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The Archmage

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.
Spell Level Spells
1st magic missile, shield
2nd Melf ’s acid arrow, Nystul’s magic aura
3rd Leomund’s tiny hut, Melf ’s minute meteors
4th Mordenkainen’s faithful hound, Otiluke’s resilient sphere
5th Bigby’s hand, Rary’s telepathic bond

Arcane Apprentice

At 1st level, you can choose to use Intelligence, instead of Charisma, as your warlock spellcasting ability. If you choose to use Intelligence, all warlock features and Eldritch Invocations that reference your Charisma modifier use your Intelligence modifier instead. You must make this choice when you gain this feature. Additionally, you learn the detect magic and identify spells. They count as warlock spells for you, and don’t count against the number of warlock spells you know. Unless you learn either spell from another source, you can only cast it as a ritual.

Archmage’s Excess

Also starting at 1st level, your patron allows you to siphon off their excess reserves of magical power. As an action, you can regain one of your expended warlock spell slots. Once you use this feature, you must finish a long rest before you can use it again.

Eldritch Efficiency

At 6th level, your patron teaches you how to use your reserves of magical power with greater finesse. As a bonus action, you expend one of your warlock spell slots to gain a number of lower-level warlock spell slots with total level equal to the spell slot expended. For example, if you expend a 3rd-level spell slot this way, you can gain three 1st-level spell slots or one 1st-level and one 2nd-level spell slot. When you regain your expended warlock spell slots at the end of a short or long rest, you lose any remaining spell slots created with this feature.

Magic Resilience

Starting at 10th level, when you fail a saving throw you make against a spell or other magical effect, you can choose to succeed instead. If you use this feature to succeed on a saving throw against a spell that allows you to take half damage on a success, you instead take no damage from the spell. Once you use this feature, you must finish a short or long rest before you can use it again.

Archmage Arcanum

At 14th level, your patron allows you to draw further from their knowledge and magical power. When you finish a long rest, you can choose to replace one of your arcanum spells with a different spell of the same level from either the warlock or wizard spell list. A wizard spell you choose this way counts as a warlock spell for you until you choose to replace it. Additionally, as a bonus action, you can regain the use of your 6th- or 7th-level arcanum spell. Once you regain the use of an arcanum spell this way, you must finish a long rest before you can use this bonus action again.

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