with no increase in spell level or casting time. This ability costs 4 burst points to use.</p><p></p><p>Burst Mastery (Ex): Upon reaching level 20, a Warmage is so competent with channeling his raw mystical powers, he can now freely add the caster level bonus from Spellmight to any spell he enhances with any other use of Mana Burst.</p><p></p><p>Pinpoint Bombardment (Ex): The Warmage is able to carefully aim his attacks to avoid harming allies. For every 4 class levels he has, a Warmage may choose to leave one 5 ft square safe from the area of effect of area spells he casts.</p><p></p><p>Piercing Spell (Su): A Warmage can enhance his spell to penetrate energy resistance and even ignore a creature’s immunity to energy. When casting an energy spell, the Warmage can choose to use this class feature. If penetrating energy resistance, any targets or effected creatures of your spell are treated as having all energy resistances 10 points lower than normal (to a minimum of 0). If surging past an immunity, the creature takes full damage from your energy attack, even if it is of that energy subtype. This ability costs 2 burst points to lower resistances, or 5 burst points to ignore immunities.</p><p></p><p>Covering Fire (Ex): Anytime the Warmage casts an area spell that allows a saving throw for half or partial effect, enemies who fail that saving throw must also roll a Will save, with an equivalent DC. Failing this Will save forces a creature to drop prone due to the pinning barrage. For one round, pinned creatures cannot move from their space (but can still be forcibly moved by others) nor stand. Otherwise, pinned creatures are not restricted in the actions they may take.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 5174042, member: 35909"] Well, as we all know, Warmage blows goats for pocket change. And I was bored tonight. So, I just threw together some ideas to make Warmage (hopefully) more fun and playable through level 20. I probably need to reshuffle the levels variaous things are gained. What do you guys think? [b]Warmage[/b] "I am the boomstick!" HD: d6 BAB: Poor Saves: Good Reflex, Will Skills: 2 + int modifier (same as in book) Spells/day progression: Same as in book Level 1: Warmage Edge; Armored Mage (light) Level 2: Mana Burst; Spellmight +1 Level 3: Advanced Learning Level 4: Sudden Sculpt Level 5: Sudden Substitution Level 6: Advanced Learning Level 7: Sudden Empower, Spellmight +2 Level 8: Armored Mage (medium) Level 9: Covering Fire Level 10: Sudden Enlarge Level 11: Advanced Learning, Pinpoint Bombardment Level 12: Spellmight +3 Level 13: Sudden Widen Level 14: Piercing Spell Level 15: Sudden Maximize Level 16: Advanced Learning Level 17: Spellmight +4 Level 19: Sudden Quicken Level 20: Burst Mastery Class features: Warmage Edge: As in C.Arcane Armored Mage: As in C.Arcane Mana Burst (Ex): A Warmage learns to channel his energy into the casting of important spells to add extra punch. He gains the ability to perform a Mana Burst as a free action whenever he casts a spell, paying a certain price to enhance that spell. The Warmage may use this out of turn to modify immediate action spells, also. Even though it is a free action, a Warmage can only apply one burst effect per spell he casts. The Warmage’s burst points are equal to his class level and replenish daily. Spellmight (Ex): The Warmage adds a +1 bonus to his caster level for a spell he is casting. This bonus rises by +1 for every 5 levels thereafter. Spellmight costs 1 burst point to use. Advanced Learning: As in C.Arcane. Sudden Sculpt: The Warmage can apply the Sculpt Spell metamagic feat spontaneously to an area spell, with no increase in spell level or casting time. This ability costs 1 burst point to use. Sudden Substitution: Used with an energy spell, this ability changes the spell’s energy subtype to either Fire, Cold, Electricity, or Acid (the Warmage’s choice upon use). This ability costs no burst points to use, but consumes the Warmage’s ability to otherwise use another burst effect on that spell. Alternatively, a Warmage who has not modified his spell with a burst effect can choose to use this ability after the spell has been cast, damage rolled, and the enemy/enemies resistance (if any) was applied as an immediate action, if it seems as though the original energy type was resisted. The Warmage can thus get a second try at bypassing his foes’ protections. Using this option is an immediate action and costs 2 burst points to use. Sudden Empower: The Warmage can apply the Empower Spell metamagic feat spontaneously to a spell with variable numeric components, with no increase in spell level or casting time. This ability costs 2 burst points to use. Sudden Enlarge: The Warmage can apply the Enlarge Spell metamagic feat spontaneously to a spell, with no increase in spell level or casting time. This ability costs 1 burst point to use. Sudden Widen: The Warmage can apply the Widen Spell metamagic feat spontaneously to an area spell, with no increase in spell level or casting time. This ability costs 3 burst points to use. Sudden Maximize: The Warmage can apply the Maximize Spell metamagic feat spontaneously to a spell, with no increase in spell level or casting time. This ability costs 3 burst points to use. Sudden Quicken: The Warmage can apply the Quicken Spell metamagic feat spontaneously to a spell, with no increase in spell level or casting time. This ability costs 4 burst points to use. Burst Mastery (Ex): Upon reaching level 20, a Warmage is so competent with channeling his raw mystical powers, he can now freely add the caster level bonus from Spellmight to any spell he enhances with any other use of Mana Burst. Pinpoint Bombardment (Ex): The Warmage is able to carefully aim his attacks to avoid harming allies. For every 4 class levels he has, a Warmage may choose to leave one 5 ft square safe from the area of effect of area spells he casts. Piercing Spell (Su): A Warmage can enhance his spell to penetrate energy resistance and even ignore a creature’s immunity to energy. When casting an energy spell, the Warmage can choose to use this class feature. If penetrating energy resistance, any targets or effected creatures of your spell are treated as having all energy resistances 10 points lower than normal (to a minimum of 0). If surging past an immunity, the creature takes full damage from your energy attack, even if it is of that energy subtype. This ability costs 2 burst points to lower resistances, or 5 burst points to ignore immunities. Covering Fire (Ex): Anytime the Warmage casts an area spell that allows a saving throw for half or partial effect, enemies who fail that saving throw must also roll a Will save, with an equivalent DC. Failing this Will save forces a creature to drop prone due to the pinning barrage. For one round, pinned creatures cannot move from their space (but can still be forcibly moved by others) nor stand. Otherwise, pinned creatures are not restricted in the actions they may take. [/QUOTE]
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