House of Pawns
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 trick known to the other warmage houses, for they embody the adaptability all warmages aspire to.
Level 3: Promotion
You gain the adaptability of the quintessential warmage. You learn one warmage trick of your choice, which doesn’t count against your number of warmage tricks known. Additionally, whenever you learn a warmage trick, you can choose a trick that has the House of Bishops, House of Kings, House of Knights, or House of Rooks as a prerequisite, as long as you meet all of the trick’s other prerequisites.Level 3: Adaptive Arcanist
You learn to emulate the spellcasting prowess of other warmages. When you finish a short or long rest, choose one warmage cantrip. You learn this cantrip, which doesn’t count against the number of warmage cantrips you know, until you choose a different one with this feature.
Level 7: Pawn Storm
If you target a creature with a cantrip, that creature can’t make opportunity attacks against you for the rest of the turn, whether you deal damage with the cantrip or not.
Level 10: Additional Arcane Fighting Style
You can choose a second option from the Arcane Fighting Style class feature.
Level 15: Opening Move
You can add your Intelligence modifier to your initiative rolls. Additionally, when you roll initiative and you aren’t surprised, you can move up to your speed.
Level 18: Fundamental Mastery
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.

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