A warmage is a sorcerer that is trained and honed for combat, be it by the order of a mighty kingdom or by some solemn oath, or in some cases by their lust for confllict.
At 5th sorcerer level, gain proficiency with one:
+1 bonus to AC and block checks, as well as dexterity and strength saves.
light armor proficiency and proficiency with light shields, as well as a +1 bonus to dexterity saves.
OR if already proficiency with light armor or light shields:
Gain proficiency with heavy armor and heavy shields, and a +1 bonus to strength saves.
Gain proficiency with heavy shields and a +1 bonus to strength saves.
OR if already proficient with heavy armor or heavy shields
Gain a +1 bonus to all saves
Gain a +1 bonus to AC and a +1 bonus to all mental saves.
Gain +1 block at the start of combat, gain a +1 bonus to all physical saves.
At 5th sorcerer level, gain proficiency with 1 weapon group of your choice. You gain a +1 bonus and the damage dice size category of the weapon is increased by 1 while you wield it.
At 5th sorcerer level, choose an ability from the list below:
Aura-consumption - When you slay a creature that can cast spells or cantrips, or when such a creature dies within 20ft, you regain 1 MP.
Arcane armor - Gain medium armor proficiency. If already proficient, gain heavy armor proficiency. You can enchant your armor during rest to grant +1 block at the start of combat. Can only be applied to one armor set at a time.
Arcane blade - You can spend 1 MP or 1 rest dice, on a successful attack with a warmage armaments weapon or melee spell attack to make it bypass resistance, and deal cursed damage (cannot be healed by magical means.)
Arcane blink - You can spend 1 MP or 1 rest dice to blink up to 20 feet as a bonus action. This movement does not provoke reactions.
Arcane constitution conditioning - Your maximum HP is increased by 6. Once per rest you can ignore 1 damage to fatigue.
Arcane shield - Gain proficiency with light shields. You can spend a spell slot as a reaction to gain 1 temporary block and 1d8 temporary health while wielding a shield, which last 1 minute.
Battle arcana - You can spend up to 3 MP or rest dice to regain a spell slot of a level equal to the number of MP or dice spent.
Dispell energy - You can spend 2 MP or 2 rest dice as an action or reaction to dispell a 10ft cube area of energy within 30ft, causing objects to lose almost all inertia, ranged and melee attacks to fail, fires to lose almost all potency and heat, arcs of lightning or energy to be reduced to a harmless level, and potential fall damage to be reset. The effect disjoints projectiles, which fall to place if the effect is dispelled, This effect ends at the end of your turn, or the creatures turn during which you spend the reaction.
Force counterspell - You can spend 3 MP or 1 rest dice as a reaction to counterspell a spell being cast by another creature within 60ft. Make an arcana check vs the spells DC. On a success, the spell is negated.
Magebow - You can spend 1 MP and a bonus action to amplify a ranged weapon attack you make. The attack will cast a 1 action or faster casting time spell of your choice that you imbue the projectile with. If the spell requires a spell attack or touch touch component, it is applied to the target and it fails the save if the bow attack is unblocked.
Mana-burn - The DC of mana potions you consume is reduced by 3. You can produce 1 mana potion once per long rest. Your MP maximum is increased by 1.
Runes of protection - You apply runes to your body. -2 to checks made to avoid standing out. Once per rest you can apply a +1d6 bonus to a save. If this results in a successful save, roll a 1d4. On a 1, the ability can be used again until next rest.
Spellsword casting - You can make a melee attack in place of a melee spell attack or touch component for a spell you cast, applying your weapon damage alongside the effect of the spell.
Warmage channeling - You regain 1 MP whenever an ally uses a rest dice within 30ft.
Smith-mage - Gain proficiency with smiths tools. You can spend 1 MP during a rest to restore 1 charge to an item or weapon in your possession.
Gain another 2 upgrades at 6th, and then another one at 7th, and 8th sorcerer level.
At 6th sorcerer level, your MP maximum and maximum rest dice are increased by 1.
At 7th sorcerer level, you gain an upgrade based on your warmage method abilities you already have:
Aura-consumption+ - You regain 1d2 MP instead of 1. Your MP maximum is increased by 1.
Arcane Armor+ - You can also enchant 1 set of armor at a time, during a rest, to make it grant its wearer 1d4 arcane health every rest.
Arcane blade+ - Choose a damage type: fire, cold, necrotic, force, lightning, acid, or radiant. The enhanced arcana blade attack also deals 1d8 extra damage of that type.
Arcane blink+ - Increase the distance of arcane blink to 40 feet, or your movement speed, whichever is higher. You can also blink as a move or bonus action.
Arcane constitution conditioning+ - Your maximum HP is further increased by 1, and you can ignore 1 damage to fatigue TWICE per rest now.
Arcane shield+ - After using Arcane shield, grant it a +1 bonus for the 1 minute duration.
Battle arcana+ - You can now spend up to 4 MP for battle arcana, and you regain 1 extra MP every short rest.
Dispell energy+ -Can be cast as a reaction or action for 1 extra MP or rest dice to expand the area to up to a 60ft sphere originating from the caster. The caster can do so to stabilize collapsing structures, soften cave-ins, and prevent all fire damage in the area until the start of the casters turn. During the casters turn, the caster can choose to continue the effect by paying the MP or rest dice cost again.
Force counterspell+ - Reduce the MP cost of force counterspell by 1, and gain a +1 bonus to arcana checks.
Magebow+ - The enhanced attack also gains a +1 bonus that remains on the item for the following minute. The range increments of the attack are doubled.
Mana-burn+ - You can spend 1 MP, 1 rest dice, 1d2 fatigue, or 1 mana potion to immediately take an action. You can do so once per rest safely. Further attempts have a DC 18 constitution save with a +2 to dc per attempt. Failure results in losing 1d10 HP instead. DC reduced by 2 if using mana potion.
Runes of protection+ - Roll 1d3 instead of 1d4 to determine if the ability can be used again. You can also apply the bonus to block checks and death saves, or arcana checks made to avoid calamity or disaster.
Spellsword casting+ - You can cast a spell attack spell as a bonus action, even if the spells casting time is an action, on successful melee attacks made with your warmage armaments weapon group. Doing so costs 1 MP and has the spell attack succeed.
Warmage channeling+ - Your MP maximum is increased by 1. You regain 1 MP at the start of combat.
Smith-mage+ - The number of charges restored is increased to 1d3. Weapons, ammunition, and items you create or enchant deal 1 extra damage, grant 1 extra block, and have a +2 to any DCs.
At 8th level, choose another.
At 8th sorcerer level overcharge increases the spells level by an extra level when used.
At 8th sorcerer level you can spend MP to use overcharge, spending 3MP per rest dice cost.