Warlock
Base Class: Warlock

For those with the willpower and time, arcane magic can be a path to great power. Those who ascend to these lofty heights of arcane power are known as Archmages, masters of the weave. So wondrous is their power, and so strange are their goals, these masters of magic will sometimes enlist warlocks to help with, what appear to the Archmage, to be trivial tasks.

What drove you into the service of an Archmage? Was it a desire for their power, or a simpler path to arcane mastery?

Expanded Spell List

The Archmage lets you choose from an expanded list of spells when you learn a warlock spell. Beginning at 1st level, the following spells are added to the warlock spell list for you. You can also choose wizard spells.

Arcane Apprentice

When you make your pact with the Archmage at 1st level, they impart to you a mote of their immense arcane ability. Your spellcasting ability for warlock spells and class features becomes Intelligence, and anytime you gain a warlock feature that is Charisma-based, it becomes Intelligence-based for you.

In addition, you gain proficiency in the Arcana skill, and you learn one cantrip of your choice from the wizard spell list. It counts as a warlock cantrip for you, but doesn't count against your total number of Cantrips Known.

Astral Slip

You can draw on the arcane power of your patron to save you from harm. Beginning at 6th level, when you are hit by an attack, you can use your reaction to instantly teleport through the Astral Plane, causing the triggering attack to miss. You then immediately reappear in an unoccupied space of your choice within 30 feet of where you disappeared.

Once you use this reaction to evade an attack, you must finish a short or long rest before you can use it again.

Arcane School

At 6th level your patron grants you knowlege of a specific area of magecraft. Pick one wizard subclass, you gain the benefits of its 2nd level feature.

Spell Ward

Your knowledge of the weave allows you to resist arcane effects. At 10th level, you gain resistance to force damage, and when you are forced to make a saving throw to resist the effects of a spell, you can use your reaction to make an Intelligence saving throw in place of the normal saving throw.

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

Banishing Shunt

Starting at 14th level, when you hit a creature with an attack, you can force them to make a Charisma saving throw in place of dealing damage. On a failed save, the target is instantly transported to a demiplane of your patron's creation for up to 1 minute, or until you lose concentration on this ability.

When this feature ends, the banished creature returns to the space that it was previously occupying (or the nearest unoccupied space) and must make an additional Charisma saving throw, taking 5d10 force damage on a failed save.

Once you use this feature to banish a creature you must finish a long rest before you can use it again.

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