Base Class: Warlock
Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil Sequester themselves in remote towers to practice their magic without interruption.
Perhaps an archmage took pity on you, or saw great potential. Either way you have been selected to carry on his legacy.
Some examples of Archmages are:
- Elminster Aumar, the Sage of Shadowdale
- Mordenkainen
- Raistlin Majere
- Laerala Silverhand
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 |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Madness of the Magus
Beginning at 1st level, your patron grants you an enhanced spatial awareness.
When you are targeted by a harmful effect (meaning, you are required to make a saving throw against a spell or you are the target of an attack), as a reaction you can "teleport" anywhere within 15ft of your current position, leaving behind an illusion of yourself to take the harmful effect. Once your illusion has taken damage it will fade. If you are still within the area effect of a spell, you will still take the damage as well as your illusion.
You can use this feature twice per short rest. You can also opt to take a level of exhaustion to regain a use of this feature.
Studies of the Magisters
Starting at 6th level, your patron has gifted you with an amulet to enhance your magical abilities. When you finish a short or long rest, roll a d4. The number the dice lands on determines the effect of your amulet:
1 - Your amulet acts as an additional spell slot.
2 - You can use your amulet as a reaction to grant you a bonus to your AC equal to your proficiency bonus
3 - Your amulet grants you advantage on all Intelligence and Wisdom saving throws.
4 - When you miss a spell attack, you can use your bonus action to redirect the spell at another target (within range) and reroll.
The above can only be in effect one at a time and can only be used once per short/long rest.
Archwizards Resilience
Starting at 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons ignores this resistance.
Elminster's Effulgent Epuration
Starting at 14th level, when you or an ally is targeted by a spell attack, you can use your reaction to create intangible sphere's equal to half your level. You can mentally move these spheres up to 60ft (independently or as a group). Whenever an offensive spell or spell-like ability targeted the creature being protected by the epuration, one sphere would disappear, taking the spell's energy with it. Spell effects that covered an area (such as a fireball) that included a sphere will only be half absorbed (making the protected creature take half damage), but spells that were already in effect (such as darkness) when a sphere entered the area will not be negated.
Once you use this feature, you can’t use it again until you finish a long rest.
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