A member class. Upgrade from a Wizard or Warlock at level 15 or higher by completing the Faust tutorial (active membership required). The higher entry bar makes it a late apex, not an early pivot.
The Archmage is the war-wizard and the arcane engineer in one. Where the Arcanist crafts and deploys, the Archmage weaponizes and wields raw magic at scale: battle-magic that breaks armies and fortifications, and conjured magical structures. Walls and barriers of force, instant temporary bridges across any gap, wards, and at the top, a portal network. It is the magical counterpart of the Combat Engineer, the Commander, and the Admiral, and it shares the top of the magical domain with the Arcanist.
| Hit Die | d6 |
| Primary Ability | Intelligence or Charisma (matches your base: Wizard → INT, Warlock → CHA) |
| Saving Throws | Constitution, Intelligence |
| Armor | Light |
| Weapons | Simple |
| Base class | Wizard or Warlock (level 15+) |
| Alignment | Any |
Hit Points at 1st level: 6 + Constitution modifier. At higher levels: 1d6 (or 4) + Constitution modifier per level.
Ability Score Improvements: 4, 8, 12, 16, 19 (you may take a feat instead at each).
Spellcasting: a full caster with the widest battle-magic access in the game. Resource: Radiance, the Light they hold, which powers conjured structures and overchannels.
| Level | Prof. | Features |
|---|---|---|
| 1 | +2 | Arcane Mastery, Sunshard Dependency |
| 2 | +2 | Force Conjuration |
| 3 | +2 | Circle (subclass) |
| 4 | +2 | Ability Score Improvement (or feat) |
| 5 | +3 | Battle Casting |
| 6 | +3 | Instant Bridge |
| 7 | +3 | Circle feature |
| 8 | +3 | Ability Score Improvement (or feat) |
| 9 | +4 | Warding Structures |
| 10 | +4 | Overchannel |
| 11 | +4 | Greater Conjuration |
| 12 | +4 | Ability Score Improvement (or feat) |
| 13 | +5 | Circle feature |
| 14 | +5 | Arcane Siege |
| 15 | +5 | Sustained Working |
| 16 | +5 | Ability Score Improvement (or feat) |
| 17 | +6 | Circle feature |
| 18 | +6 | Circle capstone |
| 19 | +6 | Ability Score Improvement (or feat) |
| 20 | +6 | Portal Network |
Arcane Mastery. Full-caster access to apex battle-magic. Force Conjuration. Conjure magical structures: walls and barriers of force. Battle Casting. Your damaging spells hit harder and wider (a caster's answer to Extra Attack). Instant Bridge. Conjure a temporary force bridge across a gap, instantly. Warding Structures. Raise defensive works: force domes and barrier walls that take real HP. Overchannel. Push a spell past its limit, fueled by Sunshard. Greater Conjuration. Siege-scale structures, larger and longer-lasting. Arcane Siege. Break works, walls, and fortifications with magic. Sustained Working. Hold several conjured structures at once. Portal Network. With an Arcanist's help, raise a permanent fast-travel portal node linking your network, an endgame, inter-class build.
The Archmage is the most powerful thing a player can be, and shackled to a ruinous resource. It must consume specially refined Sunshard powder once per day, a consumable that is expensive and burnt in full on use. While dosed, the Archmage operates at full apex strength.
Miss a dose and everything goes dark at once. Not a stacking debuff: every class feature stops working the instant the dose lapses, and anything you are currently holding up collapses with it. The caster underneath then degrades over seven days to a floor that sits below a base Wizard, because an Archmage traded away Arcane Recovery, ritual casting, the spellbook and a subclass for the Light and undosed has neither.
A single dose restores all of it, instantly. No taper, no reward for having endured, and no class experience is earned while you are in withdrawal. The powder decays in seven days, so it cannot be hoarded out of, and it rides the same refining economy the Arcanist commands. The strongest mage in the game depends on a supply chain other players control. Corner the powder or drain the mage's purse, and the apex collapses. Power with a leash.
Chosen at level 3.
See Classes for the rest of the roster.
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