Arch-Magi (5e Subclass)

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Arch-Magi

Wizard Subclass

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School of The Magi 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.

Magi Novice Beginning when you select this school at 2nd level, all spells within the Signature spell domain can be cast spontaneously.

Signature Domain Beginning at 2nd level, The Magi can now memorize a list of spells known as Signature Domain. These spells can only be from wizard spell list and These spells can be replaced with other spells of the same level but it requires a long rest. Universal Level Spells:

1st.) lvl 1 spell, lvl 1 spell.

3rd.) lvl 2 spell, lvl 2 spell.

5th.) lvl 3 spell, lvl 3 spell.

7th.) lvl 4 spell, lvl 4 spell.

9th.) lvl 5 spell, lvl 5 spell.


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. Wizard can now add Intelligence modifier to damage of cantrip and to their Signature Domain spells. The Wizard has become a novice of combining spells together which allows single target spells to now be Area of effect for example or touch spells to now be ranged. This ability can only be performed 2 times a day then the Magi requires a long rest. These combined spells must use at least one signature domain spell and a spell that cannot be higher than the highest level spells in the signature domain (maximum lvl 5). The Magi only needs to burn the necessary spell slots for each. For example a Wizard can combine Fireball and Bestow Curse and only spend two level 3 spell slots but all enemies in radius of fireball explosion will suffer the fireballs damage and also suffer from negative effects of bestow curse.


Magick Bender: Beginning at 10th level, the mage is capable of bending the properties of spells so they can make spells that would only target themselves and have it instead target an ally or damaging spells will avoid dealing damage to allies. This ability only affects Signature Domain spells or spells fused with Signature Domain spells. The Wizard has greater mastery of combining spells together which allows single target spells to now be Area of effect for example or touch spells to now be ranged. This ability can only be performed 1d4+2 times a day then Magi requires a long rest. These combined spells must use at least one signature domain spell and a spell that cannot be higher than the highest level spells in the signature domain (maximum lvl 5).


Arch-Magi: Starting at 14th level, A Wizard has gained mastery of casting two different spells at the same time and even infuse them together but one of the spells must be from his signature domain and the other spell cannot be higher than his domain spells. This ability can only be performed (1d4+1+Intelligence modifier times a day and the Magi regenerates these Combined spell charges after a long rest only.


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