Base Class: Warlock
The incandescent light of the wizard falls over you, as the magic flows through from her to you and you send out one her own spells. Your familiar bobs and weaves between the feet of an incoming giant and from beneath it unleashes a fireball directly into it. Your tome of shadow grows fat with the knowledge your Archmage patron has bestowed on you in exchange for hefty price.
When a warlock desires straightforward magical knowledge and strength, their wisest course of action is to seek out a mage to borrow their power with. Should one such spellcaster agree, then their pact is one wrought by pure magical potential. Your patron could ask as little as you becoming their scribe, or as much as you scouring the world for artifacts to empower them further, there is no limit as there is no limit to who can become a mage.
It is even possible for a starting wizard or sorcerer of some kind to make a pact with a companion to share power and assist each other, though as a pact, the wizard is dominant in the arrangement. The gift of one’s own magic could be a gift or to symbolize a vow of some kind, but regardless the mage holds the right always to take it back.
Expanded Spell List
The Archon lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Archon Expanded Spells
| SPELL LEVEL | SPELLS |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Bestow Lore
Starting at 1 level, your patron’s knowledge is gifted to you and can be accessed by entreating your patron. At any point, you can concentrate and cast Legend Lore as an action. You regain this ability after a long rest. You also gain proficiency in Arcana and if you already have proficiency with Arcana then you have double proficiency.
Defensive Spellcasting
At 6 level, you can detect and protect against incoming magic. When a creature casts a spell anywhere within a 60ft radius of you, you may use your reaction to nullify the spell. You make an Intelligence saving throw, if it matches the spell save DC of the creature casting the spell it is nullified. You regain this ability after a long rest.
Arcane Vestiges
Beginning at 10 level, whichever Pact Boon you selected receives a different ability.
Pact of The Chain: You can now cast 3 spells 5 level or lower through your familiar. Doing so does not cost a spell slot. Regain this ability uses after a long rest.
Pact of the Blade: You channel magic through your pact weapon and imbue it with mystic power. When you hit with your pact weapon you can choose to activate a spell 5 level or lower upon impact, this doesn’t cost a spell slot. You regain this ability after a long rest.
Pact of the Tome: Your tome holds in the magic knowledge of an instance that you have seen. If you see a creature cast a 6 level or lower spell, then you can hold on to that spell for 48 hours. At any point in that time, you can cast this spell while the book is on your person. Doing so expends the spell and it is forgotten. You regain this ability after a long rest.
Pact of the Talisman: You bless your talisman with mystic powers. You can see through the talisman up to 30ft and can either cast a spell through the talisman, allow the wearer to cast one of your spells of 5 level or lower, or place a spell on the talisman to activate in response to a prechosen trigger (certain elemental damage, amount of damage taken, proximity to enemy, etc.) Regardless of which you choose, this ability recharges after a long rest.
Magic Ascension
Starting at 14 level, your grasp of magic has reached it peak. You now can select two spells 3 level or lower that you know, and you can cast them twice without expending spell slots. You may also select a 6 and 7 level spell from any list (they don’t need to be from the same list) as second 6 and 7 level Mystic Arcanums. You can still only cast one of these per long rest.
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Posted Feb 25, 2022Always looking for feedback, any suggestions to how to improve? I especially am not very good with the D&D beyond finer points. Any suggestions are welcome.