Arch-Magi (5e Subclass)
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Arch-Magi[edit]
Wizard Subclass
Magi reject all the specialist schools of magic of other Wizards and instead wish to embrace all schools as well as be able to gain a level of flexibility in magic and even weave spells together. They are the elite generalists of the wizards academies and they can be scoffed at by other wizards as they become more powerful they become rightly feared being capable of spontaneously casting a series of signature spells and even weaving these spells with other spells together in a more deadly effect.
- Signature Domain
Beginning at 2nd level, you can memorize a number of spells that make up your signature domain. You learn two 1st-level spells from the wizard's list. You can cast your signature domain spells without the need for preparing them, and without using material components that doesn't have a cost in gp.
You gain more signature domain spells as you gain levels in this class: two 2nd-level spells at 3rd level, two 3rd-level spells at 5th level, two 4th-level spells at 7th level, two 5th-level spells at 9th level, two 6th-level spells at 11th level, two 7th-level spells at 13th level, two 8th-level spells at 15th level and two 9th-level spells at 17th level.
Whenever you gain a Wizard level, you can replace one of your signature domain spells for another one of the same level. If your signature spell has the ritual tag, you can cast it as a ritual. You can replace your signature domain spells with one of the same level if you spend a week working.
- Potent Magick
Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip. In addition, you can now add your Intelligence modifier to damage of your Signature Domain spells.
- Magick Bender
Beginning at 10th level, the mage is capable of bending the properties of your signature spells. You can use this feature once, and can't use it again until you finish a short or a long rest. You can use this ability in the following manners:
- Merge Spells You can combine to signature spells into a single powerful effect. Choose two signature spells that either target a single creature or an area. You cast the two spells simultaneously, as part of the same action. You need to spend spell slots for both, and both must be cast using a spell slot of the same level. If the spell requires a saving throw, you can choose the save of any of the spells. If both spells have an area, you can choose either. If both spells require concentration, you can concentrate in both, but losing concentration end both effects. After merging spells, you become exhausted, and can't use this bending ability for the next 24 hours.
- Shape Spell. You can change the shape of spells that have an area of effect, in a way that doesn't affect or only affects a number of creatures equal to your Intelligence modifier (minimum of 1).
- Arch-Magi
Starting at 14th level, you reach the true mastery of your ability to bend magic. You can use your Merge Spells ability once, without spending a use of your Magick Bender feature and without spending spell slots. When you do so, you can combine a signature signature spell with a non-signature spell. You can't do it again until you finish a long rest.
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