Malenta Elubis

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Questionnaire

  • Race -
  • Class (and intended sub-class if known) -
  • Origin/Background -
  • Faith -
  • A story behind your freebie Skill Feat and masterwork tools -
  • Family -
  • History -
    • Any sailing experience (not required)? -
    • Who among the PC's did you know prior to the Initiative and how? -
  • Minimum of one other PC.
    • How/why did you find and join the Initiative or how/why did they find and recruit you? -
  • Or did a PC recruit you?
  • Any prior affiliations? -
    • Arcane schools or organizations, religious groups, knighthoods, nobles/patron groups, Evemwyr, guilds, Runners, gangs, Sages, thieves guilds or conspirators, Darshinian traders, Society of Dawnshire Horse Breeders, bardic colleges, etc.
  • Ideals -
  • Bonds -
  • Flaws -
  • Do you have a secret? -
  • A story behind one of your starter magic items -
  • The story about your sentimental Item/Trinket (non-magic) -
  • Do you have any allergies to cats, drakes or kobolds? If yes, you may be disqualified for this mission.

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.

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.