A type of [[Warlock]] that draws power from a deck of magical [[Duel Monsters]] cards: [[The Shadow Deck]], focusing on laying traps and summoning monsters.
![[List of Pact of the Ancient Magician Warlocks]]
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# Abilities
## Level 3 - Realm Tear
[[The Ancient Magician]]'s summons come from [[The Shadow Realm]] and must therefore return. When you intentionally end concentration on one of your summons or one of your summons dies, you can choose to trigger a realm tear causing your summon to fold into darkness and perish. Each creature within 5-feet of the realm tear must make a Dexterity Saving Throw where the DC equals your spellcasting save DC. On a failure, creatures within range take xd8 damage where x equals the current spell level of the summon. On a success, creatures take no damage. If your summon spell allows you to summon multiple units, divide the damage dealt by this effect by the number of summons from the spell.
You can only use this feature a number of times equal to your proficiency bonus per long rest.
## Level 3 - Yellow Luster Shield
The Ancient Magician bestows those who channel his magic with stronger summons. When you cast a summon spell, you and your summons gain temporary hit points equal to your Warlock level plus the level of the spell.
## Level 3 - Ancient Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Ancient Spells table, you thereafter always have the listed spells prepared.
##### Ancient Spells
| Warlock Level | Spells |
| ------------- | --------------------------------------------------------------------------------------------------------------------- |
| 3 | [[Compelled Duel]], [[Unseen Servant]], [[Shatter]], [[Magician's Crescent Blade (Spell)\|Magician's Crescent Blade]] |
| 5 | [[Conjure Animals]], [[Phantom Steed]] |
| 7 | [[Giant Insect (Spell)]], [[Guardian of Faith]] |
| 9 | [[Dispel Evil and Good]], [[Summon Draconic Spirit\|Summon Dragon]] |
## Level 6 - You've Activated My Trap Card
The Ancient Magician was known to be mischievous and discovered some of the first reactionary spells, which used to be called traps, such as [[Counterspell]]. When you roll initiative and finish drawing your starting cards, you may lay a Trap. First, decide what perceivable circumstance will trigger the Trap. Then, choose a card in your hand to cast as a reaction to the trigger. Finally, when the circumstance is triggered, cast the spell as a reaction without using a spell slot. _You must declare out loud "You've activated my trap card."_
## Level 10 - Heart of the Cards
You channel the heart of the cards to make your summons stronger. On your turn, you may skip your draw step and instead choose one of your active summons and increase its spell cast level, updating the summon's statistics accordingly for the duration of the spell.
Alternatively, at the beginning of your turn, you can choose to draw an additional number of cards equal to half your Proficiency bonus rounded up (minimum 1).
This feature can only be used a number of times equal to your proficiency bonus per long rest.
## # Level 14 - Omniscient Summons
You have discovered new ancient secrets of [[The Shadow Deck]] that allow you to simultaneously maintain concentration on two summon spells. While maintaining concentration in this way, you can't use actions except to direct your summons and your movement speed is halved. Additionally, you cannot gain advantage on concentration checks and you roll concentration checks for each summon individually.