Warlock
Base Class: Warlock

You have made a pact with a powerful master of the arcane arts of true magic. An Archmagi of notable stature such as Elminster, Manshoon, Mordenkainen, or any other notable master. A Former wizard or sorcerer transformed into a Nagpa, a Lich, or even a Demi-god or a full god of magic such as Azuth. maybe even a warlock who has rid themselves of the shackles of their patron but retains their Arcane power to act as their own patron.

Warlocks who make pacts such as these are often known for being mistaken as wizards or sorcerers. they have often met their patron in person either to implant knowledge of various spells or, amongst sorcerers, make a blood bond between themselves. they more or less serve a utilitarian purpose for their patrons, given goals by them that the warlock is required to fill. examples include finding arcane secrets, guarding a warded area, finding components for rare spells, or even sabotaging the plans of a rival. they are given abilities that allow them to battle against other mages in various situations, giving them an innate sense of magic around them, creating temporary magic items like an artificer would, and giving them a boost of arcane power that many warlocks would kill to have. an unfortunate end result for arcane masters who choose the wrong person as a patron is often the death of the patron, the warlock, or both, if the patron is indulged to betray their patron. this has caused many patrons of such warlocks to act cautiously, deceptive, oppressively, or simply not commune with their patron, much like some otherworldly patrons would.

Expanded Spell List

The Arcane Master 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.

Fiend Expanded Spells
Spell Level Spells

1st

magic missile, shield

2nd

arcane lock, arcanist's magic aura

3rd

glyph of warding, magic circle

4th

faithful hound, private sanctum

5th

arcane hand, teleportation circle

Magical Sixth Sense

Starting at 1st level, you have a sense of the arcane energies around your nearby vicinity. you can innately cast detect magic without using a warlock spell slot. this feature can be used a number of times equal to half your warlock level (rounded down) + your charisma modifier (minimum of 1).

you regain all uses of this ability after a short or long rest.

Temporary Magic Item

Starting at 6th level, you can use a warlock spell slot to call on your patron to magically enhance a non-magical object into a common or uncommon magic item. the item you choose to enhance must resemble its non-magical counterpart (I.e. a regular longsword to a +1 longsword, or a simple bag into a bag of holding). for a number of hours equal half to your charisma modifier (rounding down), it acts as if it were a magic item. if the magic item has charges, it returns to its non-magical form when it has used up all of its charges. 

Once you use this feature, you can’t use it again until you finish a short or long rest.

at 14th level, you can now enhance an object to act as a rare or commoner magic item.

Arcane Reservoir

Starting at 10th level, when you cast a spell using a warlock spell slot, you can make a charisma check with a check DC equal to 10 + a third of you level (rounding up). on a failure you cast a regular spell from your spell list. on a success, you can cast any wizard spell of 5th level or lower using a warlock spell slot. you cast it at 5th level and use your warlock spell slot to cast it.

You can only use this feature once per short or long rest.

Expanded Mystic Arcanum

Starting at 14th level, your patron bestows upon you a large boost in your arcane knowledge. you gain an extra use for your 6th level and 7th level Mystic Arcanum spells. you also learn the spells contingency and teleport. you can use these spells by using a charge of your Mystic Arcanum of that level.

you still require to take a long rest to regain used charges of Mystic Arcanum.

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