Unlike most other-worldly patrons, yours is, or at least, once was a mortal being, perhaps from another dimension, perhaps even from your world. At some point in their lives, they unlocked the true potential of Arcane magics and are able to imbue you with a portion of this power. Perhaps you always dreamed of becoming a wizard, but couldn't master the spells, and sought out a powerful mage to make a deal with, perhaps you found a long dead wizard who trapped their soul in a phylactery and needs to act through you. However you came to meet your patron, you have a tenuous pact, where they imbue you with their magic in exchange for you doing their dirty work for them.
Expanded Spell list
The Archmage lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Archmage Expanded Spells
1st Level: Mage Armor, Magic Missile
2nd Level: Knock, Levitate
3rd Level: Blink, Fireball
4th Level: Fabricate, Polymorph
5th Level: Telekinesis, Teleportation Circle
Book of spells
Starting at 1st level, you patron bestows upon you a grimoire filled with some early magical enchantments. When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. In addition, if you encounter any books containing spells, scrollsetc, you can copy the spell into your bookat the cost of 50g per spell level. This process takes 2 hours per spell level. Once a spell is written in your book, you may, during any long rest, replace one of your known spells with one of the ones in your book. These spells cannot exceed a spell level that you have access to.
By 6th level, you have learned that just as you draw magic from your patron, you can in a similar fashion, drain the magical essence from the world around you.
If you lay your hands on a spellcaster, you may attempt to drain all of your spell slots from someone who has the same number and the same level. To do so, they must fail an Intelligence Saving throw verses your spell save DC and be in direct skin to skin contact with you. Alternatively, if this ability is attempted on a willing ally, they can give up their spell slots to you.
Additionally, you may attempt to achieve this same effect with magical items, at which point you should use the rules for "Dispel Magic". If successful, you regain D3 spell slots, and the item or effect is rendered mundane. If the item was cursed, this curse transfers to you.
Once you have used this ability, you may not again until you have finished a long rest.
By 10th level, you act as a magnet, drawing spells or spell-like abilities into yourself. Once per day, if in contact with a spell effect or targeted with a spell, you may use a reaction to absorb the effect. The magic absorbed must be a single-target spell or a ray directed at either the you or your gear, or another effect that is taking place that you can touch. You then nullify the spell’s effect and store its potential until you choose to release this energy in the form of the same spell.
You may only store one spell at any time, and can hold on to it for as long as you wish, but you may only absorb a spell once per long rest.
Releasing the spell counts as a main action, unless the original took more than an action to cast. You may not release a spell more than once. Once the absorbed spell is release, the energy use to cast it is gone, and a new spell must be absorbed to use this feature again.
When you reach 14th level, you have gained such mastery over a specific spell, that the arcane forces required to cast it lie permanently in your blood, the sigils, text and glyphs required to unleash it permanently etched into your hands. Choose a 1st levelwarlock spell that you know. You can cast this spell at its lowest level at will, without expending a spell slot. If you want to cast this spell at a higher level, you must expend a slot of a relevant level.
By spending 8 hours in study, you can exchange this spell for another 1st level spell that you know.