Archmagi
Magic bends what would normally be considered the rules of the material plane. An archmagi is a wizard who doesn’t merely wish to shape magic, but to find and tap into the source of magic. As such they eventually become experts at wielding the magical energies inherent in spellcasting to bring their desires to life.
Archmagi Features
Level Feature
2nd Transmute Spell, Tools of the Magi
6th Mutable Element
10th Will of the Archmagi
14th Servant of the Archmagi
Mutable Spell
When you choose this tradition at 2nd level, choose a spell from another class which you have an appropriate level spell slot to cast. Once per a long rest, you may expend an appropriate level spell slot to cast this spell without preparing it. You may change your choice each time you gain a level, though the spell may be any level so long as you cast spells of that level, up to 7th level.
Tools of the Magi
At 2nd level, you may spend 10 minutes after a long rest to link one of your spells to your arcane focus, or if a spell requires a material focus, you may link it to the material focus. Until you finish another long rest, you may cast the spell without using material, somatic, or verbal components. This only functions for spells with no gold piece value tied to the material components.
Mutable Element
At 6th level, once per a long rest, when you prepare a spell that does acid, cold, fire, lightning or thunder you may choose to have it deal a different type of damage. Until you prepare your spells again, the spell does either acid, cold, fire, lightning or thunder damage, chosen when you prepared the spell, whenever you cast it.
Will of the Archmagi
At 10th level, when a number of creatures up to your Intelligences modifier would succeed at a saving throw, you may expend a spell slot equal to or higher than the spell you just cast as a reaction. The chosen creatures must then make another save to avoid the effects of your spell.
Servant of the Archmagi
At 14th level, once per a long rest you may spend 10 minutes creating a magical mark on yourself and a willing creature within 30 feet. You consume 1000 gold pieces worth of incense and rare inks when you create the marks. So long as the marked creature is on the same plan as you are you may communicate with it telepathically, and once per a long rest you may teleport the marked creature to you as a bonus action. The marked creature may cast a spell, 6th level or lower, from your spell book, using your spell hit and spell DC. Doing so eliminates the mark, and you must wait until you finish a long rest before can create a new mark on yourself and another creature. You must maintain concentration on a spell the marked creature casts from your spell book. Doing so doesn’t increase the amount of spells you may concentrate on at one time. The marks disappears when you finish a long rest.
Magic bends what would normally be considered the rules of the material plane. An archmagi is a wizard who doesn’t merely wish to shape magic, but to find and tap into the source of magic. As such they eventually become experts at wielding the magical energies inherent in spellcasting to bring their desires to life.
Archmagi Features
Level Feature
2nd Transmute Spell, Tools of the Magi
6th Mutable Element
10th Will of the Archmagi
14th Servant of the Archmagi
Mutable Spell
When you choose this tradition at 2nd level, choose a spell from another class which you have an appropriate level spell slot to cast. Once per a long rest, you may expend an appropriate level spell slot to cast this spell without preparing it. You may change your choice each time you gain a level, though the spell may be any level so long as you cast spells of that level, up to 7th level.
Tools of the Magi
At 2nd level, you may spend 10 minutes after a long rest to link one of your spells to your arcane focus, or if a spell requires a material focus, you may link it to the material focus. Until you finish another long rest, you may cast the spell without using material, somatic, or verbal components. This only functions for spells with no gold piece value tied to the material components.
Mutable Element
At 6th level, once per a long rest, when you prepare a spell that does acid, cold, fire, lightning or thunder you may choose to have it deal a different type of damage. Until you prepare your spells again, the spell does either acid, cold, fire, lightning or thunder damage, chosen when you prepared the spell, whenever you cast it.
Will of the Archmagi
At 10th level, when a number of creatures up to your Intelligences modifier would succeed at a saving throw, you may expend a spell slot equal to or higher than the spell you just cast as a reaction. The chosen creatures must then make another save to avoid the effects of your spell.
Servant of the Archmagi
At 14th level, once per a long rest you may spend 10 minutes creating a magical mark on yourself and a willing creature within 30 feet. You consume 1000 gold pieces worth of incense and rare inks when you create the marks. So long as the marked creature is on the same plan as you are you may communicate with it telepathically, and once per a long rest you may teleport the marked creature to you as a bonus action. The marked creature may cast a spell, 6th level or lower, from your spell book, using your spell hit and spell DC. Doing so eliminates the mark, and you must wait until you finish a long rest before can create a new mark on yourself and another creature. You must maintain concentration on a spell the marked creature casts from your spell book. Doing so doesn’t increase the amount of spells you may concentrate on at one time. The marks disappears when you finish a long rest.
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