Warlock
Base Class: Warlock

The Archmage

Your patron is a powerful wizard or sorcerer, a being that has mastered the art of manipulating the very fabric of magic itself, the weave. Your patron could be living or dead, they could be a member of any race, and they could even be on a separate plane of existence from you. Your patron communicates through an item enhanced by their magic, and whilst the item is in your possession, you're linked directly to your patron, allowing you to draw upon their powers to perform magical feats of your own. Your enhanced item can be any trinket as described by the trinket table in the Player's Handbook on page 159.


 Your patron has their own ideals and preferences and offers their powers to those who align themselves with their patron. Deliberately doing something that goes against your patrons' ideas may cause them to restrict their connection to you, limiting the powers you may draw upon, or outright severing it altogether.

Patrons' Obsession

Your patron has an obsession or affinity with a particular school of magic, and because of this, they don't especially care as to how a spell from the specific school is used, so long as the spell is cast, and they don't see the usage of the spell as being good or evil and simply revel in the joys of seeing the spell come to fruition.

d8 Magic School
1 Abjuration
2 Conjuration
3 Divination
4 Enchantment
5 Evocation
6 Illusion
7 Necromancy
8 Transmutation

 

Patrons' Intolerance

Your patron has an intolerance or aversion to a particular school of magic, and because of this, they don't especially care as to how a spell from the specific school is used, so long as you avoid casting the spell, they don't see the usage of the spell as being good or evil and it simply angers them upon its usage. If you roll the same school for your Patrons' Intolerance as your Patrons' Obsession, then reroll your Patrons' Intolerance until the result is a different school.

d8 Magic School
1 Abjuration
2 Conjuration
3 Divination
4 Enchantment
5 Evocation
6 Illusion
7 Necromancy
8 Transmutation

 


 

Patrons' Influence (Optional)

(This subclass feature is optional as you may need to talk with your DM before implementing it into your character, as it may drastically affect your character, the player group, or the campaign).

Your patron has a particular outlook on magic as a concept and their outlook on how the weave behaves and how others bend it for their use appeals to them in different ways, and because of this, they expect you to behave in a particular way so that you don't anger them with your actions.

d6 Patrons' Influence Patrons' Outlook
1 Magic Superiority Your patron believes that the stronger and more powerful a spell is, it has more of a reason to exist. Your patron is pleased when you or someone else near you, casts a spell of 4th level or higher.
2 Mighty Meek Your patron believes that weaker magic shouldn't be underestimated or ignored, and that whilst more powerful magic can be impressive, simpler and weaker spells deserve to be championed. Your patron is pleased when you or someone else near you, casts a cantrip-level spell.
3 Magic Influence Your patron believes that magic should be used to coerce and trick those around you and that using magic to simply harm others is for barbarians, not the magically gifted. Your patron is pleased when you or someone else near you, casts a spell that deals no damage, but instead manipulates them in some way, similar to spells such as Charm Person, Silent Image, and Tasha's Hideous Laughter.
4 Arcane Benediction Your patron believes that magic should be used to benefit and enhance those around them and that those who are restored and healed by magic are being rebuilt to be closer to the Weave. Your patron is pleased when you or someone else near you, casts a spell that heals and helps others, similar to spells such as Cure Wounds, Bless, and Heroes' Feast.
5 Arcane Perpetuality Your patron believes that spells should be allowed to exist or come into existence, regardless of the consequences. Your patron is displeased when you or someone else near you, dispels already existing magic, or counters a spell during its casting.
6 Ephemeral Arcana Your patron believes that spells should be fleeting moments of joy and power and that once a spell has been cast, it shouldn't linger for too long, lest it becomes stale or diminishes in power. Your patron is displeased when you or someone else near you, casts a spell that persists for longer than the time taken to cast it, similar to spells such as Alarm, Gentle Repose, and Mordenkainen's Magnificent Mansion. Your patron is enraged when you or someone else near you, casts a spell that persists indefinitely or becomes permanent after repeated casts, similar to spells such as Arcane Lock, Magic Jar, and Mordenkainen's Private Sanctum.

 

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
Spell Level Spells

1st

Identify, Detect Magic

2nd

Melf’s Acid Arrow, Arcane Lock

3rd

Blink, Remove Curse

4th

Ice Storm, Dimension Door

5th

Wall Of Force, Teleportation Circle

Archmages' Cunning

Starting at 1st level, during a long rest you may perform a ritual for 1 hour, doing so doesn't disrupt your rest, and it allows you to prepare a known 1st level spell in advance. Until your next long rest, you may cast your prepared spell once without using a spell slot. Casting a spell in this way does not cause the spell to be cast at a higher level as it does not use a Warlock spell slot.

Archmages' Divination

Starting at 6th level, you can ask your patron to absorb and decipher magical texts for you. You may perform a ritual for ten minutes to sacrifice a spell scroll to your patron, doing so irreversibly destroys the spell scroll. After 24 hours, your patron permanently adds the spell from the sacrificed spell scroll to your spell list and that spell becomes a Warlock spell for you. You may replace one known spell with the new spell on your first short or long rest after your patron adds the new spell to your spell list.

You cannot perform the ritual again whilst your patron is already absorbing a spell scroll.

Archmages' Weave Manipulation

Starting at 10th level, your patron bestows upon you the ability to bend and manipulate the very essence of the magic around you. Whenever you cast a spell that deals damage, you may declare one of the following damage types: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant, and Thunder.

The damage type of the spell becomes the type of damage that is declared. If the spell has a second damage source similar to spells such as Flame Strike or Meteor Swarm, that second damage source's damage type remains the same damage type as is written on the spell.

Archmages' Ascension

Starting at 14th level, your patron imbues your body and soul with pure arcane energy, transforming you into a conduit of the weave.

You permanently have the following benefits:

  • You gain Arcane Sense. You're able to see embedded magic conjured through spells similar to Magic Mouth and through magical effects that would normally be invisible to you, such as illusions conjured through spells similar to Major Image or creatures hidden with spells similar to Invisibility.
  • You gain Arcane Body. You are immune to the poisoned condition. If you are the target of an attack which would deal Acid, Cold, Fire, Lightning, or Thunder damage you can use your reaction to adapt to that damage type. While adapted, you have resistance to that damage type.
  • You gain Arcane Mind. The maximum amount of Warlock cantrips and known spells you can know is increased by three. Archmages' Cunning now allows you to prepare up to three 1st level spells at a time instead of just one.
Arcane Ascension.

As a bonus action, you can temporarily release the valve that regulates your connection to the Weave allowing its magical properties to flow through you like a torrent of water from a dam. For 10 minutes, your body crackles with pure arcane power as the weave flows through your very veins, during this time you receive the following benefits:

  • You have a 30ft hover speed, but cannot levitate higher than 10ft off the ground.
  • The levelled spells you cast are upcasted to 6th level.
  • You may cast spells at the cost of your own life force. You may sacrifice 10 max hp to cast a spell without using a spell slot. Your must finish a long rest for your maximum hp to recover.

Once you use this feature, you can't use it again until you finish a long rest.

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