Archmagus (5e Class)
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- 1 Archmage
- 1.1 When Mastery is not enough...
- 1.2 Prerequisites
- 1.3 Class Features
- 1.4 Magic Savant
- 1.5 Knowledge of the Weave
- 1.6 The Book of the Archmage
- 1.7 World Magic
- 1.8 Spell Manipulation
- 1.9 Greater Ability Score Improvement
- 1.10 Amplify Magic
- 1.11 Improved Arcane Recovery
- 1.12 Arcanum Corpus
- 1.13 Magical Mastery
- 1.14 Arcane Symbiosis
- 1.15 Greater Signature Spell
- 1.16 Master of the Arcane
When Mastery is not enough...
You are here, finally. After decades or even centuries, you have reached where you are, at the pinnacle of magic for any Wizard. But you know there is something else, something better. Go through the unknown, tear your mortal flesh and merge with the fabric of magic itself. You will be known as the Archmage, and everyone will know your power. Gaining levels beyond level 20 takes 20,000 experience for every level.
In order to advance as an Archmagus, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):
- Intelligence 20.
You've reached the absolute limits of your Arcane Power, but now, you must break them! And to break those limits, one must have the intellect to learn how.
- Proficiency in Arcana.
You can't be a wizard without knowing the secrets of the Arcane, could you? You must know each and every secret the magic of the mortal world has to offer.
- 20th Level Wizard.
Only those who have reached the pinnacle of mortal magic would have the qualifications to have the title of the Archmage.
- Defining Moment.
You must have completed a quest, performed a research of great importance or having seen a little bit about the origin of magic.
|Artist: Xia Taptara|
As a Archmage you gain the following class features.
- Hit Points
Tools: 3 Artisan’s Tools of your choice.
Saving Throws: Constitution, Charisma.
Skills: Choose 3 From the following: History, Nature, Religion, Insight, Perception, Investigation, Survival.
|Features||—Spell Slots per Spell Level—|
|21st||+7||d6||World Magic, Magic Savant, Spell Manipulation, Knowledge of the Weave, The Book of the Archmage||5||3||3||3||2||2||2||1||1|
|22nd||+7||d6||Greater Ability Score Improvement||6||4||3||3||2||2||2||1||1|
|23rd||+7||d6||Amplify Magic, Improved Arcane Recovery||6||5||4||3||2||2||2||1||1|
|24th||+7||d8||Greater Ability Score Improvement, Arcanum Corpus||6||5||5||4||2||2||2||1||1|
|25th||+8||d8||Magical Mastery, Arcane Symbiosis||6||5||5||5||3||2||2||1||1|
|26th||+8||d8||Greater Ability Score Improvement||6||5||5||5||4||3||2||1||1|
|27th||+8||d12||Greater Signature Spell||6||5||5||5||4||4||2||1||1|
|28th||+8||d12||Greater Ability Score Improvement||6||5||5||5||4||4||3||1||1|
|29th||+9||d12||Master of the Arcane||6||5||5||5||4||4||3||2||1|
|30th||+9||d20||One with the Wave||6||5||5||5||4||4||3||2||2|
Your magical prowess rises beyond what was the known limit. You gain the following additional benefits:
- Any feature from an Arcane Tradition that increases with the level like the Arcane Ward from the Abjuration School will count the Archmage levels as Wizard levels for the sake of those features, and the increase is counted as double.
- Your Spell Mastery feature now let's you cast two spells of level 1 and two spells of level 2 of your choosing at will at 21st level, two level 1, two level 2 and one spell of level 3 at 23st level; two level 1, two level 2, two level 3 and one level 4 at 26th; and two level 1, two level 2, two level 3, two level 4 and one level 5 at 29th.
- When you level up, you can use your Intelligence Modifier instead of your Constitution Modifier to increase your hit points, and at level 21 you instantly gain as many hit points as 10 times your Intelligence Modifier.
- When you reach level 25, you gain advantage in intelligence checks when you use dispel magic or counterspell against a higher level spell.
Knowledge of the Weave
You know all Sorcerer, Warlock, and Wizard spells starting at 21st level, including cantrips. Additionally, you may prepare a number of spells equal to your Intelligence modifier plus 20% of your maximum Mana Points, rounded down. This is added on top of existing benefits that increase the amount of spells prepared. 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.
The Book of the Archmage
As you fused yourself with mana, your spellbook transformed in the process. Full of magical power and arcane knowledge, it now harbors all the secrets of the Weave.
Your spellbook becomes a magical object of strange powers that only you know how to unravel. At level 21, your spellbook is permanently under the effects of the following spells: alarm, arcane lock, illusory script and magic mouth. The alarm only triggers if someone that you do not allow touches or reads your spellbook. The arcane lock is not suppressed with the use of the knock spell. The illusory script makes it to where if someone were to read your spellbook it would just be utter nonsense. The magic mouth states a message, within the limits of the spell, of your choice when the book is opened.
But at level 30, your spellbook has been bathed in your essence and arcane energy for so long that it has slowly been transformed into something more than just a book. It's you, or at least part of you. Your spellbook can be absorbed inside your body without any harm when you wish, and it becomes indetectable when in that state. Furthermore, your spellbook becomes an Artifact level object with 2 minor beneficial properties and 2 major beneficial properties. In addition, you can use it as an Arcane Focus and can cast any spell without material components worth of 400 gold or less.
You traveled the world, and you've seen everything it needs to be seen. You just have to put your experience to practice. Unlocking the secrets of magic has lead you to one thing: Mana.
At 1st level, An Archmagus can tap into the world magic 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 the total character level. At level 21, you gain mana dices equal to your total character level plus your Intelligence modifier, and each time you level up, you gain another mana die plus your Intelligence modifier. At higher levels, the strength of the mana die increases. The strength of the die in each level is shown in the Archmage table; however, the change is NOT retroactive to previous Mana Dice gained. 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.
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 at 21st level, using your Intelligence when Charisma is needed. You spend 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 unless otherwise stated. Furthermore, you also gain the benefits of 2 Arcane Traditions of your choice, gaining all of it’s characteristics. You gain 2 additional Arcane Traditions at 24th level and 2 more at 27th level.
Greater Ability Score Improvement
When you reach 2nd level, and again at 4th, 6th and 8th level, you can increase one ability score of your choice by 3, or you can increase three 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.
Archmage have learned to devote Mana to their spells in order to strengthen the effects that they create.
Whenever you cast a spell, you may spend a number of Mana points up to a maximum of 2 times the spell's level (and not the spell slot used). When you do, you provoke one of the following effects depeding of the type of spell, which you may choose when the Mana points has been spent:
- All Spells:
- Longitude Increase: By each point of mana spent, you can increase the range of your spells by 20 feet.
- Amplitude Increase: By each point of mana spent, you can increase the radius of your spells by 5 feet.
- Mana Acceleration: You decrease the amount of time needed for a spell to one action (if the spell has a bigger casting time) by spending mana equal to twice the level of the spell. This cannot make a spell that needs an action transform to one that needs an additional action.
- Mana Efficiency: You increase the duration of a spell (or the duration of it’s effects) for 2 mana points per turn.
- Saving Throws:
- Magnitude Increase: If a creature that fails the saving throw would take damage from the spell, the number of die to be rolled increases by 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.
- Ranged and Melee Spell Attack Rolls:
- Magnitude Increase: If your spell impacts and the creature would take damage from that spell, the number of die to be rolled increases by the amount of Mana points spent.
- Arcane Tracking: The Spell Attack Bonus increases by the amount of Mana points spent.
- Arcane Burn: When you deal damage with a spell, you can make it deal damage the next turns equal to one third the damage you made for a number of turns equal to mana points spent. Only one spell at a time can deal "burning" damage.
At 27th level, you may pick 2 effects simultaneously in the spell, portioning off the amount of Mana points that go to the two effects. At 30th level, the amount of Mana points you can spend increases to 5 times the spell's level and can pick 3 effects.
Improved Arcane Recovery
At 23rd level, 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, and when doing so you can count the Archmage levels as Wizard levels for the sake of the Arcane Recovery feature.
At the 24th level, your knowledge becomes something intuitive, like it's part of yourself. Your eyes have the same ability as detect magic and identify to a range of 120 feet but don't count as spells, and truesight in a range of 60 feet. In addition, you can use your Intelligence modifier in initiative rolls instead of Dexterity.
At 25th 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 all damage rolls you 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 25th 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.
Greater Signature Spell
At 27th level, you remember that you did have your old Signature Spells. When you reach this level, you can be considered perfectly attuned with the Weave, being able to atune to as many magical items as your intelligence modifier. Now that your body is able to receive the Wave in a better way, you can enroll your spells in your own body, using your mana to cast spells much more powerful than normal. You can now use your Signature Spell feature with spells of level 5. At 28th level, it increases to spells of level 6, at 29th, spells of level 7, and at level 30, it can be spells of level 8.
Master of the Arcane
At level 29, your knowledge becomes as deep as the Abyss, and that knowledge empowers you further.
You gain a powerful feature depending of the Arcane Tradition you chose in level 2 when you were a normal Wizard.
- School of Abjuration: You treat all spells as Abjuration spells, and they benefit from the features of your school if they can. As a master of defense, you passively generate an aura of a radius of 30 feet in where allies and yourself gain a bonus to your AC equal to your Intelligence Modifier. Furthermore, you can heal your arcane ward by it's starting hp every turn.
- School of Divination: You treat all spells as Divination spells, and they benefit from the features of your school if they can. As a master of precognition, you can see into the future by 1 times your spell attack mod seconds. Furthermore you can use you have 10 portent dice.
- School of Conjuration: You treat all spells as Conjuration spells, and they benefit from the features of your school if they can.
as a master of creation and transportation, you can summon any creature or object that you know(including yourself) of to any point within sight at will
- School of Enchantment: You treat all spells as Enchantment spells, and they benefit from the features of your school if they can.
- School of Evocation: You treat all spells as Evocation spells, and they benefit from the features of your school if they can.
- School of Illusion: You treat all spells as Illusion spells, and they benefit from the features of your school if they can.
- School of Necromancy: You treat all spells as Necromancy spells, and they benefit from the features of your school if they can.
- School of Transmutation: You treat all spells as Transmutation spells, and they benefit from the features of your school if they can.
- War Magic (Xanathar's Guide to Everything):