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Archmage

Archmage

Magic is but a formula for manipulating arcane energies, and if one understands the formula at the most basic level, they can alter it. This is the guiding principle of the archmage, studious practitioners of magic that have managed to grasp the deepest root of spellcasting. Spellcasters from many disciplines find themselves eventually walking the path of the arcanist, for all magic can be manipulated equally.
LevelContrivances KnownDesign PointsFeaturesBase SpellsBase Resource
1 1 1 Arcane Contrivance, Spellcasting 1 0
2 1 2 Signature Spell 2 0
3 2 3 Arcane Infusion 3 0
4 3 4 - 4 0
5 3 5 Spell Soaking 4 1
6 5 6 - 4 1
7 5 7 - 5 2
8 6 8 Master Spellcrafting 6 2

Class Features

Hit Points

  • Hit Dice: 1d6 per archmage level
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per archmage leveI after 1st

Multi-Classing Proficiencies

  • Armor: None
  • Weapons: Dagger
  • Tools: None
  • Saving Throws: None
  • Skills: Arcana

Arcane Contrivance

At 1st level, you learn the ways of the true arcana, allowing you to imbue your spells with masterful precision.You are capable of slightly twisting each spell you touch, manipulating them to your designs. You gain 1 design point and you learn one of the arcane contrivances listed at the end of this class. You may apply one contrivance to each spell you cast by expending an amount of design points as listed next to the arcane contrivance below. Design points refresh after a short or long rest. You gain additional design points and learn more contrivances as you gain archmage levels, as shown in the class table.

Signature Spell

By 2nd level, you have learned to cast a single spell without expending any of your resources, including spell slots and materials. You can change this spell whenever you gain a level, but it cannot exceed a 3rd level spell. Additionally, whenever you are targeted by this spell or would be affected by this spell from another caster, you can use your reaction to ignore any effect the spell would have on you. The spell still affects other creatures.   You can cast your chosen spell without resources a number of times equal to your proficiency bonus, and regain your uses on a long rest. When you reach 8th level archmage, you no longer have a limited amount of times you can use this feature.

Arcane Infusion

At 3rd level, you learn how to weave the essence of your magic into your weapons, armor, and even physical body. You can use your downtime to infuse a weapon, armor, or a living body with a spell of 2nd level or lower. Specify a trigger that will activate this spell and the target of the spell once this trigger is met (such as a creature within range, the triggering creature, or whoever is holding the item). You make a DC 15 Arcana check, and if you succeed, you enchant the selected item after spending a week of time per spell level (3 days for a cantrip) preparing the effect. Whenever the trigger is met, the spell will be cast in the way specified at the item’s creation. The spell can be used a number of times = ((your Arcana skill check -15) / 3 minimum once and maximum of five times). The magic recharges a single use daily at dawn. You can have a maximum of 5 items enchanted in this way, after which, if you enchant an additional item, the oldest of the previous enchanted items loses its enchantment.

Spell Soaking

At 5th level, you have mastered the ability to wear down an opponent’s resilience, overpowering them with a magical barrage. Whenever you target a creature that is already under the effect of, or has been damaged by your spells the previous round, your spell attack modifier and save DC both increase by 1 against that target. This effect can stack up to 3 times. If the target spends a round without being affected by one of your spells, this effect ends

Master Spellcrafting

At 8th level, you have learned to weave your arcane spells with exceptional prowess. You may now add two contrivances to each spell cast instead of one.

Arcane Contrivances

  • Non-lethal Spell: 1 point. Your spell, if it reduces a creature to 0 hit points, does not kill the creature but instead knocks the creature unconscious.
  • Favorite Spell: : 0 points. Choose a single spell you know, of no higher than 4th level. This spell is now always prepared and doesn’t count toward your maximum prepared spells. If you do not prepare spells, you may add another spell to your spell list when you gain this ability. Additionally, whenever you critically hit with a cantrip, you can cast the Favorite Spell as a bonus action.
  • Twinned Spell: 1 point. If the spell targets a single creature, it can now target two creatures instead.
  • Triple Spell: (Requires Twinned Spell): 1 point. If the spell targets a single creature, it can now target three creatures instead.
  • Multi-Spell: (Requires Triple Spell):3 Points. When you cast this spell, apply the effects 3 times to 3 different targets. A single creature can only be affected by the effects of this spell once.
    EX: You can cast fireball as a multi-spell. You choose 3 different points, triggering the fireball explosion at all 3 locations. If a creature is in an area where it would be affected by more than one fireball, it still only makes one save and takes one instance of damage.
  • Quickened Spell: 1 point. You can cast a spell that has a cast time of 1 action as a bonus action
  • Instant Spell: (requires Quickened Spell) 3 points. You can cast this spell using a reaction. You can only use this arcana once per turn.
  • Master Spell: (Requires character level 10 and Favorite Spell) 4 Points. Whenever you cast your Favorite Spell as an action, it is cast at the maximum spell level you can cast and only consumes a spell slot with a level equal to the spell’s base level.
  • Prismatic Spell: 1 point. Damage Spells. Roll 2d8. The damage of your spell becomes the resulting element of one of the two results, your choice.
    Dice #Element
    1 Fire
    2 Cold
    3 Poison
    4 Lightning
    5 Thunder
    6 Radiant
    7 Necrotic
    8 Acid
  • Silent Spell: 1 point. Your spell causes no audible noise, nor does it require verbal components.
  • Invisible Spell: 1 point. Your spell causes no visible effect, nor does it require somatic components. If this spell conjures any creatures or objects, the creatures or objects conjured are invisible for the duration of the spell. A creature that is granted invisibility in this way loses the invisibility if it attacks, uses any damaging ability, or casts a spell.
  • Extended Spell: 1 point. Doubles the duration of a spell. If a spell’s effect is instant, this arcana has no effect
  • Lingering Spell: (Requires Extended Spell) 3 points. Makes a spell’s effect permanent unless removed by remove curse, dispel magic, greater restoration, or similar magic. The spell ends if the arcanist falls unconscious or casts another Lingering Spell, in which case the newer cast takes effect, and the old Lingering Spell ends immediately.
  • Piercing Spell: 1 point. Your spell ignores damage resistance to its damage type(s). Additionally, a creature that normally has immunity to the damage type(s) now has resistance to the damage type for the purpose of resolving damage for this spell.
  • Maximized Spell: (Requires Piercing Spell) 3 points. This spell maximizes all dice values for damage or healing
  • Powerful Spell: (Requires Piercing Spell) 2 points. Your spells have an increased critical range of 19/20, and saving throws against them are made with disadvantage.
  • Shaped Spell: 1 point. You gain additional control over spells that have an area of effect. You can increase or decrease the size of the radius, line, or cube by 5 feet. Additionally, you can choose up to a 10-foot cube within the spell’ss area, and any creature or object entirely within this cube are not affected by the spell.
  • Shifting Spell: (requires Shaped Spell): 1 point. Spells that create an area or summoned object (Such as spike growth, magic circle, or wall of stone) can now be moved on subsequent turns using a bonus action. The spells can shift up to 15 feet per round.

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