The Archmage (5e Subclass)

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The Archmage[edit]

Warlock Subclass

Your patron is an archmage, a wizard of immensely high power, that decided to share a portion of their arcane potential with you. Archmages vary greatly in alignment and their goals: some are benevolent, and work towards protecting others from cosmic threats, such as Elminster. Others just seek knowledge and power for its own sake, like the Simbul. And finally, others search power for deranged and nefarious means, like Halaster Blackcloak and Acererak. Regardless, a warlock whose pact was forged with an archmage can expect to be thrown in a cosmic game of chess between creatures with unfathomable arcane powers.

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 identify, shield
2nd arcanist's magic aura, levitate
3rd fireball, tiny hut
4th banishment, private sanctum
5th telekinesis, teleportation circle
Arcane Improvement

At 1st level your spell list expands, now being able to also count on the wizard spell list. Additionally, your spell slot table increases: treat the wizard spell table as if it were your own. Add your Charisma modifier to the number of spells you know to determine how many spells you know.

Spellcasting Affinity

At 6th level, your spells gain the ability to undercut resistances. After a you finish a short or long rest, you can choose one damage type. When a spell you cast deals damage of that type, it ignores resistances and treats immunities as resistances. This lasts until you choose another damage type using this feature.

Loyalty Reward

At 10th level, your loyalty to your patron has proven true and consistent. As a reward, your patron will grant you one of the following items based on your pact boon to assist you in your journey. If you lose the item or if it is stolen, it will vanish within 24 hours. It cannot be sold or given away, as no one but you is capable of using the items. You can perform a 1 hour ritual to receive a replacement from your patron. Any of the items can be used as an arcane focus. Attunement is not necessary.

  • Pact of the Tome: Dark Grimoire. A dusty old black leather tome, filled with a language you didn't know you could read. Add 1/10 of your current HP (rounded up) to any necrotic damage you deal. You can also sense the location of nearby undead (50 ft radius) and immediately tell if any creature you can see is undead.
  • Pact of the Talisman: Opal Ring. A brilliant and intricately carved ring of pure opal. It harmonizes with your talisman when you put it on. While worn, you gain the benefits of wearing your talisman even if someone else is currently wearing it. However, the number of uses for any talisman effect are shared. While you possess both the Opal Ring and your talisman, you become energized. While energized, you gain +5 movement speed and can ignore the first instance of exhaustion every long rest.
  • Pact of the Chain: Circlet of Life. A platinum circlet that resembles ivy, with a jewel or other centerpiece that represents your familiar. While worn, your familiar gains a +2 bonus to its Armor Class. Additionally, as an action you may sacrifice your own hit points (up to 20) to grant your familiar that many temporary hit points, which last until they are lost. While your familiar has any temporary hit points gained from this effect, you are unable to use it.
  • Pact of the Blade: Dragon Scale Greaves. A pair of knee-high boots armored with silver dragon scales. You gain advantage on Dexterity saving throws. Additionally, rough terrain, ice, or other obstacles do not slow your movement. Once per short rest, you can use your bonus action to disengage combat.
  • Any Other Pact Boon: Collector's Sphere. A shimmering sphere the size of a kiwi that changes in hue based on your favorite color. When you hold it and say “magic revealed,” a shimmering violet map will be projected downwards from the sphere for one hour or until dismissed. The map covers a half mile radius and indicates the location of any magic or enchanted items and how powerful they are. A grey dot means weak, an orange dot means strong, and a red dot means very strong. While the map is being projected, you gain advantage on Intelligence (Arcana) checks. The map can be used once every 1d4 long rests.
Spell Resistance

Starting at 14th level, you gain advantage on saving throws against spells. You also gain resistance to the damage of spells.

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