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aliases:

  • House of Knights
    created: 2026-03-09T12:15:33.829-04:00
    modified: 2026-03-09T12:15:33.830-04:00
    published: 2026-03-09T12:15:33.830-04:00
    tags:
  • ttrpg-cli/compendium/src/5e/valdaspire24
  • ttrpg-cli/subclass/warmage/knights
    cssclasses:
  • json5e-class
    obsidianUIMode: preview

House of Knights

Warmage: Subclass Feature
Source: Valda’s Spire of Secrets (2024)

Class and Feature Progression

LevelPBFeatures
1st+2
2nd+2
3rd+2House of Knights
4th+2
5th+3
6th+3
7th+3Fighting Style
8th+3
9th+4
10th+4Knight's Ward
11th+4
12th+4
13th+5
14th+5
15th+5Tactical Maneuver
16th+5
17th+6
18th+6Field of Blades
19th+6
20th+6

Wield Blades of Fire, Lightning, Frost, and Force

The House of Knights has a long and storied tradition of melding swordplay with the Warmage’s potent spellcasting. Unlike other warriors, however, Knights carry neither swords nor shields into combat, for they can forge both out of magical force at a moment’s notice.

Subclass Features

Martial Training (Level 3)

You gain proficiency with Martial weapons and training with Medium armor, Heavy armor, and Shields. You can ignore the Strength requirement for wearing Heavy armor and wielding weapons with Heavy.

Mystical Armament (Level 3)

Your melding of swordplay and arcana grants you the following benefits.

Martial Cantrips. You learn the Force Buckler and one of the following cantrips of your choice: Arc Blade, Burning Blade, Frigid Blade, or True Strike.

Manifest Weapon. As a Bonus Action, you can create a Simple or Martial Melee weapon made of magical force in your hand. This weapon counts as being worth 1 GP for the purposes of Material components. You can use this weapon as a Spellcasting Focus.

Whenever you attack with the manifested weapon, you can use your Intelligence modifier for the attack and damage rolls instead of using Strength or Dexterity. The weapon deals Force damage or its normal damage type.

The weapon vanishes at the end of your turn if you aren’t holding it.

Fighting Style (Level 7)

You gain a Fighting Style feat of your choice. Whenever you gain a Warmage level, you can replace the feat you chose with a different Fighting Style feat.

Knight’s Ward (Level 10)

You can raise a hardened magical barrier between you and your foes. As a Bonus Action, you gain a number of Temporary Hit Points equal to twice your Warmage level.

Once you use this feature, you can’t use it again until you finish a Short or Long Rest.

Tactical Maneuver (Level 15)

You can spend up to 30 feet of movement to teleport to an unoccupied space you can see. The destination can be a number of feet away from you equal to half the movement you spend.

Field of Blades (Level 18)

You can summon a whirlwind of mystical weapons for a flurry of strikes. As a Magic action, you can make a melee spell attack against up to five creatures you can see within 30 feet of you. Make a separate attack roll for each target. On a hit, a target takes Force damage equal to 2d10 + your Intelligence modifier.