publish: true
aliases:
- House of Kings
created: 2026-03-09T12:15:34.010-04:00
modified: 2026-03-09T12:15:34.010-04:00
published: 2026-03-09T12:15:34.010-04:00
tags: - ttrpg-cli/compendium/src/5e/valdaspire24
- ttrpg-cli/subclass/warmage/kings
cssclasses: - json5e-class
obsidianUIMode: preview
House of Kings
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 Kings 4th +2 5th +3 6th +3 7th +3 Lead from the Front 8th +3 9th +4 10th +4 Tactical Master 11th +4 12th +4 13th +5 14th +5 15th +5 Checkmate [Maneuver] 16th +5 17th +6 18th +6 Grandmaster 19th +6 20th +6

Lead 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.
Subclass Features
Martial Training (Level 3)
You gain proficiency with Martial weapons and training with Medium armor and Shields.
Battle Tactics (Level 3)
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 |
| ^battle-dice |
Maneuver Options (Level 3)
The maneuvers are presented in alphabetical order.
Options:
Lead from the Front (Level 7)
Difficult Terrain doesn’t cost you extra movement. Allies that can see you within 120 feet of you also gain this benefit.
Tactical Master (Level 10)
Allies within 10 feet of you add your Intelligence modifier (minimum of 1) to their saving throws against spells and magical effects.
Checkmate [Maneuver] (Level 15)
When 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 18)
When 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.