Archmagus (5e Class)
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When Mastery is not enough . . .
Prerequisites. To qualify for multiclassing into the Archmagus class, you must meet these prerequisites: An Wisdom and Intelligence score is of 19 or higher, and ownership of a robe of the archmagi.
Proficiencies. When you multiclass into the Archmagus class, you gain the following proficiencies: Arcana, Insight.
As a Archmagus you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Archmagus level
Hit Points per Level: 1d6 (or 4) + Constitution modifier per Archmagus level
Tools: any three Artisan's tools of your choice
Skills: Arcana and Insight
|Mana Dice||Features||—Spell Slots per Spell Level—|
|1st||d6||World Magic, Spell Manipulation||2||—||—||—||—||—||—||—||—|
|2nd||d6||Ability Score Improvement||3||—||—||—||—||—||—||—||—|
|3rd||d6||Amplify Magic, Improved Arcane Recovery||4||2||—||—||—||—||—||—||—|
|4th||d8||Ability Score Improvement||4||3||—||—||—||—||—||—||—|
|5th||d8||Magical Mastery, Arcane Symbiosis||4||3||2||—||—||—||—||—||—|
|6th||d8||Ability Score Improvement||4||3||3||—||—||—||—||—||—|
|7th||d10||Amplify Magic II, Spell Manipulation II||4||3||3||1||—||—||—||—||—|
|8th||d10||Ability Score Improvement||4||3||3||2||—||—||—||—||—|
|9th||d10||Ability Score Improvement||4||3||3||3||1||—||—||—||—|
|10th||d12||Arcane Symbiosis II, Amplify Magic III||4||3||3||3||2||—||—||—||—|
Proficiency Bonus Increase
You proficiency bonus increases +1 in level 2, +2 in level 4, +3 in level 6, +4 in level 8, +5 in level 10.
At 1st level, An Archmagus can tap into the world to gain a storage of magical power. This power is stored as Mana - An ethereal essence within all beings. Mana can be used to fuel spells and other magical abilities available to the Archmagus, as well as manipulate the energies of spells he casts normally.
- Mana Points
An Archmagus gains a number of Mana Dice equal to his character level. The strength of the die is shown on the Archmagus table; however, the change is NOT retroactive to previous Mana Dice gained. Also at 1st level, you gain a storage of Mana equal to your Mana Dice plus your Intelligence modifier.
Expended Mana can be recovered after a long rest. The amount of Mana recovered is equal to 5 times your Intelligence modifier
The Mana available to an Archmagus can be used in two ways:
1) Creating Spell Slots: An Archmagus can spend a number of Mana points equal to twice the level of the spell slot created. An Archmagus can only create one spell slot per round.
2) Altering Spells:By using Mana as a catalyst, the Archmagus can change how a spell acts. He will learn different ways of altering spells as he gains more levels in the Archmagus class, and all methods will be explained in greater detail later.
- Spell List and Preparing Spells
You know all Sorcerer, Warlock, and Wizard spells starting at 1st level. Additionally, you may prepare a number of spells equal to your Intelligence modifier plus 20% of your maximum Mana Points, rounded down. The spells prepared must be equal to or lesser than your highest level spell slot. An Archmagus may change his list of prepared spells whenever he takes a long rest.
By shaping his spells with Mana, the Archmagus can alter how his spells behave and twist them to suit his needs.
An Archmagus gains 3 Metamagic techniques from the Sorcerer class. He spends a number of Mana Points equal to twice the cost in Sorcery points of the Metamagic feat. An Archmagus can only do this once per turn.
At 7th level, An Archmagus also gains 6 Warlock Eldritch Invocations and 6 Channeler Divine Invocations. You may only pick Invocations that alter the effects of your spells.
Ability Score Increase
When you reach 2nd level, and again at 4th, 6th, 8th and 9th level, you can increase one ability score of your choice by 3, or you can increase two ability scores of your choice by 1. It is possible to raise a score above 20 using this feature, but not above 30 - due to the nature of a Prestigious Class improvement.
Archmagi have learned to devote Mana to their spells in order to strengthen the effects that they create.
Whenever you cast a spell that provokes a saving throw, you may spend a number of Mana points up to 3 times the spell's level. When you do, you provoke one of the following effects, which you may choose when the Mana points has been spent:
Magnitude Increase: If a creature that fails the saving throw would take damage from the spell, the number of die to be rolled increases my the amount of Mana points spent.
Arcane Potency: The Spell Save DC increases by the amount of Mana points spent.
Unexpected Exposure: If a creature were to fail the saving throw and suffer a condition, the target takes a penalty to their next roll equal to the amount of Mana points spent.
At 7th level, you may pick 2 of the following effects simultaneously, portioning off the amount of Mana points that go to the two effects. At 10th level, the amount of Mana points you can spend increases to 5 times the spell's level.
Improved Arcane Recovery
By channeling your magical ability into the earth itself, you can tap into a reservoir of energy that allows you to regain all expended spell slots. Once you use this feature, can't do so again until you finish a long rest; however, you can use the Arcane Recovery feature if you have it to gain additional spell slots.
At 5th level, your proficiency bonus is doubled for the purposes of Spell Save DC and Spell Attack Bonus. In addition, you may add your proficiency bonus to the damage dealt by any spell.
At some point in time, the Archmagus must take on an apprentice to continue their magical studies. The process is an arduous one, but eventually, an astral bond forms between the Archmagus and their intended student.
At 5th level, you may choose one willing participant to become your Apprentice. The target must have an Intelligence score of 10 or higher and have the ability to cast magic, whether by means of the Spellcasting/Pact Magic Feature or by the Magic Initiate feat. As a bonus action, you may spend a number of Mana points equal to their Apprentice's character level. When you do, the next attack roll, saving throw, or ability check they make receives a bonus equal to the amount of Mana points spent.
In addition, both you and your Apprentice receive a bonus to your Hit Points, AC, and Spell Attack Bonus equal to your Intelligence modifier.
There is a price to this arcane bond: Whatever ailment one suffers, the other reflects in kind. Both you and your Apprentice's Hit Point Maximum - excluding the bonus listed in this ability - becomes the average of the two. Both parties involved also suffer hit point damage whenever either member takes damage from an outside. Should either of you happen to die or be reduced to 0 hit points, both parties involved fall unconscious and are dying. Nonmagical methods of stabilizing you will not work unless both parties are stabilized at the same time.