Base Class: Warlock
you are granted gifts from a being intensely connected to the arcane world around you. Enhancing your ranged capabilities with spells and powerful blades or ranged weapon. Your promise is to protect all the knowledge of the arcane being in their life, death or after. Their knowledge may be given to you in a spell book or orb. Your pact is contained in it.
Pact Spells
These spells passed to you from your mage are pact specific.
Mage Pact Spells
| Warlock LEVEL | SPELLS |
|---|---|
| 1st | shield, absorb elements |
| 3rd | invisibility, mirror image |
| 5th | counterspell, haste |
| 7th | wall of fire, dimension door |
| 9th | wall of force, arcane hand |
Arcane Knight
At 1st level, you acquire the abilities necessary to honor your pact. You gain proficiency with light armor, simple weapons and martial weapons. Along with the Archery fighting style
The influence of your promise to protect knowledge also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one (or two thrown) weapon(s) that you are proficient with. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, that has a ranged or thrown property.
You also gain the ability Arcane Surge
Starting at 1st level, you feel your pact with your mage's arcane push you beyond your normal limits for a moment. On your turn, you can use your bonus action on Arcane Surge to take one additional action that includes the ability to cast a second spell. On your next turn, you can not cast a spell with your action.
Once you use this feature, you must finish a short or long rest before you can use it again.
The number of uses increases to 2 at level 5, 3 at level 11, and 4 at level 18
Arcane Storm
Beginning at 1st level, your connection to the arcane connects to your weapon attacks. Once per turn, when you hit a creature with a ranged or thrown weapon you can choose to deal Arcane Storm Damage. The first use is free dealing an additional [roll]1d8[/roll] force damge in addition to your weapon's damage. You can use Arcane Storm again by spending a spell slot. If you use a 1st level spell slot your extra damage is [roll]2d8[/roll]. going ups 1d8 for each spell level higher than 1st. For a maximum of 5d8. The attack must use a ranged or thrown weapon.
The first Arcane Storm damage will increase to [roll]2d8[/roll] at 5th level, [roll]3d8[/roll] at 9th level, [roll]4d8[/roll] at 13th level, and [roll]5d8[/roll] at 17th level
Arcane Jump
At 6th level, you learn the ability to open a portal up that can take you up to 25 miles away to a place you can see or have been before. The portal stays open for 9 seconds.
You can do this a number of times equal to your proficiency modifier
Armor of Arcane
At 10th level, you learn to manipulate the arcane to protect you. shielding yourself with arcane. Using an action, you gain twice your INT modifier to your AC for 1 hour. As well as giving you advantage on all saving throws. This can be used once per long rest.
Arcane Explosion
At 14th level, you gain the ability Arcane Explosion. When you fall to 0 hit points you can release arcane energy inside of you in a 20 ft radius explosion or force damage centered on you. You can choose the spell slot that is used in the explosion. The higher the spell slot the higher the damage. Each creature with range must make a DEX save against your spell save.
- 1st level = [roll]6d6[/roll]
- 2nd level = [roll]7d6[/roll]
- 3rd level = [roll]8d6[/roll]
- 4th level = [roll]9d6[/roll]
- 5th level = [roll]10d6[/roll]
- 6th level = [roll]11d6[/roll]
- 7th level = [roll]12d6[/roll]
- 8th level = [roll]13d6[/roll]
- 9th level = [roll]14d6[/roll]