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?
Archmage Spells
When you reach a Warlock level specified in the Archmage Spells table, you thereafter always have the listed spells prepared.
| Warlock Level | Spells |
|---|---|
| 3 | Magic Missile, Nystul's Magic Aura, Scorching Ray, Shield |
| 5 | Lightning Bolt, Glyph of Warding |
| 7 | Arcane Eye, Otiluke's Resilient Sphere |
| 9 | Bigby's Hand, Wall of Force |
Arcane Apprentice
When you make your pact with the Archmage at 3rd level, they impart to you a mote of their immense arcane ability so you may carry out their wishes. You gain the following benefits at level 3:
- 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.
- You gain proficiency in Arcana
- You learn one cantrip of your choice from the wizard spell list. It counts as a warlock spell for you but doesn't count against your total amount of cantrips known.
- Whenever you long rest, you can replace one of your warlock spells with a spell on the wizard spell list
Astral Slip
Beginning at 6th level, you can draw on the arcane power of your patron to shield yourself from harm. When a creature you can see hits you with an attack, you can use your reaction to instantly teleport through the Astral Plane, causing the attack to miss. You immediately reappear in an unoccupied space of your choice that you can see within 30 feet.
Once you use this reaction to evade an attack, you must finish a short or long rest before you can use it again.
Spell Ward
Your understanding of the arcane allows you to resist magical effects. At 10th level, you gain resistance to force damage.
Additionally, when you are forced to make a saving throw to resist the effects of a spell, you can make an Intelligence saving throw in place of the normal saving throw.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Arcane Savant
Your patron grants you enhanced insight into the theories of arcane magic. At 14th level, you choose a school of magic, you then gain an ability from that subclass listed below.
Abjuration
You gain the Spell Resistance feature from the School of Abjuration
Conjuration
You gain the channel the forces of Conjuration magic and no longer need to make concentration checks for your Conjuration spells
Divination
You gain the Portent and Greater Portent traits from the School of Divination
Enchantment
Your proficiency in enchantment magic has paid off granting you to bolster the beliefs of your allies
Evocation
You gain the Sculpt Spells ability from the School of Evocation, with the exception of it not being restrained to just Evocation Spells, but to your Pact Magic.
Illusion
Your illusiory magic granted by your patron has become so powerful you can partially bend reality, granting you to create an Illusiory Reality much like an Illusionist
Necromancy
Your control over the veil between life and death has allowed you to thin the Veil, granting you Undead Secrets.
Transmutation
You gain the ability to make a Transmuter's Stone and use it to mimic the effects listed from Master Transmuter from the School of Transmutation
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