Base Class: Warlock
This subclass changes how a warlock typically casts spells. You gain a vision, which is a small trinket, that allows you to cast spells at will but you loose the pact magic feature.
Vision of Magic
The Archons grant you a vision as a sign of their favor. You lose access to your Pact Magic feature. Instead, when you receive your vision, choose from one of the 8 schools of magic. choose two 1st level spells from any spell list from the chosen school. As long as you have your vision you may cast those spells at will without components or spell slots. Additionally, choose two 2nd level spells from the chosen school. As long as you have your vision you may cast each of those spells once per short rest at will. When you would gain a Mystic Arcanum at later levels, you must choose a spell from the chosen school.
Magical Might
The School of magic chosen for your Visons of Magic feature will grant you an ability so long as you have your vision with you. The abilities are:
Abjuration. You gain resistance to non-magical damage. Additionally, when you cast a spell you may choose whether the casting time is an action, bonus action, or reaction.
Conjuration. When you would cast a concentration spell, you cast the spell twice as part of the same action and may maintain concentration on both spells at once.
Divination. When you or a creature that you can see would be dealt damage, you may use your reaction to half the damage.
Enchantment. You and creatures of your choice within 10 ft of you gain immunity to the charmed condition. Additionally, creatures have disadvantage on saving throws against spells cast by you.
Evocation. Spells you cast deal an additional 5 damage and you gain resistance to magical damage
Illusion. You are permanently under the effects of the Pass Without Trace spell. Additionally, you gain the Minor Illusion cantrip except yours can make both sound and an image at once and is a 10 ft cube.
Necromancy. When you and creatures that you choose within 20 ft of you drop to 0 hit points they gain 1 successful death saving throw and have advantage on all subsequent death saving throws.
Transmutation. As an action, you may decrease one ability score of a creature that you can touch then increase another of the creature's ability scores by the amount decreased. You may not bring a score below 3.
Empowed Ambition
The ambition that granted you a vision makes your vision stronger. At 6th level, choose two 3rd level spells from the school chosen in your Visions of Magic feature. Once per short rest, you may cast each of those spells once without components. You may now cast your chosen 2nd level spells at will.
Elemental Burst
At 10th level, Your power is strengthened further. Choose two 5th level spells from the school chosen with your Visions of Magic feature. You may cast those spells a number of times equal to your proficiency bonus, regaining spent uses after a long rest.
Adaptive Outlander
At 14th level, the Archons have enough faith in you to allow you to change. You may choose an additional 5th level spell from the school chosen with the Visions of Magic feature. Additionally, once per long rest you may choose one of the three 5th level spells to be able to cast at will without being limited by your proficiency bonus.
Additionally, after a long rest, you may choose to change your vision's school. Choose two new 1st level spells, two new 2nd level spells, two new 3rd level spells, and three new 5th level spells from the same school of magic. You gain the new school's ability listed in your Magical Might Feature and lose your old one. Once you use this feature you can't do so again for seven days.
Comments