Arch-Mage Variant (5e Class)

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* This is a variant of the already existing Arch-Mage class, utilized in a hommebrew campaing

Arch-Mage[edit]

The Arch-mage is an arcane user 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 must know every possible spell and every possible form of magic, he aims to transcend the power of a cleric, druid, warlock, sorcerer, and wizard to achieve his goals.

Creating a Arch-Mage[edit]

Here are some questions to keep in mind when creating an Arch-Mage. Why do you want to discover the origin magic of everything? How did you learn to acquire arcane knowledge and the power of magic? Are you self-taught, or did a master teach you how to use magic? Where or how did you find out that this is your will? What are your goals as an Arch-Mage, is it just to discover the origin spell or do you have something else in mind since you must be the greatest mage of all?

Quick Build


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: simple weapons.
Tools: Alchemist's Supplies, Herbalist Kit
Saving Throws: (Wisdom, Intelligence, or Charisma, depending the chosen Arch-Mage Path) and Constitution
Skills: Choose 3 from Arcana, History, Religion, Insight, Investigation, Nature, Survival and Perception.

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 Arcane Recovery, Arch-Mage Path, Spellcasting 3 2
2nd +2 Arcane Defense, Druidic Magic 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Controller of Magic 4 4 3 2
6th +3 Arch-Mage Path 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 Arcane Defense Improvement 4 4 3 3 3 1
10th +4 Magic Memorization 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 Potent Powers 5 4 3 3 3 2 1 1
14th +5 Arch-Mage Path 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 Arch-Mage Path 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

Arcane Recovery[edit]

You have learned to regain some of your magical energy by studying your spellbooks. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your arch-mage level (rounded up).

Spellcasting[edit]

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 spells from Wizard Spell List, Warlock Spell List, Sorcerer Spell List for each of your spellbooks. The spells must be 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. Whenever you lose a spellbook, or it is destroyed, you may perform a ritual during a long rest to magically restore it. However whenever you perform this ritual, you must remove two of the spells within the spellbook restored, as the magic performed to restore it is not perfect. The spells must be from the highest level you have in the spellbook.

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 spellbooks 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, three from each spell list (Wizard Spell List, Warlock Spell List and Sorcerer Spell List). You learn additional cantrips of your choice from each spell list 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 you are proficient with, and worth at least 50 gp as an arcane focus.

Conjuration Skill

The path you chose will give your spellcasting ability to your Arch-Mage spells. You use the chosen ablility whenever a spell refers to your spellcasting ability, and when setting the saving throw DC for an Arch-Mage spell you cast.

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

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

Arch-Mage Path[edit]

The Path how you deepen your powers and begin unraveling the secrets of the multiverse. Such choice affects directly your magical abilities. Choose how you wish to manifest these secrets as the paths seen below. Paths give further features at levels 6th, 14th, and 18th.

Arcane Defense[edit]

Starting at the 2nd level, you learn how to make your magic is become part of you. As an action, you can make your AC become, for [your chosen ability modifier] hours, equal to [8 + Dexterity modifier + your Chosen Ability modifier].

Druidic Magic[edit]

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 beast of CR equal to half your level or lower.

While transformed, you can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you've already cast.

You can use this transformation a number of times equal to your proficiency level, regaining all uses on a short or long rest.

Ability Score Improvement[edit]

Starting at the 4th level, and again at 8th, 12th, 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.

Controller of Magic[edit]

Starting at 5th level, your magical control is so refined that you can make your spells demostrate different effects. You can choose to learn two Metamagic option from the sorcerer class. You can choose an additional option at 12th level. Whenever the Metamagic reffers to Charisma modifier, you can use instead your Chosen Ability modifier. You also gain a number of sorcery points equal to half your level + your proficiency bonus to spend on Metamagic. You regain all spent sorcery points when you finish a short rest. Whenever you finish a long rest, you can replace the Metamagic options for another one.

Arcane Defense Improvement[edit]

At the 9th level, while Arcane Defense is active, whenever you are subjected to a saving thrown because of a spell, whatever Ability it be, you can choose to roll as your Chosen Ability instead. You can use this feature twice per long rest.

Magical Memorization[edit]

At 10th level your understanding of magic is unique and immeasurable. When you see/perceive a spell being cast, you are temporarily able to replicate the casting. For 1 minute, you are able to cast the spell as if it was in your prepared spell list. You can use this ability the same number of times as your proficiency bonus, and restore all uses on a long rest.

Potent Powers[edit]

At 13th level, your magical power is so insurmountable and potent that it ignores manages to bypass a few immunities. Whenever you target a creature with a spell that inflicts a condition, you may ignore the immunity of the target to the condition.

The Origin of Magic[edit]

At 20th level, you've reached the origin of the magic. You gain advantage on rolls against magic. In addition, you may choose a number of spells known, below 4th level, equal to your spellcasting ability modifier, you are able to cast them without expanding spell slots, at will.

The Arch-Dragon Path[edit]

You inspire yourself in the mighty dragons, beings that are commonly known as gifted by the magic. When you choose this path Intelligence is your Chosen Ability.

In addition, you know how to speak, read, and write in Draconic.

Wyrmling Transformation[edit]

Your study of the dragon-like creatures has deepened. By the 6th level, you learn how to use your Druidic Magic to transform into a dragon wyrmling of your choice, maintaining intelligence, wisdom, and charisma.

Draconic Resilience[edit]

You are now able to incorporate the resilience of the mighty dragons. At the 14th level, whenever you fail in a saving thrown, you can choose to reroll it, using the higher one. You can use this feature a number of times equal to half your proficiency bonus, recovering all uses on a long rest.

Young Dragon Transformation[edit]

By the 18th level, you improved your Wyrmling Transformation. Now, you are able to transform into a young dragon of your choice. Additionaly, while in this form, you retain your spellcasting abilities.

The Arch-Devil Path[edit]

You've embarked on the journey to harness the corruptive and strict magic originating from Devils, transforming yourself into a Devil in the process. When you choose this path Charisma is your Chosen Ability.

You know how to speak, read and write in Infernal. You also become proficient in deception and persuasion.

Infernal Influence[edit]

At 6th level, your Arch-Devil begins to blossoms. Choose one type of elemetal damage, you gain resistance to fire and to it. Also, once during each of your turns when you hit an attack roll, you can deal extra damage to the target equal to your Charisma modifier. The type of this damage may be fire or the chosen resistance. You can change the chosen resistance on a long rest.

In addition, you gain devil sight of 120 feet.

Diabolic Conversion[edit]

At 14th level, your body and Diabolic magic are now in harmony. Whenever you are target of a spell, you can utilize your devilish powers to try to nullify its effects on you. Make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the spell does not affect you. You can use this feature a number of times equal to your proficiency bonus, restoring all uses on a short or long rest.

In addition, you become immune to fire damage.

True Devil[edit]

Upon reaching 18th level, your body, magic, and inner Devil can transcend the limits imposed by universal magic. You learn the ability to manipulate others. Whenever you target one or more creatures with a spell, you can try to hypnotize then. Each creature must succeed on a Wisdom saving throw (Spell save DC), or be charmed by you for 1 minute. The effect ends early only if you attack the target. You can use this feature a number of times equal to your proficiency bonus, restoring all uses on long rest.

Additionally, you gain proficiency in all Charisma skills. If you already had proficiency, it becomes expertise.


Devil Contracts (Optional Feature)[edit]

As a way of gaining more power, Devils are known for using pacts and contracts with other beings. Similary you learn the ability to create devil like Contracts, allowing you to strengthen yourself and extract power from pact-bound souls. It is up to your DM if and how will this feature be used.

The Path of the Mortal Ascension[edit]

You have embraced the Path of Mortal Ascension, a quest for transcendence beyond the bounds of mortality, attaining divine powers. When you choose this path Wisdom is your Choosen Ability.

Your transcendent connection to the cosmic ether grants you a few benefits. You gain an additional spellbook, containing three 1st-level spells from the Cleric Spell List. Each time you gain an Arch-Mage level, you may add two spells from Cleric Spell List to this spellbook. In addition you gain resistance to force damage.

In addition, you know how to speak, read and write Celestial.

Etheric Form[edit]

At 6th level, your pursuit of transcendence reaches a new level. As a bonus action you can temporarily transform yourself, along with every thing you are carring, into a semi etheric form. Until your next turn, you become immune to physical(piercing, slashing and bludgeoning) damage but are unable to affect or be affected directly(pulling a lever for example) by physical objects. This transformation can be used a number of times equal to your proficiency bonus per short or long rest.

Divine Transcendence[edit]

At 14th level, your quest for transcendence reaches its zenith. Your physical ability scores (Strenght, Dexterity and Constitution) increase by 4, up to a maximum of 24, and you become immune to Stunned, Poisoned, Petrified, Paralyzed, Frightened, Exhaustion, Charmed and Blinded conditions. Furthermore, whenever you expend a spell slot of 2nd level or higher, you can immediately recover one spell slot of a level below the one expended.

Transcendental Union[edit]

At 18th level, you achieve the ultimate union with the cosmic ether. Whenever you cast a spell that require material componments(wich the spell consumes), you may ignore it.

(Optional feature) You gain one 10th-level spell slot, allowing you to surpass mortal limitations. You can cast a 10th-level spell once per long rest.

Karsus's Folly Grimoire (Optional Feature)[edit]

  • 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[edit]

It is not possible to multiclass into a Arch Mage. It is possible to become one, by discarting previuos levels in a class with spell casting abilities.

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