publish: true
aliases:
- House of Pawns
created: 2026-03-09T12:15:34.059-04:00
modified: 2026-03-09T12:15:34.059-04:00
published: 2026-03-09T12:15:34.059-04:00
tags: - ttrpg-cli/compendium/src/5e/valdaspire24
- ttrpg-cli/subclass/warmage/pawns
cssclasses: - json5e-class
obsidianUIMode: preview
House of Pawns
Warmage: Subclass Feature
Source: Valda’s Spire of Secrets (2024)
Class and Feature Progression
Level PB Features 1st +2 2nd +2 3rd +2 House of Pawns 4th +2 5th +3 6th +3 7th +3 Pawn Storm 8th +3 9th +4 10th +4 Multidiscipline 11th +4 12th +4 13th +5 14th +5 15th +5 Pawn Wall 16th +5 17th +6 18th +6 Fundamental Mastery 19th +6 20th +6
Master Cantrips and Warmage Tricks
By far the most prominent Warmage house is that of the Pawns. Warmages who join the House of Pawns learn to stretch their skill with cantrips to its limits. Pawns can master any cantrip or strategy, for they embody the adaptability to which all Warmages aspire.
Subclass Features
Promotion (Level 3)
As a Pawn, you have trained as the quintessential Warmage. When you finish a Long Rest, choose one of the following benefits, which lasts until you use this feature to choose a different benefit.
Adaptive Magic. You learn one Warmage trick of your choice for which you meet the prerequisites and one Warmage cantrip of your choice. This trick doesn’t count against your number of tricks known.
Martial Training. You gain proficiency with Martial weapons and training with Medium armor and Shields.
Pawn Storm (Level 7)
You can add your Intelligence modifier (minimum of 1) to Initiative rolls. Additionally, when you roll Initiative, you can move up to your Speed.
Multidiscipline (Level 10)
You can add half your Proficiency Bonus (round down) to any saving throw you make that doesn’t otherwise use your Proficiency Bonus.
Pawn Wall (Level 15)
Whenever you deal damage with a Warmage cantrip, you and up to two Allies within 5 feet of you have Resistance to that damage type until the end of your next turn.
Fundamental Mastery (Level 18)
Your magic always finds its way to your foes’ most vulnerable spots. Once per turn when you roll damage for a Warmage cantrip, you can choose one damage die and treat it as having rolled its maximum value.