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:
Added Arcana. 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.
Gifted Knowledge. You gain proficiency in Arcana
Inscribed Magic. 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. Additionally, 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 Long Rest.
Level 14: 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
Whenever you finish a Long Rest, roll three d20s and record the numbers rolled. You can replace any D20 Test made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Enchantment
Your proficiency in enchantment magic has paid off granting you proficiency in these skills: Deception, Intimidation, or Persuasion.
In addition, when you make an ability check with the chosen skill, you gain a bonus to the check equal to your Intelligence modifier (minimum of +1).
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
When a creature hits you with an attack roll, you can take a Reaction to interpose an illusory duplicate of yourself between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).
Necromancy
Your control over the veil between life and death has allowed you to thin the Veil, granting you Undead Secrets.
You gain the following benefits.
Necrotic Resistance. You have Resistance to Necrotic damage.
Undead Familiar. The Find Familiar spell appears in your spellbook. When you cast the spell, you choose one of the normal forms for your familiar or one of the following special forms: Skeleton or Zombie (see appendix B of the Player’s Handbook for the familiar’s stat block). When you choose one of the normal forms, you can choose Undead as its creature type.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.
Undead Vitality. When you cast a Necromancy spell using a spell slot, you can choose an Undead creature you can see within 60 feet of yourself to regain a number of Hit Points equal to the level of the spell slot expended plus your Wizard level.
Transmutation
You always have the Polymorph spell prepared and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a Long Rest.
In addition, when you target yourself with the spell, you can modify the spell to gain the benefits below. Once you modify the spell using this feature, you can’t do so again until you finish a Long Rest.
Game Statistics. In addition to retaining the features specified in the spell, you retain your memories and ability to communicate. You also retain your Intelligence, Wisdom, and Charisma scores; proficiencies; class features; and feats.
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