The Archmage

The Archmage

The sky rumbles and flashes, and the clouds grow dark as a lone figure gestures from atop a hill. Lightning streaks down from the clouds overhead, striking like the fist of a god, scattering the approaching forces in its wake.

A woman sits calmly by her camp, steam rising from her tea. She flicks her wrist, and the charging orcs that had planned to ambush her fall to the ground in a roaring gout of fire, leaving nothing but charred husks.

A man gestures in grand style, his cape flying behind him as the parade marches by. He taps his ornate staff on the dragon-shaped float which appears to come alive, spraying fire high into the air and roaring with him astride its back.

All of these heroes are archmages, figures of great renown, wielding epic amounts of power.

While a powerful spell caster may claim to be an archmage, the title is given only to those truly deserving, decided by a council of other archmages, heads of their respected studies. To be an archmage is to be an embodiment of the power of magic itself, and an avatar of the weave.


To become an archmage you must meet the following prerequisites:

  • Intelligence 18. Archmages have a deep knowledge of the arcane arts.
  • Class: 20th level Wizard. To truly master the arcane, you must be willing to thoroughly study it.
  • Complete a special task. You must be elected into the ranks of the Archmages by the ruling council of archmagi. You may be sent on a quest before being given the title.

Adventures past 20th Level

Characters who reach 20th level have attained the pinnacle of mortal achievement. However reaching this point doesn’t necessarily dictate the end of the campaign. These powerful characters might be called on to undertake grand adventures on the cosmic stage.

Instead of awarding epic boons for such quests, your DM might allow you to take levels in an epic class, and further develop your character.

The Archmage Level Table


Level Features
1st High Arcana, Sanctum
2nd Arcane Expertise
3rd High Arcana, Downcasting Experiment
4th Sage of the Arcane
5th High Arcana, Mystra’s Touch, Grand Magister

High Arcana

At 1st level, an archmage is so attuned to magic that they are able to augment their spells beyond the capabilities of lesser casters. You know one high arcana of your choice. Your high arcana options are detailed at the end of the class description.

You gain an additional high arcana at 3rd level and another at 5th level


Also at 1st level, most archmages have found a place to call home. Whether you came across a hidden lab while adventuring and claimed it, or built a majestic tower that floats through the sky, a sanctum is a place to conduct your research in peace. Once you have acquired your sanctum, you can spend one week infusing it with magical energy, and attuning to it.

While you are attuned to your sanctum, you have lair actions you can use while in your sanctum.

Additionally, you can cast teleport with your sanctum as destination without expending a spell slot once. You can’t do so again until you finish a long rest.

Lair Actions

When fighting inside your sanctum, you can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), you can take a lair action to cause one of the following effects:

  • You choose a 10-foot square area on the ground that you can see within 120 feet of you. The ground in that area turns into 3-foot deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 17 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 17 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 22.
  • Freezing fog fills a 20-foot radius sphere centered on a point you can see within 120 feet of you. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 13 Constitution saving throw, taking 21 (6d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until you use this lair action again or until you die.
  • You conjure two flying swords (Monster Manual pg. 20), each appearing in a spot within 120 feet of you that you can see. The flying swords add your proficiency bonus to their AC, attack rolls, and damage rolls. The flying swords last until you use this lair action again or until they are destroyed.

Arcane Expertise

At 2nd level, the knowledge of your Arcane Tradition runs deep. You gain one of the following additional benefits, depending on your Arcane Tradition.


You can cast mage armor at will, without expending a spell slot or material components. The target’s base AC becomes 16 + its Dexterity modifier.


Any creature that you summon or create with a conjuration spell adds your proficiency bonus to its AC, attack rolls, and damage rolls.


You can dictate the outcome of one attack roll, one saving throw, and one skill check. You can’t do so again until you finish a long rest.


All saving throws against your enchantment spells are made with disadvantage. Additionally, you can expend one wizard spell slot to make a creature automatically fail its saving throw against your enchantment spell.


Evocation spells you cast ignore damage resistances, and treat damage immunities as resistances instead.


You can see, hear, and speak through any of your illusions. Additionally, you can cast spells as though you were in one of your illusion’s space as long as you can see it.


When you take damage, you can split the damage between any number of undead under your control. Any excess damage carries over to you.


Whenever you create a transmuter’s stone, you create a number of transmuter’s stones equal to your Intelligence modifier (minimum of two) instead.

Downcasting Experiment

At 3rd level, choose one 4th-level wizard spell in your spellbook to study. You can cast the chosen spell as a 4th-level spell using any spell slot of 4th level or lower.

Sage of the Arcane

At 4th level, if your total for an Intelligence check is less than your Intelligence score, you can use that score in place of the total.

Additionally, you can attune to an additional item that requires attunement.

Mystra’s Touch

At 5th level, you gain an additional 8th-level and 9th-level spell slot.

Grand Magister

Also at 5th level, your Intelligence score increases by 4, and your maximum for that score is now 24.

High Arcana

Arcane Fire

When you cast a cantrip, you can expend one wizard spell slot to increase the cantrip’s damage. The extra damage is 2d10 per spell slot level. If the cantrip involves multiple damage rolls, you can divide the extra damage dice between them.

Arcane Reach

When you cast a spell, you can expend one wizard spell slot to increase the spell’s range. The spell’s range is tripled, and a range of touch becomes 60 feet. If the spell covers an area of effect, the size is doubled.

Mastery of Counterspelling

When you successfully counter a spell with counterspell, you can expend one wizard spell slot to reflect the spell’s effect back to the caster, instead of neutralizing it.

Mastery of Elements

When you cast a spell that deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can expend one wizard spell slot to change the element to a different one from this list.

Mastery of Shaping

When you cast a spell that normally covers an area of effect, you can expend one wizard spell slot and choose a number of 5-foot cubes equal to three times the spell’s level + your Intelligence modifier within the spell’s range to be covered instead.

Spell Power

You can expend one wizard spell slot to empower all your spells. For 1 minute, when you cast a spell using a spell slot of 1st level or higher, the spell’s level is increased by one (to a maximum of 9th level).

School of Mirrors

School of Mirrors

An odditity among the schools of magic, scholars of the School of Mirrors are devoted to reflecting the world around them and reacting to its changes. Many ridicule the school for lacking in originality or true arcane talent, but you would be quick to prove them wrong. The complexities of mimicry and copying magic in the world are beyond that of even some of the most gifted wizards…but not to you!

Mimicry Savant

Beginning when you select this school at 2nd level, you gain the ability to mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Spell Save DC.

Copy Spell

Starting at 2nd level when you choose this school, you are able to copy spells that you witness. As a reaction when a you are in range of a spell that is cast, you may replace one of your prepared spells for the day with that spell (even if it is not a wizard spell). The subtle workings of the spell fade from your memory when you finish an extended rest.

You may use this feature a number of times equal to your intelligence modifier. You regain all uses of this feature finishing an extended rest.

Anything You Can Do, I Can Do Better

Beginning at 6th level, you are able to mimic the actions of others around you to an incredible extent. If you observe a creature performing an action for a at least a minute, you may attempt to perform the same action but use Intelligence for any relevant skill/ability check required to perform that action.

Reflect Magic

Starting at 10th level, you gain the ability to reflect spells, similar to Counterspell. As a reaction when a creature casts a spell and you are within range of that spell, you may attempt to reflect the spell back on the caster. You choose new targets for the spell (or a new area of effect), but the original caster of the spell must be a target or in the area of effect. If the creature cast a spell of 5th level or lower, the spell is automatically reflected. If the spell is 6th level or higher, the creature may make an Intelligence saving throw against your Spell Save DC. On a success, this feature has no effect.

You regain the use of this feature after finishing an extended rest.

Seeing Double

Starting at 14th level, you learn both Simulacrum and Clone if you do not already know them. In addition, you may also cast Simulacrum once per day without expending any material components. However, the creation of this Simulacrum spell only lasts for 24 hours and turns to snow and melts instantly at the end of this 24 hour period.

School of Rituals

School of Rituals

A wizard of the School of Rituals focuses his or her study on the magics of the multiverse that allow spells that don’t purely focus on smiting his or her enemies. Rituals allow the caster to not toll himself with his spellcasting, but still gain uses out of various utility spells. As a wizard part of the School of Rituals, you will have many enhanced abilities that have to do with casting spells with the Ritual tag.

Ritual Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell with the ritual tag into your spellbook is halved.

Ritualistic Knowledge

Starting at 2nd level, you gain the ability to cast many different types of spells as rituals that others could not normally cast in this way. This is shown by the Custom Rituals table shown below. You must know the normal spell before you can cast it as a ritual.

Custom Rituals
Spell Level Spells
1st mage armor, false life
2nd alter self, invisibility
3th animate dead, remove curse
4th conjure minor elementals, stoneskin
5th conjure elemental, passwall

If a spell would normally require concentration, the ritual version does not require concentration and lasts for the full duration, however only one instance of the spell may exist at a time. If a spell can be cast with a higher level spell slot, the ritual version uses the lowest level spell slot.

Prepared Rituals

Beginning at 6th level, you may choose to prepare spells with the ritual tag, giving you a bonus whenever it is cast as a ritual while prepared.

  • The spell’s duration is tripled to a maximum of 24 hours.
  • The spell only requires an additional 1 minute to cast as a ritual instead of 10 minutes.
  • Material components are not required, even if they have a cost or are used up by the spell.


Starting at 10th level, while performing a ritual, you may choose to permanently expend a spell slot equal to the spell’s level to make its duration permanent. This slot cannot be regained and is expended until you choose to end the ritual as a free action. Once the ritual is ended, the spell slot is still expended, but may be regained by normal means.

Delayed Ritual

Beginning at 14th level, when performing a ritual, you may choose to delay the outcome for up to 24 hours. In that time the same ritual cannot be cast again, but may be released using its normal casting time without expending a spell slot. Once a ritual is cast this way, it may be cast normally or as a ritual again. You may delay an amount of rituals at a time equal to your Intelligence modifier.

The School of Punomancy

The School of Punomancy

The School of Punomancy emphasizes creativity and emotional fluidity. Your magic is tied to finding and utilizing the tiny grey spaces within the rigorous systems and methodologies of your peers. You channel their frustration over your unending interjections and the fact that your complex and seemingly nonsensical incantations work at all into powerful magical effects. As your mastery grows, you learn to pun, quip, and quibble your way to levels of power of which followers of the standard schools of magic can only dream.

Quip Minded

Beginning when you select this school at 2nd level, you commit to the noble task of slinging the highest quality of wordplay towards anyone who will listen to them…whether or not they are ready for it.

You gain the Vicious Mockery cantrip if you do not already have it. Additionally, you gain proficiency in the Performance skill if you do not already have it.

You Didn’t Just Say That, Did You?

Starting at 2nd level, you already have started to induce eyerolling among your peers, and even worse from your foes. When you cast the Vicious Mockery cantrip, you can add your Intelligence modifier to the damage rolled.

Out of Combat, whenever you make a pun, the nearest friendly creature to you must make a Intellingence saving throw against 8 + your Proficiency bonus.

If they succeed, they get a free unarmed attack against you with advantage, causing a maximum of 1 hp of damage as they smack you in the back of the head for making yet another terrible pun. Otherwise, they merely don’t understand the genius of what you just said.

Quip On The Draw

Starting at 6th level, when initiative is rolled, you may spend your reaction and a 2nd level spell slot or higher to announce a rousing pun about the fight circumstance.

Everyone in earshot must make a Wisdom saving throw at your spellcasting DC. On a failure, their initiative is reduced by 5 as they audibly groan or curse at you.

Snark Attack

At 10th level, you know how to precisely time your puns to great effect.

When you cast the Vicious Mockery cantrip, you can use your bonus action to expend a spell slot of 1st level or higher to increase the number of creatures targeted by the spell. The level of the spell slot determines the number of additional creatures targeted.

Additionally, any time a creature attempts to cast a spell within 30 feet of you that can hear you, you can use your reaction to make a pun related to the current situation. If the spell has a verbal component, the creature must make a Wisdom saving throw at your spellcasting DC.

On a failure, the spell is interrupted as it audibly groans. The spell slot is not wasted. You can attempt to interrupt spellcasting in this manner a number of times equal to your Intelligence modifier (minimum 1). You regain all expended uses after a long rest.

Glutton For Punishment

At 14th level you can make the most awful of puns that annoy everyone around you. When you cast a Wizard Spell of 1st level of higher with a casting time of 1 action, you may use your bonus action to add an extra flair in the delivery, amplifying your voice to all that (unwillingly) can hear you.

Until the end of your next turn, all hostile creatures within earshot have disadvantage attacking anything but you. You also gain the benefits of the spell Shield until the start of your next turn.

You can use this feature a number of times equal to 1 + your Intelligence modifier (minimum 1). You regain all expended uses after a long rest.

School of Spectra

School of Spectra

Spectra is not its own school. but rather one thought to have ties to many schools of magic. In some circles, study of the School of Spectra is derided, thought not to be a true school of magic. Spectra spells by their nature produce bright lights and flashing colors, and many times, spectra spells have variable effects that make them difficult to control. Only those of true intellect can see how spectra spells have underlying magical connections, and how to harness these abilities for one’s own gain.

Spectra Spells

Spell Level Spells
Cantrips dancing lights, light, ray of light, sacred flame
1st Level chromatic orb, color spray, faerie fire
2nd Level blinding color surge, rainbow burst
3rd Level daylight, hypnotic pattern, prismatic mist
4th Level blistering radiance, rainbow blast
5th Level prismatic ray
6th Level sunbeam
7th Level prismatic eye, prismatic spray
8th Level rainbow
9th Level prismatic wall

Spectra Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spectra spell into your spellbook is halved.

Any spectra spells not on your spell list are added to it.

Spectra Shield

Starting at 2nd level when you choose this school, you can form a shield of flashing colors to protect you from harm. As a reaction to being attacked or subjected to a saving throw, you can throw up a magical ward which will attempt to protect you from harm. When you make this reaction, you roll a d8, each result of which corresponds to a color. Until the beginning of your next turn, you gain a magical effect that may aid you, depending on the color rolled.

At the beginning of your next turn, you can mentally seize the magical energy, hanging onto it. You can concentrate on the color for up to 1 minute, hanging on to the helpful effect. If you take a reaction to roll a new color; you immediately lose any color you may be concentrating on. Once you have used up a color, it is lost from your spectra shield If you roll that color after it has been used up, you reroll on the table until you gain a color that is available to you.

Each time you cast a spectra spell of 1st level or higher, all of the colors of your shield refill.

Spectra Shield


Roll d8
Color Effect
1 Red Fire damage resistance
2 Orange Acid damage resistance
3 Yellow Lightning damage resistance
4 Green Poison damage resistance
5 Blue Cold damage resistance
6 Indigo Piercing damage resistance
7 Violet Slashing damage resistance
8 Special Bludgeoning damage resistance

Rejuvenating Light

Beginning at 6th level, casting spectra spells comes so easily to you that being filled with flashing light actually invigorates you. When you cast a spectra spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.

Boon of the Prism

Starting at 10th level, you can use your action to reach into the weave of magic, trying to find a valuable effect for yourself. When you do so, you roll a d8 and gain one of the following benefits, which lasts until you are incapacitated or you take a short or long rest.

While the boon is active, your body gives off a slight magical color reflecting the boon. You can suppress or renew the effect as an action on your tum.

Boon of the Prism Effects


Roll d8
Color Effect
1 Red Your body emits bright light in a 20-foot radius
2 Orange You can speak with animals
3 Yellow You can comprehend all written languages
4 Green You detect all magical effects within 30 feet of you
5 Blue All food and drink you touch is purified of poison and disease
6 Indigo You gain darkvision to a range of 60 feet
7 Violet You see invisible creatures within 10 feet and can see 60 feet into the Ethereal Plane
8 Special Roll twice on this table and keep both effects

Flashing Dreams

Beginning at 14th level, you can increase the powerful flashing effects of your spectra spells. Whenever you roll a die to determine the effect of a spell or magical effect, you can spend an additional spell slot of any level to instead roll two dice and keep both results. Once you roll a die, you must keep the result, you can’t roll twice and then only choose to keep one.