Warlock
Base Class: Warlock

Your patron comes from a world of high magic, a true prodigy among the wisest people of a whole era, now possibly dead and lost. It wards inside its mind off its enemies forgotten, prohibited, and secret knowledge that could easily re-construct reality itself with just the blink of its eye. You have made a pact with a being who appears to have it everything, or who appears to know how to get everything.

Nevertheless, it saw something in you that could change, in an unpredictable way, the future and it has decided to give you an opportunity to prove your worth. Now, with its protection and guide, you become the bane of other mages and the sewing needle which will weave the thread of destiny at its will, but that is something you do not need to know.

Expanded Spell List

The Archmage 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.

Archmage Expanded Spells

Spell Level  Spells 
 1st Identify, Shield
 2nd  Magic Weapon, See Invisibility
 3rd  Clairvoyance, Fireball
 4th  Arcane Eye, Resilient Sphere
 5th  Legend Lore, Teleportation Circle

 

This list can be change by the DM to its criteria, to better represent the school of magic the Archmage learned, or specific abilities it has. It is recommendable to use the wizard spells list as a reference.

Otherworldly Mumbles

At 1st level, your patron shares a fragment of its knowledge with you. You learn 2 new languagues of your choice, and you also become proficient in your choice of one of the following skills: Arcana, History, Natura, or Religion.

Your proficiency bonus is doubled for any ability checks you make that uses either of those skills. 

At 10th level you can learn a third languages and can choice a second skill to be proficient with.

Cunning Mind

At 1st level, you gain protection against those who practice the Arts of the Arcane. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Rebuke Against the Profane

At 6th level, you can channel and redirect energy from harmful spells. If you succeed on a saving throw against a spell casted by a creature you can see within 60 ft, you can use your reaction to activate your Arcane Rebuke. When doing so, you damage that same creature with its own magic, dealing 1d6+half your warlock level force damage.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Secluded's Mantle

Starting at 10th level, you have learned how to hide from those trained in divination. You can not neither be targeted by magic of divination nor perceived through magical Scrying sensors, unless you decide otherwise.

Arcane Custody

Beginning at 14th level, you can change momentarily the flux of arcane energy in the air to produce a repulse in spellcasters. When a creature you can see within 60 feet of you starts casting a spell, you can use your reaction to force that creature to make a Constitution saving throw against your spell DC. On a fail, the spell isn't casted but the spell slot is consumed, and the creature receive 8d8 psychic damage. On a success, the spell is casted and the creature receive half as much of the damage.

Once you use this feature, you can’t do so again until you finish a long rest.

Otherworldly Mumbles | 1st level

This trait is only for the purpose of making character building in dndBeyond easier. To know the details about it, read the feature with the exact name above.

Arcana

You become proficient in Arcana, and your proficiency bonus is doubled for any ability checks you make that uses it. 

History

You become proficient in History, and your proficiency bonus is doubled for any ability checks you make that uses it. 

Nature

You become proficient in Nature, and your proficiency bonus is doubled for any ability checks you make that uses it. 

Religion

You become proficient in Religion, and your proficiency bonus is doubled for any ability checks you make that uses it. 

Otherworldy Mumbles | 10th level

This trait is only for the purpose of making character building in dndBeyond easier. To know the details about it, read the feature with the exact name above.

Arcana

You become proficient in Arcana, and your proficiency bonus is doubled for any ability checks you make that uses it. 

History

You become proficient in History, and your proficiency bonus is doubled for any ability checks you make that uses it. 

Nature

You become proficient in Nature, and your proficiency bonus is doubled for any ability checks you make that uses it. 

Religion

You become proficient in Religion, and your proficiency bonus is doubled for any ability checks you make that uses it. 

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