Archenemy Patron

Have you ever dreamed of becoming the truly vilest villain of the land? It may be your lucky lifetime, for you have now chosen to serve under an entity who's once tried to conquer the multiverse through means not short of villainous. Thwarted in their attempts, the otherworldly being entrusts their will and power to you, in hopes that you would spread their corruption and deviousness in the world as a joint for their next plans.

Archenemy Expanded Spell List

Spell Level Spells
1st inflict wounds, unseen servant
2nd detect thoughts, phantasmal force
3rd bestow curse, nondetection
4th locate creature, phantasmal killer
5th dominate person, modify memory

Peerless Will

At 1st level, your ceiling of power has been elevated by your patron. When you deal damage with a spell or attack, you can choose to roll the damage dice one more time, and instead take the higher result for the damage of the spell or attack. Alternatively, whenever you are dealt damage, you can choose to have the damage dice rerolled as well, taking the lower result as damage instead.

You can use this feature up to a number of times equal to your Charisma modifier (minimum of once). You regain expended uses after finishing a long rest.

Mastermind's Acquisition

At 6th level, you've been taught that possession is power--even of mere objects. As an action, you can immediately transport an object you can see within 60 feet of you that's no more than 1 foot from any side and weighs less than 20 pounds. If the object is worn or carried by another creature, that creature makes a Dexterity saving throw, and the effects of this feature don't occur on a successful save. Otherwise, the object reappears in your hands, if you have at least one free hand. If you don't have a free hand, the object reappears in an unoccupied space of your choosing within 5 feet.

Once you use this feature, you can't do so again until you finish a short or long rest.

Outwit Nemesis

Starting at 6th level, as a bonus action, you can target another creature you can see within 60 feet of you. Until you finish your next long rest, you have resistance to all damage dealt by that creature. You cannot use this feature again until you finish a long rest.

Menace of the Archenemy

At 10th level, the archenemy's visage appears as an ever-so haunting aura that coalesces around you. Whenever a creature would take an action within 10 feet of you, if the creature targets you as a part of its action, it must first make a Wisdom saving throw. On a failed save, it wastes its action doing nothing instead. If a creature succeeds on the save, it becomes immune to the effects of this feature for the next 24 hours.









































Scour of the Archenemy

At 14th level, the archenemy has allowed you to bargain for their intervention, in order to know the true secrets of those who choose to oppose you. As an action, you can force a creature you can see within 30 feet of you to make an Intelligence saving throw. On a failed save, you can have the target suffer 10d6 psychic damage, and you know the following information:

  • The memories of the creature for the past 24 hours.
  • Any distinct plans that the creature has for the next 7 days, and the details (locations, creatures involved, names).
  • The real name of the creature, its lifestyle, and the spells that the creature is able to cast.

You can use your Peerless Will for the damage dealt by this feature. If the creature succeeds on the save, it becomes immune to the effects of this feature for the next 7 days. Once you use this feature, you cannot do so again until you finish a long rest.

Nicol Bolas © Wizards of the Coast LLC
Destroyed City by Christopher Tremblay