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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