Base Class: Warlock
Let it be the great Elminster or a beautifully built orc achwizard, an extraordinarily powerful spellcaster has chosen to share a fraction of their knowledge with you. Through their tutelage, you learn to manipulate the fundamental forces of magic, gradually developing techniques that allow you to cast spells with an efficiency and versatility far beyond that of an ordinary Warlock.
Level 3: Archmage Spells
The magic of your patron ensures you always have certain spells ready; 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, Shield, Misty Step, Web |
|
5 |
Counterspell, Fireball |
|
7 |
Dimension Door, Polymorph |
|
9 |
Wall of Force, Bigby's Hand |
Level 3: Arcane Charges
Your patron has taught you to harness the magical energies released through the casting and manipulation of spells. This knowledge allows you to accumulate Arcane Charges, which you can expend to cast spells without using your Pact Magic slots.
Generating Charges. You gain 1 Arcane Charge when one of the following conditions is met:
- You hit at least one creature with an attack roll as part of a Warlock spell of level 1 or higher that you cast using a Pact Magic spell slot or a Mystic Arcanum.
- At least one creature fails a saving throw against a Warlock spell of level 1 or higher that you cast using a Pact Magic spell slot or a Mystic Arcanum..
- A hostile creature misses you with an attack roll as part of a spell of level 1 or higher.
- You succeed on a saving throw against a spell of level 1 or higher cast by a hostile creature.
You can gain only 1 Arcane Charge from each casting of a spell, regardless of the number of creatures affected, attack rolls made, or saving throws caused by that spell.
You can't gain Arcane Charges from any spell you cast using them.
Maximum Charges. You can hold a maximum number of Arcane Charges equal to your Proficiency Bonus. You lose all unexpended Arcane Charges when you finish a rest.
Expending Charges. When you cast a spell from your Archmage Spells list, you can expend Arcane Charges instead of a Pact Magic spell slot. The number of charges required equals the spell's level.
You can expend additional Arcane Charges to increase the spell's level. Each additional level requires 1 additional Arcane Charge. The spell can't be cast at a level higher than the maximum spell level shown in the Arcane Casting table.
|
Warlock Level |
Maximum Spell Level |
|
3–4 |
2 |
|
5–6 |
3 |
|
7–8 |
4 |
|
9–20 |
5 |
A spell cast using Arcane Charges is cast at the chosen level without expending a spell slot. It otherwise follows the normal rules for spellcasting.
Level 6: Arcane Ward
Your mastery over magical energies allows you to turn magic into a protective shield.
Warded Mind. You have advantage on ability checks and saving throws made to resist any attempts to read your thoughts, influence your emotions or control your mind. Additionally, you can tell when a creature attempts to magically influence you.
Spell Barrier. When you succeed on a saving throw against a spell, you can take a Reaction to reduce any damage you take from that spell by an amount equal to your Warlock level.
You can use your Spell Barrier an amount of times equal to your proficiency bonus, recovering all uses upon a long rest.
Level 10: Effortless Casting
Your patron's teachings have made spellcasting increasingly effortless, allowing you to manipulate magical energies with minimal effort.
Effortless Casting. Once per Short or Long Rest, when you cast a spell using Arcane Charges, you can reduce the number of Arcane Charges required to cast that spell by 2 (to a minimum of 1).
Arcane Scholar. Your extensive studies have granted you proficiency in the Arcana skill. If you already have proficiency in Arcana, you instead gain Expertise in that skill.
Additionally, once per long rest, you can cast Detect Magic or Identify without expending a spell slot.
Level 14: Archmage's Mastery
Through years of tutelage, you have mastered techniques that allow you to manipulate spells with extraordinary precision and efficiency.
You gain the following benefits:
Arcane Efficiency. Your understanding of spellcasting allows you to expend less magical energy when casting spells. Whenever you cast a spell using Arcane Charges, and as long as you have not received any damage since your last turn, you may reduce the number of charges required by 1 (to a minimum of 1).
Arcane Perfection. When a creature succeeds on a saving throw against a Warlock spell you cast, you can, as a reaction, force that creature to reroll the saving throw and use the new result.
Once you use this benefit, you can't use it again until you finish a Short or Long Rest, or unless you expend an Arcane Charge to do so.
Arcane Concentration. When you make a Constitution saving throw to maintain Concentration on a Warlock spell, you can expend 1 Arcane Charge to add your Charisma modifier to the roll.
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