Once on each of your turns, when you deal fire damage to a creature with a warmage cantrip, each creature within 5 feet of the target, except yourself and the target, must succeed on a Dexterity saving throw against your spell save DC or take half the fire damage dealt.
Prerequisites: Cryptogram cantrip
Your knowledge of ciphers has improved your magically clandestine communications. When you cast the Cryptogram cantrip, its limit is 20 characters, instead of 8, and only the specified recipient can read the message.
Whenever you deal necrotic or poison damage to a hostile creature using a warmage cantrip, you can siphon some of its life force. You gain temporary hit points equal to half your warmage level, which last for 1 minute.
Prerequisites: 10th level, House of Lancers
Once on each of your turns, when you score a critical hit with a melee attack or reduce a creature to 0 hit points with one, you can make an unarmed strike against a second target. If the target is within range of your Shock Trooper feature, you can lunge toward it. On a hit, this attack deals an additional 1d8 force damage.