Warlock
Base Class: Warlock

The Archmage Patron

You have forged a pact with one of the most powerful mortal spellcasters to ever exist — a Archmage whose understanding of the Weave surpasses all. Elminster Aumar, Karsus the Mad, Halaster Blackcloak, or perhaps an ancient Netherese arcanist has chosen to share fragments of their knowledge with you.

Unlike other warlocks, your bond is forged not through otherworldly servitude but through intellect and study. You are a prodigy entrusted with secrets that can reshape reality itself.


 

Warlock Level Feature
3rd Arcane Conduit
3rd Forbidden Knowledge
6th Knowledge of All Trades
10th Ethereal Spell Book
14th True Successor

Arcane Mind

Your pact channels the intellect of your Grand Wizard patron. You can use your Intelligence in place of Charisma for all warlock features, spell attacks, and saving throw DCs.


Omniscient Preparation

Also at 1st level, your patron’s knowledge gives you access to spells from all classes. When you finish a short or long rest, you may choose a number of spells equal to your Intelligence modifier + half your warlock level (rounded down) from any class’s spell list.
These become your prepared spells until you prepare new ones on a future rest.
Each chosen spell must be of a level for which you have spell slots, and counts as a warlock spell for you while prepared.

Arcane Conduit

3rd-Level Archmage Feature

Once per long rest, you can use your action to channel your patron’s ancient power, casting an Ancient Spell from eras long past.

You may cast one Ancient Spell from the list below if you are able to cast spells of that level, using your Intelligence modifier for spell attacks and save DCs.
These spells don’t require material components, don’t count against your spells known, and are always cast at their listed level.


Ancient Haste

3rd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You transmute willing creatures within range, quickening their bodies and minds beyond normal limits. Choose up to one creature per warlock level, none of which can be more than 30 feet apart.

Each target gains the following benefits for the duration:

  • Speed Increase. The target’s speed increases by 30 feet for all movement types, up to a maximum of double its normal speed.

  • Extra Attack. When the target takes the Attack action, it can make one additional weapon attack as part of that action.

This spell does not grant an extra action and cannot be used to cast additional spells or take multiple actions per turn.
When the spell ends, affected creatures cannot benefit from Ancient Haste again until they finish a long rest.
This spell dispels and counters Slow.


Ancient Chain Lightning

6th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Instantaneous

You release a blinding stroke of lightning that leaps from your hand to strike a creature, then arcs to others nearby in crackling succession.

Choose one creature you can see within range as the primary target. The target takes 10d8 lightning damage, or half as much on a successful Dexterity saving throw.

After striking the primary target, the bolt arcs to a number of secondary targets equal to your spellcasting modifier (minimum one). Each secondary target must be within 30 feet of the primary target and can’t be struck more than once.

Each secondary target takes half as much damage as the primary target (rounded down) and can make its own Dexterity saving throw for half damage.


Ancient Destruction

9th-level necromancy (death)
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous

You point a finger at a creature within range and speak a word of utter unmaking, channeling your patron’s annihilating will through the Weave. The target must make a Constitution saving throw.

  • On a failed save: The target is instantly obliterated, its body and soul consumed by raw negative energy. Its equipment and possessions remain untouched. The target dies instantly, and only True Resurrection or Wish can restore it to life.

  • On a successful save: The target instead takes 10d10 necrotic damage as the destructive energy partially overwhelms it.

A creature reduced to 0 hit points by this damage is disintegrated, leaving behind only dust and gear.

Forbidden Knowledge

3rd-Level Archmage Patron Feature

Once per short or long rest, you may call upon your near-omniscient patron to share a fragment of their foresight. As an action, you consult your patron about an upcoming challenge.

At the DM’s discretion, your patron reveals the following information:

  • Foe Type: The general creature type or nature of the next significant enemy you will face (such as undead, fiend, or construct).

  • Weakness: One specific vulnerability, weakness, or exploitable trait that creature or group possesses, if any exist.

  • Timeframe: A vague sense of when the encounter is likely to occur (for example, “soon,” “within the day,” or “after your next rest”).

This knowledge manifests as visions, cryptic words, or shifting glyphs in your mind, leaving a faint sense of cosmic unease.

Knowledge of all Trades

6th-Level Archmage Feature

Your patron’s limitless mastery of every discipline allows you to transcend the boundaries of mortal study. When you reach 6th level, you gain one subclass feature that normally becomes available at 3rd level from any other class.

You use your warlock level in place of that class’s level for the purpose of the feature, and it functions as written unless your DM determines minor adjustments are needed.

If the chosen feature grants a renewable resource (such as Ki Points, Sorcery Points, or Channel Divinity), you can use that ability once per short.

This choice represents a fragment of your patron’s omniscient instruction and is subject to DM approval.

Ethereal Spell Book

10th-Level Archmage Feature

At 10th level, your pact deepens into a true partnership. Your patron lends you a fleeting echo of their limitless arcane tome—a spectral spellbook that mirrors your every incantation.

Once per short or long rest, when you cast a spell, you may summon your Ethereal Spellbook as part of the same action. The tome perfectly replicates your casting, allowing you to cast the same spell twice within the same action. Both castings function independently and may have different targets, though they occur simultaneously. The two spells are treated as separate castings, and effects such as Counterspell can only affect one of them.

The Ethereal Spellbook can duplicate spells of 5th level or lower without risk. You may attempt to duplicate a spell of 6th level or higher, but doing so strains the Weave: roll a d20. On a 10 or lower, both spells fail and the spell slot is expended.

The spectral tome fades immediately after the duplication, leaving behind motes of silver runes that spiral into nothingness.

True Successor

14th-Level Archmage Feature

At 14th level, you have fully inherited the secrets of your patron’s boundless intellect. The flow of arcane power between you and your Archmage is now seamless, allowing you to wield their gifts with greater ease.

Each of your subclass features that can be used once per short or long rest—such as Arcane Conduit, Forbidden Knowledge, or Ethereal Spellbook—can now be used twice per short or long rest instead.

Through perfect attunement to your patron’s will, you have become their true successor—no longer a mere apprentice, but an equal in the endless pursuit of knowledge.

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