Warlock
Base Class: Warlock

Your patron is a powerful wizard. You have bound yourself to an necromancer, conjurer, evoker, illusionist, or some other type of wizard that has surpassed the normal tiers of magic found among the rabble. Your pact with that being allows you access to The Weave that you never thought possible without decades of training. 

Your patron might have a multitude of reasons why they have decided to bequeath you some of their power. Maybe you have been asked to fetch a magical item, or search the local markets for fine paper and inks, however, whatever the reason is - be prepared to start off performing menial tasks that the wizard cannot be bothered to complete. Most archwizards find warlocks to be a blemish among the magic casters, however, they do understand the efficiency of bestowing a local with some magic in hopes they will spend their time gathering the necessary items for their experiments. 

Expanded Spell List

The Archwizard 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.

Archwizard Expanded Spells

Spell Level

Spells

1st

magic missile, identify

2nd

arcanist's magic aura, magic weapon

3rd

fireball, nondetection

4th

secret chest, private sanctum

5th

teleportation circle, scrying

Arcane Focus

Equipment Added:  Arcane Focus

 

 You receive an arcane focus from your Patron which allows you to channel magic from The Weave. Without the arcane focus you are unable to cast spells of 1st level or higher, and you also cannot cast cantrips at a higher level. 

The arcane focus can be replaced by spending a long rest in meditation - at the end you gain one level of exhaustion. The  arcane focus can be chosen from the same selection that the wizard chooses from. 

Wizards Cabal

Equipment Added:  Spellbook

 

You have learned a number of Wizard spells that you can cast as rituals. These spells are written in a ritual book, which you must have in hand while casting one of them.

  • You acquire a ritual book holding two 1st-level spells of your choice from the Wizards spellcasting list, the spells you choose must have the ritual tag. 
  • If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Thaumaturge

Starting at 6th level, even thought you are limited in spell-casting quantities you make it up with spell quality. Through experimentation you have discovered that by casting two elemental spells back to back, either in the same round or over the course of two rounds, you can magnify the destructive force of the second spell. A feat only possible due to the uniqueness of your spell-casting. 

The spell you combo can be of any level and in any sequence, however, they must be elemental (i.e. fire, ice, acid, etc.) and must be different elements. The first spell is cast normally, for both attack and damage, while the second spells sees an increase in damage equal to your warlock class level. You may use this ability three times per long rest. 

Mana Shift

At 10th level you can draw upon the deep stores of magic that your patron possesses to restore your reserves. As a bonus action you can restore two spell slots that have already been used. 

You can only use this ability once per long rest. 

School of the Patron

Starting at 14th level, you gain the 10th level ability from the school your Archwizard specialized in. You can use this ability the same way a wizard can, however, you replace the INT mod with your CHA mod. 

You can choose one ability from the following list that best represents the patron you serve: 

Durable Magic

Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.

Empowered Evocation

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any wizard evocation spell you cast.

Focused Conjuration

Beginning at 10th level, while you are concentrating on a conjuration spell, your concentration can’t be broken as a result of taking damage.

Illusory Self

Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate 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.

Improved Abjuration

Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check.

Inured to Undeath

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

Prodigious Inspiration

At 10th level, you have attained a greater mastery of spell preparation. As a bonus action, you can replace one spell you have prepared with another spell from your spellbook. You can’t use this ability again until you finish a short or long rest.

Shapechanger

At 10th level, you add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.

Once you cast polymorph in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Split Enchantment

Starting at 10th level, when you cast an enchantment spell of 1st level or higher that targets only one creature, you can have it target a second creature.

The Third Eye

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.

Darkvision. You gain darkvision out to a range of 60 feet, as described in chapter 8, “Adventuring.”

Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

Greater Comprehension. You can read any language.

See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

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