I've been in the works on remaking some of my older homebrew content, with the current one being my "the ancient archmage warlock subclass. Looking back at it I felt that I really missed the mark on what I was trying to achieve and thought I could give it another shot. In short this subclass focuses on your patron being a powerful arcane caster such as a powerful lich or an ancient wizard. So the features are primarily focused on enabling the warlock to cast more. Which I have had previous critiques that this really seems to push warlocks to choosing the pact of the tome, which I can understand that sentiment but I'm not sure that those individuals realized how much a familiar and a weapon that can also be your focus can change up your play style. Well, enough about that... let me know what you thing about what I have so far. I know I have a ways to go, but still good to see what others think about the idea during the creation process.
Edit: old version in spoiler, see below for current edition.
edit: the toughest thing I've been having atm is the capstone feature. I'm not currently happen with it but having a hard time coming up with something other than a "once per long rest, you can cast a spell from any spell list of a level that you can cast" or some like that.
Arcane Teachings
At 1st level, you have been granted the ability to cast spells similar your patron. When your Spellcasting feature lets you learn or replace a warlock cantrip or a warlock spell of 1st level or higher, you can choose the new spell from the wizard spell list or the warlock spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a warlock spell for you. When you choose a spell for your mystic arcanum feature you may choose a spell from either the warlock or wizard spell list.
In addition, you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Ancient Archemage Known Spells table. Each spell counts as a warlock spell for you, but it doesn’t count against the number of warlock spells you know. These spells can’t be replaced when you gain a level in this class. You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.
At 1st level, you learn two wizard cantrips, these cantrips counts as warlock cantrips, and you gain proficiency in the Arcana skill. Your proficiency bonus is doubled for any ability check you make with the Arcana skill.
Spellcasting Resilience
Starting at 6th level, your resilience against spells and other magical effects seem to be heightened. You gain resistance against force damage and you have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Unrestrained Learning
Beginning at 10th level, you patron has granted you the ability to consume arcane knowledge. When you find a warlock or wizard spell of 5th level or lower, you can conduct a ritual that allows you to learn the spell. For each level of the spell, the ritual takes 4 hours and costs 100 gp. Spells learned in this manner do not count towards your total spells known. All other rules for spellcasting are applied to these spells.
In addition, learn two wizard spells of 5th level or lower. These spells count as a warlock spells for you, but they don’t count against the number of warlock spells you know.
Superior Arcanum
Starting at 14th level, your patron has granted you the ability to use higher level magic more than other warlocks. You gain an additional mystic arcanum for both 6th level spells and 7th level spells.
I'll think about this more, but Unrestrained Knowledge seems unbounded. With enough GP a warlock could duplicate the entire wizard playbook. While the warlock is still restricted by spell slots, it expands their versatility by a lot. You may want to consider limiting the number of spells that can be learned this way. Maybe spell levels = warlock level?
I'll think about this more, but Unrestrained Knowledge seems unbounded. With enough GP a warlock could duplicate the entire wizard playbook. While the warlock is still restricted by spell slots, it expands their versatility by a lot. You may want to consider limiting the number of spells that can be learned this way. Maybe spell levels = warlock level?
Thanks, that's a good start. I'll probably that it start off as a you can learn up to 1/2 warlock level for cap and see how that works since that'd still be 10 additional KNOWN spells. With the additional tag of something like, "if they were to learn additional spells they must forget one of the previously learned spells from this feature".
misty step should be replaced with something else, warlocks can already learn that spell
The 6th lvl feature seems OP when compared to other stuff, The GOO warlock's 6th lvl feature (entropic ward), which is similar is completely put to shame by this. Don't get me wrong though that feature sucks and you should be making something more powerful than that, but I think you're going too far. maybe meet that ability half way,
i have the same feelings heartofjuymuk has about the 10th level feature
the 14th level feature seems a bit basic. I think something fancier and more unique could be done. And I don't like the idea of a feature that literally just makes them strictly better than other warlocks.
i've done similar things to what you are doing here and I found that looking over the inspirational class, in your case wizard was a good way to inspire the abilities, you want to feel like multiclassing without multi classing. maybe do something to manipulate spell levels or something and somehow mimic wizardly versatility.
misty step should be replaced with something else, warlocks can already learn that spell
You might need to reread that feature because it's not an "expanded spell list" it's a "spell's known list" I decided to buff that since that is the main feature of that level. Though if you wanted the reason why I chose misty step i can do that. Which I chose the spells that were iconic for wizard/casters which after combing through multiple monster stats blocks that fit the theme. Which I settled on misty step, though mirror image was a close contender too.
The 6th lvl feature seems OP when compared to other stuff, The GOO warlock's 6th lvl feature (entropic ward), which is similar is completely put to shame by this. Don't get me wrong though that feature sucks and you should be making something more powerful than that, but I think you're going too far. maybe meet that ability half way,
Fair enough, I thought about having it gaining proficiency in INT saving throws also, but choose on the advantage instead. After relooking through the other warlock 6th level features, they tend to be the defensive feature, but didn't realize that they usually are also a once per short rest feature. Might do something like, "once per short or long rest, if you fail a saving throw against a spell, you can choose to succeed instead." That would still keep the theme of being strong against spells without having it being an also on buff. Opinions?
i have the same feelings heartofjuymuk has about the 10th level feature
I also agree, I wasn't too happy about there being no limit just couldn't think of a good limit at the time. At the moment I'm probably going to with a cap of up to half your warlock level (so starting with a cap of three and ending cap of 10) and if you choose to learn more, you must forget one of the previously learned spells.
the 14th level feature seems a bit basic. I think something fancier and more unique could be done. And I don't like the idea of a feature that literally just makes them strictly better than other warlocks.
i've done similar things to what you are doing here and I found that looking over the inspirational class, in your case wizard was a good way to inspire the abilities, you want to feel like multiclassing without multi classing. maybe do something to manipulate spell levels or something and somehow mimic wizardly versatility.
I would like one better too, this one just feels too half assed to me. Honestly, this is probably a feature that I'm going to go back to something I did in a previous subclass which is basically the spell replication feature from wish, but with the restraint of it can only of level that you can cast or the same level as your highest mystic arcanum.
Edit: though if I do go this feature it might step on the toes of the genie warlock if they officially release that.
misty step should be replaced with something else, warlocks can already learn that spell
You might need to reread that feature because it's not an "expanded spell list" it's a "spell's known list" I decided to buff that since that is the main feature of that level. Though if you wanted the reason why I chose misty step i can do that. Which I chose the spells that were iconic for wizard/casters which after combing through multiple monster stats blocks that fit the theme. Which I settled on misty step, though mirror image was a close contender too.
I apologize I did skim over the spells known feature, but upon reading it I do disagree with what you're doing with it. I don't like the idea of breaking the mold like this, I think that the subclasses should all follow the same patterns. I feel like it could confuse players, who often skim the rules. Look at what happened, I saw a table with spells and assumed it worked a certain because the other subclasses do. I don't think you need the buff. You are already giving out extra cantrips at lvl 1 along with an extra proficiency.
The 6th lvl feature seems OP when compared to other stuff, The GOO warlock's 6th lvl feature (entropic ward), which is similar is completely put to shame by this. Don't get me wrong though that feature sucks and you should be making something more powerful than that, but I think you're going too far. maybe meet that ability half way,
Fair enough, I thought about having it gaining proficiency in INT saving throws also, but choose on the advantage instead. After relooking through the other warlock 6th level features, they tend to be the defensive feature, but didn't realize that they usually are also a once per short rest feature. Might do something like, "once per short or long rest, if you fail a saving throw against a spell, you can choose to succeed instead." That would still keep the theme of being strong against spells without having it being an also on buff. Opinions?
i was thinking something like "you can gain advantage against a INT, WIS or CHA saving throw a number of times per rest equal to your INT modifier (minimum 1)" its a strict buff over the 6th level GOO ability entropic ward. That's fine though cause entropic ward is painfully weak.
the 14th level feature seems a bit basic. I think something fancier and more unique could be done. And I don't like the idea of a feature that literally just makes them strictly better than other warlocks.
i've done similar things to what you are doing here and I found that looking over the inspirational class, in your case wizard was a good way to inspire the abilities, you want to feel like multiclassing without multi classing. maybe do something to manipulate spell levels or something and somehow mimic wizardly versatility.
I would like one better too, this one just feels too half assed to me. Honestly, this is probably a feature that I'm going to go back to something I did in a previous subclass which is basically the spell replication feature from wish, but with the restraint of it can only of level that you can cast or the same level as your highest mystic arcanum.
Edit: though if I do go this feature it might step on the toes of the genie warlock if they officially release that.
Yeah i don't think it's a good idea to step on the genie classes toes. One thought I did have is that you could, once per long rest contact your patron and have them cast a wizard or warlock ritual spell for you, without expending a slot. It is a non combat ability sure but it is handy.
Okay, after looking through the suggestions and further edits I made some changes... so lets see...
Patron's Teachings
At 1st level, you have been granted the ability to cast spells similar your patron. When your Spellcasting feature lets you learn or replace a warlock cantrip or a warlock spell of 1st level or higher, you can choose the new spell from the wizard spell list or the warlock spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a warlock spell for you.
Arcane Fundamentals
At 1st level, you learn two wizard cantrips, these cantrips counts as warlock cantrips, and you gain proficiency in the Arcana skill. Your proficiency bonus is doubled for any ability check you make with the Arcana skill.
Magical Resilience
Starting at 6th level, your resilience against spells and other magical effects seem to be heightened. If you fail a saving throw against a spell or other magical effect, you can use your reaction to success instead. Once you use this feature you cannot do so again until you finish a short or long rest.
Unrestrained Learning
Beginning at 10th level, you patron has granted you the ability to consume arcane knowledge. When you find a warlock or wizard spell of 5th level or lower, you can conduct a ritual that allows you to learn the spell. For each level of the spell, the ritual takes 4 hours and costs 100 gp. You can learn up to a number of spells this way equal to half your warlock level. Spells learned in this manner do not count towards your total spells known but count as warlock spells for you. If cannot learn additional spells and still choose to lean a new spell, you must forget one of the spells gained through this feature.
In addition, you learn two wizard spells of 5th level or lower. These spells count as a warlock spells for you, but they don’t count against the number of warlock spells you know.
Spell Absorption
Starting at 14th level, your patron has taught you the secret to absorbing the energy of spells. If a creature that you can see within 60 feet of you is casting a spell, you can use your reaction to try to absorb the spell. If the spell that was being cast is of 5th level or lower, the spell is absorbed and has no effect. If the spell is 6th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the spell is absorbed and has no effect. When a spell is absorbed, you can consume the energy to cast a spell of 5th level or lower without expending a spell slot. If you do not use the absorbed energy before you finish a long rest, the energy of the spell is dissipates.
You can use this feature twice and regain all expended uses when you finish a long rest.
I've been in the works on remaking some of my older homebrew content, with the current one being my "the ancient archmage warlock subclass. Looking back at it I felt that I really missed the mark on what I was trying to achieve and thought I could give it another shot. In short this subclass focuses on your patron being a powerful arcane caster such as a powerful lich or an ancient wizard. So the features are primarily focused on enabling the warlock to cast more. Which I have had previous critiques that this really seems to push warlocks to choosing the pact of the tome, which I can understand that sentiment but I'm not sure that those individuals realized how much a familiar and a weapon that can also be your focus can change up your play style. Well, enough about that... let me know what you thing about what I have so far. I know I have a ways to go, but still good to see what others think about the idea during the creation process.
Edit: old version in spoiler, see below for current edition.
edit: the toughest thing I've been having atm is the capstone feature. I'm not currently happen with it but having a hard time coming up with something other than a "once per long rest, you can cast a spell from any spell list of a level that you can cast" or some like that.
Arcane Teachings
At 1st level, you have been granted the ability to cast spells similar your patron. When your Spellcasting feature lets you learn or replace a warlock cantrip or a warlock spell of 1st level or higher, you can choose the new spell from the wizard spell list or the warlock spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a warlock spell for you. When you choose a spell for your mystic arcanum feature you may choose a spell from either the warlock or wizard spell list.
In addition, you learn additional spells when you reach certain levels in this class if you don’t already know them, as shown in the Ancient Archemage Known Spells table. Each spell counts as a warlock spell for you, but it doesn’t count against the number of warlock spells you know. These spells can’t be replaced when you gain a level in this class. You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can’t do so again until you finish a long rest.
The Ancient Archmage Known Spells
Spell Level
Spells
1st
Magic Missile, Shield
2nd
Levitate, Misty Step
3rd
Dispel Magic, Lightning Bolt
4th
Arcane Eye, Private Sanctum
5th
Cone of Cold, Teleportation circle
Patron's Fundamentals
At 1st level, you learn two wizard cantrips, these cantrips counts as warlock cantrips, and you gain proficiency in the Arcana skill. Your proficiency bonus is doubled for any ability check you make with the Arcana skill.
Spellcasting Resilience
Starting at 6th level, your resilience against spells and other magical effects seem to be heightened. You gain resistance against force damage and you have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Unrestrained Learning
Beginning at 10th level, you patron has granted you the ability to consume arcane knowledge. When you find a warlock or wizard spell of 5th level or lower, you can conduct a ritual that allows you to learn the spell. For each level of the spell, the ritual takes 4 hours and costs 100 gp. Spells learned in this manner do not count towards your total spells known. All other rules for spellcasting are applied to these spells.
In addition, learn two wizard spells of 5th level or lower. These spells count as a warlock spells for you, but they don’t count against the number of warlock spells you know.
Superior Arcanum
Starting at 14th level, your patron has granted you the ability to use higher level magic more than other warlocks. You gain an additional mystic arcanum for both 6th level spells and 7th level spells.
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I'll think about this more, but Unrestrained Knowledge seems unbounded. With enough GP a warlock could duplicate the entire wizard playbook. While the warlock is still restricted by spell slots, it expands their versatility by a lot. You may want to consider limiting the number of spells that can be learned this way. Maybe spell levels = warlock level?
Thanks, that's a good start. I'll probably that it start off as a you can learn up to 1/2 warlock level for cap and see how that works since that'd still be 10 additional KNOWN spells. With the additional tag of something like, "if they were to learn additional spells they must forget one of the previously learned spells from this feature".
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.
misty step should be replaced with something else, warlocks can already learn that spell
The 6th lvl feature seems OP when compared to other stuff, The GOO warlock's 6th lvl feature (entropic ward), which is similar is completely put to shame by this. Don't get me wrong though that feature sucks and you should be making something more powerful than that, but I think you're going too far. maybe meet that ability half way,
i have the same feelings heartofjuymuk has about the 10th level feature
the 14th level feature seems a bit basic. I think something fancier and more unique could be done. And I don't like the idea of a feature that literally just makes them strictly better than other warlocks.
i've done similar things to what you are doing here and I found that looking over the inspirational class, in your case wizard was a good way to inspire the abilities, you want to feel like multiclassing without multi classing. maybe do something to manipulate spell levels or something and somehow mimic wizardly versatility.
You might need to reread that feature because it's not an "expanded spell list" it's a "spell's known list" I decided to buff that since that is the main feature of that level. Though if you wanted the reason why I chose misty step i can do that. Which I chose the spells that were iconic for wizard/casters which after combing through multiple monster stats blocks that fit the theme. Which I settled on misty step, though mirror image was a close contender too.
Fair enough, I thought about having it gaining proficiency in INT saving throws also, but choose on the advantage instead. After relooking through the other warlock 6th level features, they tend to be the defensive feature, but didn't realize that they usually are also a once per short rest feature. Might do something like, "once per short or long rest, if you fail a saving throw against a spell, you can choose to succeed instead." That would still keep the theme of being strong against spells without having it being an also on buff. Opinions?
I also agree, I wasn't too happy about there being no limit just couldn't think of a good limit at the time. At the moment I'm probably going to with a cap of up to half your warlock level (so starting with a cap of three and ending cap of 10) and if you choose to learn more, you must forget one of the previously learned spells.
I would like one better too, this one just feels too half assed to me. Honestly, this is probably a feature that I'm going to go back to something I did in a previous subclass which is basically the spell replication feature from wish, but with the restraint of it can only of level that you can cast or the same level as your highest mystic arcanum.
Edit: though if I do go this feature it might step on the toes of the genie warlock if they officially release that.
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To see my more recent homebrew creations, please check out my content on Hombrewery.
Yeah i don't think it's a good idea to step on the genie classes toes. One thought I did have is that you could, once per long rest contact your patron and have them cast a wizard or warlock ritual spell for you, without expending a slot. It is a non combat ability sure but it is handy.
Okay, after looking through the suggestions and further edits I made some changes... so lets see...
Patron's Teachings
At 1st level, you have been granted the ability to cast spells similar your patron. When your Spellcasting feature lets you learn or replace a warlock cantrip or a warlock spell of 1st level or higher, you can choose the new spell from the wizard spell list or the warlock spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a warlock spell for you.
Arcane Fundamentals
At 1st level, you learn two wizard cantrips, these cantrips counts as warlock cantrips, and you gain proficiency in the Arcana skill. Your proficiency bonus is doubled for any ability check you make with the Arcana skill.
Magical Resilience
Starting at 6th level, your resilience against spells and other magical effects seem to be heightened. If you fail a saving throw against a spell or other magical effect, you can use your reaction to success instead. Once you use this feature you cannot do so again until you finish a short or long rest.
Unrestrained Learning
Beginning at 10th level, you patron has granted you the ability to consume arcane knowledge. When you find a warlock or wizard spell of 5th level or lower, you can conduct a ritual that allows you to learn the spell. For each level of the spell, the ritual takes 4 hours and costs 100 gp. You can learn up to a number of spells this way equal to half your warlock level. Spells learned in this manner do not count towards your total spells known but count as warlock spells for you. If cannot learn additional spells and still choose to lean a new spell, you must forget one of the spells gained through this feature.
In addition, you learn two wizard spells of 5th level or lower. These spells count as a warlock spells for you, but they don’t count against the number of warlock spells you know.
Spell Absorption
Starting at 14th level, your patron has taught you the secret to absorbing the energy of spells. If a creature that you can see within 60 feet of you is casting a spell, you can use your reaction to try to absorb the spell. If the spell that was being cast is of 5th level or lower, the spell is absorbed and has no effect. If the spell is 6th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the spell is absorbed and has no effect. When a spell is absorbed, you can consume the energy to cast a spell of 5th level or lower without expending a spell slot. If you do not use the absorbed energy before you finish a long rest, the energy of the spell is dissipates.
You can use this feature twice and regain all expended uses when you finish a long rest.
My Homebrew | Background | Feats | Magic Items | Races | Spells | Subclass | Homebrewery
To see my more recent homebrew creations, please check out my content on Hombrewery.