Protato
2018-08-19, 01:11 AM
Your pact has been made with a great magician, like Mordenkainen or Elminster, or any number of lesser but still powerful, notable wizards. Your search for knowledge has led you to seeking out these great magicians but rather than becoming a student, or perhaps in addition to tutelage, you have taken a portion of their power in a deal and use it to aid in your quest for both power and knowledge. (I'm making this early in the morning the day I moved into a college dorm, so balance might be spotty, but I hope it looks interesting nonetheless.)
Expanded Spell List (I tried to go for spells that are only on the Wizard's list, or at least that I'd say are fairly iconic for Wizards.)
1st: Magic Missile, Grease
2nd: Phantasmal Force, (Melf's) Acid Arrow
3rd: Wall of Sand, Phantom Steed
4th: (Evard's) Black Tentacles, (Otiluke's) Resilient Sphere
5th: (Bigby's) Arcane Hand, Passwall
One of Intellect: At first level, your connection with your master lets you use your arcane arts with your pure intellect. You may use your Intelligence, rather than Charisma, as your spell modifier when using Warlock spells and class features. (Perhaps imbalanced, but the Warlock did originally use Intelligence and this is both thematic and a callback to the earlier version of the class. If its agreed to be overly imbalanced I shall replace it with simple Arcana Expertise but I thought it'd be a bit boring.)
Archmage's Hand-Me-Down: At first level, you gain a Castoff Spellbook. Much like a Wizard's spellbook, it can be used to inscribe spells in. With this book, you can inscribe an additional three spells from the Wizard list. These spells must be of a spell level you have slots for. These spells do not count as Spells Known but do count as Warlock Spells for you. You may, once per short rest, prepare one of these spells. As you gain levels in the Warlock class, you learn an additional spell from the Wizard list and can can prepare one additional spell every two levels. These spells may not have the Ritual tag. If you can inscribe a spell, as with a Wizard's Spellbook, it costs 100GP and takes four hours for each level of the spell. (Another few spells known, effectively.)
Magical Favour: At sixth level, you have become better at learning spells. You may reduce the cost per spell level of inscribing by 25GP and one hour. Additionally, you may learn an additional two Cantrips from the Wizard list, one of which must do damage. (Ribbon, plus some new spells, at least one of which is guaranteed to be relevant with the next feature.)
Eldritch Sciences: If any of your Invocations effect Eldritch Blast, you can choose to also apply the effect to any other damaging Cantrips you know. If you do not know any invocations that do effect Eldritch Blast, you instead add additional damage to your damaging Cantrips equal to half your Charisma modifier (to a minimum of 1). (I figured this might be powerful but level 10 is usually a good power spike level. I included the second part for Warlock players that don't use Eldritch Blast + EB Invocations so this feature wouldn't go to waste.)
Archmage's Pupil: At fourteenth level, choose two spells in your Castoff Spellbook. They are always prepared for you. (I wanted something distinct from, but in the vein of, "Spell Mastery" and "Signature Spells".)
Expanded Spell List (I tried to go for spells that are only on the Wizard's list, or at least that I'd say are fairly iconic for Wizards.)
1st: Magic Missile, Grease
2nd: Phantasmal Force, (Melf's) Acid Arrow
3rd: Wall of Sand, Phantom Steed
4th: (Evard's) Black Tentacles, (Otiluke's) Resilient Sphere
5th: (Bigby's) Arcane Hand, Passwall
One of Intellect: At first level, your connection with your master lets you use your arcane arts with your pure intellect. You may use your Intelligence, rather than Charisma, as your spell modifier when using Warlock spells and class features. (Perhaps imbalanced, but the Warlock did originally use Intelligence and this is both thematic and a callback to the earlier version of the class. If its agreed to be overly imbalanced I shall replace it with simple Arcana Expertise but I thought it'd be a bit boring.)
Archmage's Hand-Me-Down: At first level, you gain a Castoff Spellbook. Much like a Wizard's spellbook, it can be used to inscribe spells in. With this book, you can inscribe an additional three spells from the Wizard list. These spells must be of a spell level you have slots for. These spells do not count as Spells Known but do count as Warlock Spells for you. You may, once per short rest, prepare one of these spells. As you gain levels in the Warlock class, you learn an additional spell from the Wizard list and can can prepare one additional spell every two levels. These spells may not have the Ritual tag. If you can inscribe a spell, as with a Wizard's Spellbook, it costs 100GP and takes four hours for each level of the spell. (Another few spells known, effectively.)
Magical Favour: At sixth level, you have become better at learning spells. You may reduce the cost per spell level of inscribing by 25GP and one hour. Additionally, you may learn an additional two Cantrips from the Wizard list, one of which must do damage. (Ribbon, plus some new spells, at least one of which is guaranteed to be relevant with the next feature.)
Eldritch Sciences: If any of your Invocations effect Eldritch Blast, you can choose to also apply the effect to any other damaging Cantrips you know. If you do not know any invocations that do effect Eldritch Blast, you instead add additional damage to your damaging Cantrips equal to half your Charisma modifier (to a minimum of 1). (I figured this might be powerful but level 10 is usually a good power spike level. I included the second part for Warlock players that don't use Eldritch Blast + EB Invocations so this feature wouldn't go to waste.)
Archmage's Pupil: At fourteenth level, choose two spells in your Castoff Spellbook. They are always prepared for you. (I wanted something distinct from, but in the vein of, "Spell Mastery" and "Signature Spells".)