Arch-Mage (5e Class)

From D&D Wiki

Jump to: navigation, search


Arch-Mage

The Arch-mage is a mage who has decided to transcend the concept of magic, he searches for the original magic that shaped all others, but then he cannot be tied to a school, a god, a culture or way of life. In life, an Arch-mage knows every possible spell and every possible form of magic, he transcends the power of a cleric, druid, warlock, sorcerer, and wizard to achieve his goals.

Creating a Arch-Mage

You can make an Arch-Mage quickly by following these suggestions. First, depending on your path, you must choose between Intelligence, Wisdom, or Charisma to be your highest ability score, followed by Constitution and Dexterity. Second, choose the Sage background. Third, choose

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st

Proficiencies

Armor: light armor
Weapons: Martial weapons.
Tools: Alchemist's Supplies, Herbalist Kit
Saving Throws: (Wisdom, Intelligence, or Charisma,) and Constitution
Skills: Choose 2 from Arcana, History, Insight, Investigation, Nature, Perception, and Sleight of Hand.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellbook Collector, Spellcasting 3 2
2nd +2 Arcane Defense, Druids aren't Shit 3 3
3rd +2 The Path of the Arch-Mage 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Original Magic 4 4 3 2
6th +3 The Path of the Arch-Mage 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Magic Devourer 5 4 3 3 3 2
11th +4 The Path of the Arch-Mage 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 The Path of the Arch-Mage, My True Magic 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 6 4 3 3 3 2 1 1 1 1
18th +6 The Path of the Arch-Mage 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 3 3 3 3 2 1 1 1
20th +6 The Origin of Magic 6 4 3 3 3 3 2 2 1 1

Spellbook Collector

As a student of arcane magic based on origin magic, you can have 3 spellbooks that contain your spells and rituals.


Spellcasting

Preparing and Casting Spells

At 1st level, you have 3 spellbooks containing six 1st-level spells from the Wizard Spell List Warlock Spell List Sorcerer Spell List of your choice. Each time you gain an Arch-Mage level, you may add two for each of your spellbooksWizard Spell List Warlock Spell List Sorcerer Spell List of your choice to your spellbook of a level for which you have a spell slot. On your adventures, you may find other spells that you can also add to your spellbooks.

The Arch-mage table shows how many spell slots you have to cast your 1st-level and higher spells. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of spells that are available for you to cast. To do so, choose a number of Arch-Mage spells from your spellbook equal to your chosen ability modifier + your Archmage level times the number of your spellbooks (minimum of three spells). Spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Arch-Mage spells requires time spent studying your spellbook and memorizing the incantations and emotes you must do to cast the spell: at least 1 minute per spell level for each spell on your list.

Cantrips

At 1st level, you know nine cantrips of your choice from the Wizard Spell List Warlock Spell List Sorcerer Spell List. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Arch-Mage table.

Conjuration Ritual

You can cast an Arch-mage spell as a ritual if that spell has the ritual mark and you have the spell in your spellbook. You don't need to have the spell prepared.

Conjuration focus

You can use an arcane focus as a spellcasting focus for your Archmage spells, you can also use a weapon as an arcane focus, but it will cost you 10 coins.

Conjuration Skill

The path you chose will give your spellcasting ability to your Arch-Mage spells, as you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your path-set modifier when setting the saving throw DC for an Arch-Mage spell you cast and when making an attack roll with one.

Spell check DC = 8 + your proficiency bonus + your chosen ability modifier.

Spell Attack Modifier = your proficiency bonus + your chosen ability modifier.

Arcane Defense

Starting at the 2nd level, your magic is becoming part of you, your AC is 10 + your Chosen attribute modifier. When you are subjected to an effect that allows you to make a Dexterity or Strength saving throw, instead you make an Chosen attribute save to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Druidic Magic

Starting at the 2nd level, As an Arch-Mage you know every form of magic and try to improve it, you can use the Wild Shape feat, but with some alterations since you are the absolute master of magic, you don't need to obey the limitation table, but you must As an action, you may wildshape into any creature of CR 1/2 your level or lower. You can use this transformation equal to your proficiency level.

The Path of the Arch-Mage

Starting at the 3rd level, you begin to focus to deepen your powers and begin unraveling the secrets of the multiverse, choose how you wish to manifest these secrets as the paths seen below paths give further features at levels 6th, 11th, 14th, and 18th.

Ability Score Improvement

Starting at the 4th level, and again at 6th, 8th, 10th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature, unless it is the attribute chosen by your Archmage, It is possible to reach up to 26.

Powerful Magic

Starting at 5th level, your magical prowess is so potent that you can make the effects of a spell last indefinitely. You learn to extend its effects indefinitely; after casting a spell, you can expend an additional spell slot of the same level to make the magic's effect persist indefinitely until you choose to dispel it or experience the effects of a Dispel Magic spell.

Magical Memorization

At level 10 your understanding of magic is unique and immeasurable, as a reaction you can counter a spell, curse or enchantment equal to your highest spell slot or lower. when you do so you renew your Spell Slot equal to the spell you had just countered and learn the spell that was countered and store it in your Grimoires, you can use this ability the same number of times as your proficiency bonus. you restore the ability when you take a long rest.

Potent powers

At 14th level, your magical power is so insurmountable and potent that it ignores the effects of antimagic fields and magical resistance. Furthermore, you no longer need to focus on concentration spells.

The Origin of Magic

now at level 20, you've reached the origin of spells and can cast anything, you gain advantage on rolls against magic, and you may choose several spells you know (limit 2 spells per spell level) you may cast them at-will

Including the spells of your archetype

The Path of the Arch-Dragon

  • Level 3 - Blood of the Red Dragon*

- Damage Resistance: Gains resistance to fire damage.

- Draconic Language: Learns to speak, read, and write in Draconic.

- Breath Weapon: You can unleash a burst of fiery energy as your breath ability. All creatures within must make a saving throw determined by your red dragon ancestry, with the DC being 8 + your Intelligence modifier + proficiency bonus. On a failed save, the creature takes 2d6 damage, halved on a success. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After use, you must complete a short or long rest before using it again. Alternatively, you can use your breath ability a number of times equal to your Intelligence modifier, regaining spent uses after a short or long rest.

  • Level 6 - Red Transformation*

- Can transform into a red dragon wyrmling, maintaining intelligence, wisdom, and charisma. Can use magic, and items change with the transformation. This ability can be used again after a long rest.

  • Level 11 - Draconic Fury*

- Adds Intelligence modifier to fire damage magical attacks.

- Can change magical damage to force in addition to fire in Breath Weapon.

  • Level 14 - Form of Adult Red Dragon*

- Can transform into an adult red dragon, losing the ability to use magic during the transformation. This ability recharges after a short rest.

  • Level 18 - Form of Red Dragon God*

- Can transform into a Red Dragon God equal to the proficiency bonus uses, losing 10 hit points with each transformation.

- Retains the ability to use spells and grimoires.

- Gains the characteristics of an ancient red dragon but incurs 1 level of exhaustion every 1 use.

- Recovers transformations after a long rest.

- **Ur-Draxa Devastation**

    • Description:** Upon reaching the 18th level, you gain the ability to Unleash the Ur-Draxa Devastation, allowing your magic to absorb the vitality around you. When casting a damaging spell, you can choose to utilize the Ur-Draxa Devastation, resulting in enhanced effects at a considerable cost.

- **Benefits:**

  - Spell damage is doubled.
  - Spell range is doubled.
  - The number of targets affected by the spell is doubled.

- **Consequences:**

  - The area around you is consumed by necrotic energy, causing 1d4 damage for each level of the cast spell.
  - Living beings in the area suffer doubled damage and are subject to penalties in tests, reduced movement, and other adverse effects.
  - The land becomes barren and desolate, unable to sustain life for an extended period.

This ability, known as the Ur-Draxa Devastation, reflects your mastery over destruction, bringing amplified effects while imposing a high cost on living beings and the surrounding environment.

The Path of the Arch-Devil

You've embarked on the journey to harness the corruptive magic originating from demons, transforming yourself into a demon in the process.

    • The Path of Arch-Devil**

You have delved into the power of demonic origins, seeking corruptive magic, and becoming a Demon yourself.

    • Devil's Blood**

Starting at 3rd level with the Arch-Devil path, you gain the following benefits: You learn 2 cantrips from the Warlock list and 2 1st-level spells. Additionally, you become proficient in deception and persuasion.

    • Diabolic Form**

At 6th level, your Arch-Devil power fully blossoms. You start adding your magical ability to the damage of your cantrips. Moreover, you can assume your Diabolic Form, gaining five times your level in temporary hit points and resistance to two types of elemental damage of your choice. You can use this ability a number of times equal to your level + your Intelligence modifier divided by two, rounded down.

    • Greater Diabolic Magic**

Now, at 11th level, your body and Diabolic form are in harmony. You become immune to one type of damage among force, fire, and ice, and your spells of the chosen type deal an additional + your level in damage. Once chosen, you need to finish a long rest to change this.

    • True Devil Form**

Upon reaching 14th level, your body, magic, and inner Devil can transcend the limits imposed by universal magic. You can transform into a Greater Devil, gaining the ability to manipulate others. You can choose a creature within 36 meters, and that creature must succeed on a Wisdom saving throw (Spell save DC), or be completely dominated by you until the next sunrise. After using this ability, you must complete a short rest to use it again.

At 18th level, you unlock the True Form of the Infernal Lord. In this demonic form, you gain immunity to one type of damage, excluding radiant. Your physical attributes are significantly enhanced, and you gain access to the following spells, representing powers under Asmodeus's influence:


1. **Black Flame** (Level 2)

2. **Infernal Chains** (Level 4)

3. **Circle of Power** (Level 5)

4. **Infernal Order** (Level 6)

5. **Hand of Asmodeus** (Level 7)

6. **Mephistopheles' Fiery Blade** (Level 9)


Additionally, you gain the ability to create Demonic Contracts, allowing you to strengthen your ties with the underworld and extract power from pact-bound souls. Each pact-bound soul grants you a unique bonus, ranging from additional resistances to enhancements in your demonic spells.

Your expertise in demonic persuasion deepens, granting you proficiency in all Charisma skills. This proficiency is calculated as Proficiency + the chosen attribute at character creation, significantly strengthening your charismatic abilities.

The Path of the Mortal Ascension

You have embraced the Path of Mortal Ascension, a quest for transcendence beyond the bounds of mortality, attaining divine powers. Here are the features for your subclass:

    • Transcendent Mortal Bloodline**

Starting at 3rd level with the Path: Mortal Ascension, you gain the following benefits: You learn 2 cantrips from the arcane spell list and 2 1st-level spells. Additionally, your transcendent connection to the cosmic ether grants resistance to necrotic or radiant damage.

    • Etheric Form**

At 6th level, your pursuit of transcendence reaches a new level. You can temporarily transform into an etheric form, becoming immune to physical damage but unable to affect or be affected by physical objects. This form lasts for a number of rounds equal to your wizard level and can be used once per short or long rest.

    • Enhanced Transcendental Magic**

Upon reaching the 11th level, your understanding of the cosmic ether allows you to enhance your spells. Add your Chosen Attribute modifier to your magical attack bonus.

Spell Attack Modifier = your proficiency bonus + your chosen ability modifier + your chosen ability modifier.

Additionally, whenever you cast a spell, you can cast a cantrip immediately afterward at no cost, number of times equal to your Proficiency.

    • Divine Transcendence**

At 14th level, your quest for transcendence reaches its zenith. You can choose a spell from any spell level and add it to your spellbook, bypassing normal level restrictions. Furthermore, whenever you cast a 9th-level spell, you automatically regain the ability to cast an below th-level spell again.

    • Transcendental Union**

At 18th level, you achieve the ultimate union with the cosmic ether. Gain a 10th-level spell slot, allowing you to surpass mortal limitations. You can cast a 10th-level spell once per long rest. Additionally, your transcendental connection grants immunity to effects that limit your action or movement.

Karsus's Folly Grimoire

  • Requirement: Archmage Feats

To obtain this unique magical grimoire, the Archmage must invest in it as a distinct talent. This grimoire grants its bearer a profound connection to the magical fabric of the multiverse, unifying arcane arts within its pages. When choosing this proficiency, the Archmage undergoes the following preparations:

1. **Talent Acquisition:** The Karsus's Folly Grimoire must be acquired as a specific talent. Its cost and availability are determined by the game master, ensuring that the Archmage makes a conscious choice when investing in this powerful magical tool.

2. **Arcane Rebirth:** After acquiring the grimoire as a talent, the Archmage needs to make preparations to make it fully usable. During a short rest, the bearer can choose to spend 10,000 gold coins to unlock the grimoire's potential. Alternatively, a dark ritual can be performed during a long rest, requiring a handcrafted grimoire, an innocent soul, and the sacrifice of the extended rest. If the grimoire is destroyed, Arcane Rebirth must be performed again. All previously recorded spells in the destroyed grimoire are transferred to the new one.

3. **Mystical Return:** The grimoire has the unique ability to return to its owner's hands as long as it is on the same plane of existence. Uttering the command word, the grimoire flies back to the Archmage, ensuring its constant availability.

4. **Reserved Dimension:** The grimoire can be stored in a personal semi-plane, accessible at the touch of its bearer. This reserved dimension acts as a secure extension to store the grimoire, ensuring it is not easily lost or stolen.

5. **Magic Bond:** The grimoire can cast spells on behalf of its master, even in their absence. Linked to the Archmage's spell list, the grimoire can cast any known spell or cantrip, using the master's available spell slots. The Archmage can decide whether to allow the grimoire to independently use spells for its protection, providing an additional layer of magical defense.

6. **Enhanced Arcane Focus:** The Grimoire can be used as an Arcane Focus by its bearer. If chosen as a focus, the Archmage receives a doubled proficiency bonus in any skill related to spellcasting, further enhancing their arcane abilities.

Multiclassing

Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: Be a spellcasting class, be proficient in Arcana and be at least level 8.

5.00
(one vote)

Back to Main Page5e HomebrewClasses


Home of user-generated,
homebrew pages!


Advertisements: