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Otherworldly Patron
Comments from the Finger: This interesting gem of a warlock patron comes to you from Idanbhk, and pays lip-service to many of our favorite wizards.

The Archmage

Your pact is with the spirit of an extremely powerful spellcaster, a legendary master of the arcane. Perhaps you have come into possession of a relic of theirs that holds a connection to their essence, or perhaps you have fallen under the tutelage of a demilich. Regardless of how you contact them, such spellcasters were immensely powerful in life, and are directly connected to the Weave in death. For your service, they can teach you the deepest secrets of arcana.
     Arcane beings powerful enough to forge such a pact include Vecna, Elminster, Mordenkainen, Bigby, Leomund, and Acererak.

Archmage Expanded Spells

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

Arcane Storage
Starting at 1st level, your pact allows you to prepare a spell for later usage. When you finish a long rest, you can choose one spell you know of a level you can cast. You can cast that spell once at its minimum level without using a spell slot, but cannot cast it otherwise, until you finish a long rest.

Unbreakable Spell
When you reach 6th level, if you would lose your concentration on a spell before its duration ends, or if a spell you cast is dispelled, you can use your reaction to maintain concentration on the spell or prevent its dispelling.
     Once you use this ability, you can’t use it again until you finish a short or long rest.

Spell Resistance
Starting at 10th level, your dealings with the arcane give you a measure of protection from spells. You have resistance to damage from spells.

Induce Weakness
At 14th level, as an action, you can weaken a creature you can see within 30 feet and make it more easily influenced and damaged by magic. The creature must make a Charisma saving throw. On a failure, the creature becomes vulnerable to damage from spells until the end of your next turn, and has disadvantage on saving throws against spells for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a successful save.
     Once you use this feature, you can’t use it again until you finish a long rest.

 

 

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