The Archmage (5e Subclass)
The Archmage
Your patron is an archmage, a wizard of immensely high power, and they have given you a portion of their power. Archmages vary greatly in alignment and their goals.
Spell Level | Spells |
---|---|
1st | Identify, Shield |
2nd | Levitate, Nystul's Magic Aura |
3rd | Fireball, Leomund's Tiny Hut |
4th | Banishment, Mordenkainen's Private Sanctum |
5th | Telekinesis, Teleportation Circle |
- Arcane Improvement
At 1st level, you gain an additional spell slot. It's the same level as your warlock spell slots. You gain an additional spell slot at 3rd, 5th, 7th, and 9th level. You gain these spell slots back on a long rest, and not a short rest. You also learn one additional spell of your choice from the wizard spell list. When you level up, you can replace this spell, but it must still be from the wizard spell list.
- Spellcasting Affinity
At 6th level, your spells gain the ability to undercut resistances. At the end of a short or long rest, you can choose one damage type. When a spell you cast deals damage of that type, it ignores resistances. This lasts until you choose another damage type using this feature.
- Arcane Levitation
At 10th level, your exposure to magic has granted you the ability to levitate yourself. You gain a flying hover speed of 20 feet.
- Spell Resistance
Starting at 14th level, you gain advantage on saving throws against spells. You also gain resistance to the damage of spells.
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