Malenta Elubis
Alchemical Recipes
- Common: Alchemical cosmetics kit, hair dye, scar and blemish remover ointment; smoke bomb (25gp ea), smokestick, emetic elixir, pain relief elixir, sleep aid elixir; alchemical dye, alchemical glue, cleaning agents, drunkard's head remedy; alchemical ink (black);
- Uncommon: acid; blazebane (20gp ea), cleansewater; darkeye oil
- Rare: froststone
Patron: The Archmages
The ancient Archmages of Malixia (you can hear the capital-A if you focus) interwove their power into the fabric of their world so tightly that some vestige of them continues to exist even centuries after their destruction. At least as far as she knows, Malenta Elubis is the first to find a way to tap into this remnant of power – though where one has done it, others are certain to follow.
Expanded Spell List
1st-level Archmages feature
The Archmages let 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.
- 1st: magic missile, shield
- 2nd: arcane lock, magic weapon
- 3rd: fireball, glyph of warding
- 4th: arcane eye, ice storm
- 5th: cloudkill, legend lore
Arcane Inquiry
1st-level Archmages feature
Your patrons lend you their arcane insights as a matter of course. You are proficient in the Arcana skill and can cast detect magic at will. Additionally, you can cast identify as a ritual, though you do require the normal material components to do so. You can also attune magic items as though you were a wizard.
Peruse the Ancient Grimoires
1st-level Archmages feature
As you dream, the pages of ancient spellbooks are laid open for your study. You know one additional cantrip, and you may choose cantrips from the warlock or wizard spell lists. Upon completing a short rest, you may select one of your cantrips and exchange it for another cantrip from the warlock or wizard spell lists.
At 3rd level, upon completing a long rest, you may select one of your warlock spells and exchange it for another warlock spell of equal level. This substitution lasts until you complete another long rest.
Eldritch Mentors
6th-level Archmages feature
As you dream, the Archmages themselves come to whisper arcane secrets to you. When using your Peruse the Ancient Grimoires ability, you may now choose spells from the wizard spell list of up to one level lower than spells you have access to.
Additionally, when you complete a long rest, you may choose one language or tool proficiency taught to you by the Archmages during your slumber. You retain knowledge of this proficiency until you use this feature to trade it out for another.
Lesser Arcane Mysteries
6th-level Archmages feature
You gain the 2nd level wizard Arcane Tradition feature of one of the wizardly schools of magic. (This includes the Savant feature, though it's likely useless to you if you don't scribe spells into a spellbook.) You may choose any one of the Schools chosen from the PHB options, although at least one of the warlock spells you currently know must be of that school.
As a single day Downtime Action, you may enter a prolonged period of trance during which you study and learn a different set of secrets. You may use this to change your chosen School to another of the normal options. At your DM's option, other Schools may be available through this feature, or may become available as campaign events reveal further secrets to you.
You have the option of performing this trance in only one hour, however doing so risks exposing you to possession by one or more of the Archmages. If you choose this option, make a DC 12 Intelligence saving throw. If you fail, the DM takes control of your character, adjudicating their actions as one of the Archmages overcomes you and puts your body to use for one hour. (Alternately, the DM may simply have you roleplay as that archmage, which may even go unnoticed by your allies.)
Intermediate Arcane Mysteries
10th-level Archmages feature
You gain the 6th level wizard Arcane Tradition feature of the wizardly school you choose as part of Lesser Arcane Mysteries. However, it now takes three days of Downtime Action to change schools now. You may make this change with a single day of Downtime Action, but doing so risks possession by the Archmages, resisted with a DC 15 Intelligence saving throw.
Greater Arcane Mysteries
14th-level Archmages feature
You gain the 10th level wizard Arcane Tradition feature of the wizardly school you choose as part of Lesser Arcane Mysteries. However, it now takes five days of Downtime Action to change schools now. You may make this change with a single day of Downtime Action, but doing so risks possession by the Archmages, resisted with a DC 18 Intelligence saving throw.
Lesser Arcane Mysteries
M INOR CONJURATION Starting at 2nd level when you select this school, you can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes or deals any damage.
PORTENT Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
HYPNOTIC GAZE Starting at 2nd level when you choose this school, your soft words and enchanting gaze can magically enthrall another creature. As an action, choose one creature that you can see within 5 feet of you. If the target can see or hear you, it must succeed on a Wisdom saving throw against your wizard spell save DC or be charmed by you until the end of your next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can use your action to maintain this effect, extending its duration until the end of your next turn. However, the effect ends if you move more than 5 feet away from the creature, if the creature can neither see nor hear you, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, you can't use this feature on that creature again until you finish a long rest.
SCULPT SPELLS Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
IMPROVED MINOR ILLUSION When you choose this school at 2nd level, you learn the minor illusion cantrip. If you already know this cantrip, you learn a different wizard can trip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell.
GRI M HARVEST At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.
MINOR ALCHEMY Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.