Warlock
Base Class: Warlock

You have formed a pact with a powerful arcane practitioner, such as a sorcerer, wizard, or even another warlock. Such mages have reached a level of magical knowledge that few can ever dream of obtaining, and now seek ultimate magical power, such as immortality. To achieve these goals, many require loyal followers and servants. Through promises of power, you have been granted a sliver of your patrons arcane ability in return for unwavering fealty.

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

Additional Proficiency

When you choose this subclass at 1st level, you become proficient in Intelligence (arcana) skill checks if you aren't already.

Arcana Well

When you choose this patron at 1st level, you gain a pool of magical energy from which to bolster your arcane abilities. This arcana well can take on the form of a small container of your choosing, such as a jar or hour glass, or it can be contained within you. When you are hit by a spell attack or fail a saving throw as a result of a spell, you can use your reaction and absorb a portion of the spell and store it as 1 arcana in your arcana well. You also regain all arcana when you finish a short rest.

You can have a maximum number of arcana equal to your proficiency bonus, and you cannot store one while at your maximum. You can use arcana in the following ways:

  • You can use a bonus action and expend 2 arcana to regain 1 expended spell slot.
  • When you target a creature with a spell attack roll, you can expend 1 arcana to give yourself a +3 bonus on that roll. 
  • When a creature makes a saving throw as a result of a spell you cast, you can expend 2 arcana to make that creature roll with disadvantage.

Spell Duplication

From 6th level, your patron has granted you the power to assimilate the spell of another creature, bending it to your own will. When another creature within 30 feet that you can see casts a spell of 5th level or lower, you can use your reaction to learn a copy of that spell for moment. Once within the next minute, you can cast that spell without expending a spell slot. The level at which the spell is cast is equal to the highest level spell slot you have available, up to a maximum of 5th level.

Once you have used this feature, you cannot do so again until you finish a short or long rest.

Force Blast

From 10th level, you can charge up the arcane energy within you and release it as a blast of forceful energy. As an action, you release a wave of force that hits all creatures of your choosing within 30 feet. All affected creatures must make a Strength saving throw against your spell save DC. On a failed save, a creature takes 3d10 + 10 force damage and is knocked prone. On a success, a creature takes half as much damage and isn't knocked prone. All creatures damaged by this effect have disadvantage on Constitution saving throws made to maintain concentration as a result of the damage taken.

You then draw the energy back to you to form a protective barrier around you. For the next minute, you gain temporary hit points equal to twice your class level. While you have these temporary hit points, you have resistance to one damage type of your choosing.

Once you have used this feature, you cannot do so again until you finish a short or long rest.

Vessel of the Archmage

From 14th level, you can call upon your patron to provide you with a significant boost to your arcane capabilities. As an action, choose a school of magic to fuel your power for the next minute. During this time, whenever you cast a spell of the chosen school with a casting time of 1 action, you can change the casting time to 1 bonus action. Additionally, you gain certain properties depending on your choice for the duration:

  • Abjuration. You gain a +1 bonus to your AC. When another friendly creature within 60 feet that you can see makes a saving throw to resist a spell, you can use your reaction to add your Charisma modifier to their roll.
  • Conjuration. You immediately summon an intangible spectral knight in an unoccupied space within 60 feet. On each of your turns, you can use a bonus action to command the spectre to move up to 30 feet in any direction and make a melee spell attack against a creature within 5 feet of it using your spell attack modifier. On a hit, the target creature takes 2d8 slashing damage and the next attack roll against the creature is made with advantage.
  • Divination. You cannot be hit by opportunity attacks and any critical hit against you becomes a normal hit. When another friendly creature within 60 feet that you can see makes an attack roll, you can use your reaction to give them advantage on that roll.
  • Enchantment. Whenever you target a creature with a spell, they gain a d6. On the next attack roll, ability check or saving throw that creature makes, they must roll the d6 and you choose whether they add or subtract the total from the original roll.
  • Evocation. Whenever you deal damage with a spell, you roll one additional damage die when determining the damage the targets take.
  • Illusion. When another creature targets you with an attack roll, you can use your reaction to roll a d4. On a 1 or 2, the attack misses as it hits an illusory image of you.
  • Necromancy.  You have advantage on death saving throws. When another friendly creature within 60 feet that you can see takes damage, you can use your reaction to heal for half of the damage dealt, up to a maximum of 10 points.
  • Transmutation. You have advantage on Constitution saving throws. When another friendly creature within 60 feet that you can see takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to half the damage taken.

Once you have used this feature, you cannot do so again until you finish a long rest.

 

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