Mage Class
LVL
- 1 - 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 |
Proficiency
bonus +2 - +2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 +5 +5 +5 +5 +6 +6 +6 +6 |
Features
- Method of magic, Mage Spellcasting, area of Interest Mage Archetype Area of interest spell, Special Training Ability Score Improvement Area of interest spell Archetype feature Area of interest spell Ability Score Improvement Area of interest spell Archetype feature Ability Score Improvement Archetype feature Ability Score Improvement Special training option Ability Score Improvement Ultimate Magic |
Cantrips Known
3 - 3 3 4 4 5 5 5 5 5 6 6 6 6 6 6 6 6 6 6 6 |
Spells known
2 - 3 4 5 6 7 8 9 10 11 12 12 13 13 14 14 15 15 15 15 |
Spell slots
As a Wizard of Equivalent Level
|
Proficencies: simple weapons, no armor, two skills chosen from Arcana, Religion, Nature, Medicine, or Intimidation
hit die: 1d6. Hit points at 1st level: 6 + constitution modifier Hit points at higher levels: 1d6 (or 4) + constitution modifier
you gain proficiency with Wisdom saving throws and your choice of the following Intelligence or Charisma
hit die: 1d6. Hit points at 1st level: 6 + constitution modifier Hit points at higher levels: 1d6 (or 4) + constitution modifier
you gain proficiency with Wisdom saving throws and your choice of the following Intelligence or Charisma
Cantrips
at 1st level, you know three Cantrips of your choice from the mage spell list
Spell Slots
The Mage table shows how many spell slots you have to cast you Mage Spells or 1st level or higher. to cast one of these mage Spells, you must expend a spell slot of the spell's level or higher. you regain all expended spell slots when you finish a long rest
Spells Known of 1st-level and higher
You know two 1st-level Spells of your choice from the mage spell list.
You learn an additional Mage spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Mage Spells you know and replace it with another spell from the Mage spell list, which also must be of a level for which you have Spell Slots.
You learn an additional Mage spell of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the Mage Spells you know and replace it with another spell from the Mage spell list, which also must be of a level for which you have Spell Slots.
Spellcasting ability
Your spellcasting ability is determined by your method of magic feature. you use the ability you select whenever a spell refers to your spellcasting ability. In addition, you use that ability score modifier when setting the saving throw DC for a Mage spell you cast, and when making a spell attack roll with one.
Spell save DC = 8 + your proficiency bonus + The ability modifier of the ability you selected with the Origin of Magic feature(Intelligence, Wisdom, or Charisma).
Spell attack modifier = your proficiency bonus + The ability modifier of the ability you selected with the Origin of Magic feature(Intelligence, Wisdom, or Charisma)
Spell save DC = 8 + your proficiency bonus + The ability modifier of the ability you selected with the Origin of Magic feature(Intelligence, Wisdom, or Charisma).
Spell attack modifier = your proficiency bonus + The ability modifier of the ability you selected with the Origin of Magic feature(Intelligence, Wisdom, or Charisma)
Spellcasting Focus
You can use an Arcane Focus as a spellcasting focus for the purpose of casting your spells
Origin of Magic
at 1st level, you select a Origin of magic. this is more than just a class feature, and should reflect your character's backstory, as this defines them as a spellcaster.
Gifted
You are naturally (or unnaturally) gifted with the power of magic, this might reflect an ancestor who was a magical being or powerful mage, a deal with a powerful entity such as a demon lord, or it simply might be pure cosmic chance. Regardless, magic is a part of you, for better or worse. You use charisma as your spellcasting ability, you are always treated as having an arcane focus for the purpose of casting spells, and as a bonus action you can sacrifice any number of spell slots to gain any number of spell slots with a combined level equal to the combined level of the spell slots you sacrificed. The level of a spell slot gained in this way cannot exceed 5th level
Scholar
You have studied the secrets of magic, and through this, you've discovered how to cast spells. Perhaps you studied under the tutelage of a master mage, or attended a college where you learned magic alongside your fellow students, or maybe you found the notes of a dead mage, and learned magic from practising those spells recorded in that tome. Regardless, your magic is a tool, one you wield with great skill. You use intelligence for your spellcasting ability modifier. You gain a book of arcane rituals, you may record a number of spells in this book equal to your spellcasting ability modifier + your mage level, you can cast a spell in the book by increasing the casting time by minute and spending a spell slot as normal. If you lose the book roll an intelligence check for each spell, the DC is equal to the spell's level + 8, on a success you remember enough of the ritual that you can re-create it in a new spellbook.
Believer
You believe in a power greater than your own. Be it a god, or the primal power of nature, the watchful spirits of your ancestors, or something else entirely, your faith allows you to preform magic, and cast spells, whatever the source, be it actual power granted from an entity or your own convictions, your magic is a manifestation of your faith, and is influenced by your beliefs. You use wisdom as your spellcasting ability modifier. As an action you can draw on the strength of your faith. You regain spell slots with a combined level equal to half your mage level (rounded up)
NOTE
In Mekkan, the world of Twokinds, We have only really seen mages who use magic through inherited ability (Raine), or scholarly training (Trace and Natani), no examples exist of a magic user who channels the powers of a godlike entity, the closest thing to the gods we have seen are the Masks, and when flora was possessed by Ephemural, she did exhibit spellcasting ability. however, Ephemural was clearly in the driver's seat, so to speak, and Flora had little to no control over her body's actions. Thus for a Twokinds campaign, consider disallowing the Believer method of magic option
In Mekkan, the world of Twokinds, We have only really seen mages who use magic through inherited ability (Raine), or scholarly training (Trace and Natani), no examples exist of a magic user who channels the powers of a godlike entity, the closest thing to the gods we have seen are the Masks, and when flora was possessed by Ephemural, she did exhibit spellcasting ability. however, Ephemural was clearly in the driver's seat, so to speak, and Flora had little to no control over her body's actions. Thus for a Twokinds campaign, consider disallowing the Believer method of magic option
Area of Interest
at 1st level, you also select an area of interest, this reflects a type of magic which you are interested in learning about, or is tied to your magical bloodline, or perhaps has some spirtitual meaning to you. you learn the following spells at the listed levels, and they do not count against your spells known.
NOTE
In order to create full and diverse areas of interest, I had to use spells from the Elemental Evil player's supplement, which is availiable as a free PDF here
https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf
In order to create full and diverse areas of interest, I had to use spells from the Elemental Evil player's supplement, which is availiable as a free PDF here
https://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf
Illusion
You learn the cantrip Minor Illusion and the following spells at the listed levels
Lvl 1 Disguise self, Illusory script
Lvl 3 Invisibility, darkness
Lvl 5 Major Image, Hypnotic pattern
Lvl 7 Hallucinatory terrain, Greater invisibility
Lvl 9 Mislead, Seeming
Lvl 1 Disguise self, Illusory script
Lvl 3 Invisibility, darkness
Lvl 5 Major Image, Hypnotic pattern
Lvl 7 Hallucinatory terrain, Greater invisibility
Lvl 9 Mislead, Seeming
Water
You learn the cantrip Shape water and the following spells at the listed levels
Lvl 1 Create or destroy water, Ice knife
Lvl 3 Sniloc's snowball swarm, Melf's acid arrow
Lvl 5 Tidal wave, Sleet storm
Lvl 7 Control Water, Watery sphere
Lvl 9 Cone of cold, Maelstrom
Lvl 1 Create or destroy water, Ice knife
Lvl 3 Sniloc's snowball swarm, Melf's acid arrow
Lvl 5 Tidal wave, Sleet storm
Lvl 7 Control Water, Watery sphere
Lvl 9 Cone of cold, Maelstrom
Earth
You learn the cantrip Mould Earth and the following spells at the listed levels
Lvl 1 Catapult, Earth tremor
Lvl 3 Maximilian's earthen grasp, Meld into stone
Lvl 5 Erupting earth, Wall of sand
Lvl 7 Stoneskin, Stone shape
Lvl 9 Transmute rock, Wall of stone
Lvl 1 Catapult, Earth tremor
Lvl 3 Maximilian's earthen grasp, Meld into stone
Lvl 5 Erupting earth, Wall of sand
Lvl 7 Stoneskin, Stone shape
Lvl 9 Transmute rock, Wall of stone
Fire
You learn the cantrip Control Flames and the following spells at the listed levels
Lvl 1 Burning hands, Hellish rebuke
Lvl 3 Flame blade, Scorching ray
Lvl 5 Fireball, Melf's minute meteors
Lvl 7 Fire shield, Wall of fire
Lvl 9 Immolation, Flame strike
Lvl 1 Burning hands, Hellish rebuke
Lvl 3 Flame blade, Scorching ray
Lvl 5 Fireball, Melf's minute meteors
Lvl 7 Fire shield, Wall of fire
Lvl 9 Immolation, Flame strike
Air
You learn the cantrip Gust and the following spells at the listed levels
Lvl 1 Feather fall, Thunderwave.
Lvl 3 Dust devil, Warding wind
Lvl 5 Lightning bolt, Wind wall
Lvl 7 Storm Sphere, Ice storm
Lvl 9 Control Winds, Cloudkill
Lvl 1 Feather fall, Thunderwave.
Lvl 3 Dust devil, Warding wind
Lvl 5 Lightning bolt, Wind wall
Lvl 7 Storm Sphere, Ice storm
Lvl 9 Control Winds, Cloudkill
Wards
You learn the cantrip Resistance and the following spells at the listed levels
Lvl 1 Shield, Absorb elements
Lvl 3 Blur, Warding bond
Lvl 5 Protection from energy, Leomund's tiny hut
Lvl 7 Death ward, Otiluke's resilient sphere
Lvl 9 Wall of force, Antilife shell
Lvl 1 Shield, Absorb elements
Lvl 3 Blur, Warding bond
Lvl 5 Protection from energy, Leomund's tiny hut
Lvl 7 Death ward, Otiluke's resilient sphere
Lvl 9 Wall of force, Antilife shell
Healing
You learn the Spare the dying Cantrip, and the following spells at the listed levels
Lvl 1 Cure wounds, healing word
Lvl 3 Lesser restoration, Prayer of healing
Lvl 5 Beacon of hope, remove curse
Lvl 7 Aura of life, Aura of purity
Lvl 9 Greater Restoration, Mass cure wounds
Lvl 1 Cure wounds, healing word
Lvl 3 Lesser restoration, Prayer of healing
Lvl 5 Beacon of hope, remove curse
Lvl 7 Aura of life, Aura of purity
Lvl 9 Greater Restoration, Mass cure wounds
Archetype
at 2nd level, you choose an archetype available to the mage class, they are as follows:
White-Mage, Mind-Mage, Battle-Mage, Arch-mage, and Sword-mage
your archetype grants you features at 2nd level, 6th level, 10th level, and 14th level.
White-Mage, Mind-Mage, Battle-Mage, Arch-mage, and Sword-mage
your archetype grants you features at 2nd level, 6th level, 10th level, and 14th level.
Special Training
At 3rd level, you broaden your horizons, you may select one of the following features to gain, you also may select a second feature at 18th level
Hardy
Your hit die from this class becomes a d8, and you increase your hit point maximum by your mage level, you also gain a +2 bonus on Constitution saves made to maintain concentration on a spell
Skilled
Select one skill or tool proficiency granted to you by this class, or one skill or tool proficiency that you could have learned through this class and one other skill or tool proficiency of your choice, you now add double your proficiency bonus on ability checks that use those skills
Arcane Resistance
You can re-roll any saving throw you make against a spell or magical effect, you can use this feature twice, regaining all uses upon completion of a long rest
Boosted Spell
When you cast a spell that forces a creature to make a saving throw, you can give them a -2 penalty on their saving throw, or when you make a spell that requires you to make an attack roll, you can gain a +2 bonus on that attack roll. you can use this feature once, regaining all uses upon completion of a long rest
Ultimate Magic
At 20th level, you gain an ultimate magic option. You can, on your turn, by expending your your action, bonus action, and reaction preform an Ultimate magic, when you finish a long rest, roll a d20, on an 11 or better, you regain use of this ability.
when you gain this class feature, you select one of the following.
when you gain this class feature, you select one of the following.
Summons
You create a creature out of pure mana, that creature must have a CR of your level or lower. during your turn, you can as an action, direct it to take an action, and use it's movement, and any bonus actions it might have. it cannot use any legendary or lair actions it might have though, and after 10 minutes, It fades away, along with any body parts that might have been severed, or gear it might have dropped.
Aura
For one minute, you can as an action, make a spell attack roll against a target you can see. on a hit, that target takes 8d8 force damage, also, magical energy surrounds you, and all attacks against you have disadvantage, and you have advantage on Dexterity saves
Blast
All creatures and objects within 100 feet of you must make a CON save, or take 40d10 force damage on a failed save, half damage on a sucess. a creature who failed their save is knocked prone, stunned for 1 round, and pushed 20 feet away from you. Unattended objects automatically fail their saving throw.
Mage Archetypes
You gain the following features at the listed levels
White Mage
White mages are those who specialise in the art of healing wounds, and restoring life to the dying
2nd level.
Powerful Healer: whenever you cast a spell that restores hit points, that spell heals an extra amount of hit points equal to it's level, + your spellcasting ability modifier
6th level.
White Mage's Restoration: whenever you cast a spell that removes a harmful status condition, such as lesser Restoration, or Remove Curse, you treat that spell as a spell that restores hit points for the purpose of your Powerful Healer ability
10th level.
Self Healing whenever you cast a spell that restores hit points to a creature, you also gain hit points equal to the spell's level + your spellcasting ability modifier
14th level.
Master of Life: instead of rolling dice to determine the amount of healing your spells do, you treat each die as having rolled it's maximum, for example, if you were to heal a target 2d8 points, you would instead heal them 16 points.
2nd level.
Powerful Healer: whenever you cast a spell that restores hit points, that spell heals an extra amount of hit points equal to it's level, + your spellcasting ability modifier
6th level.
White Mage's Restoration: whenever you cast a spell that removes a harmful status condition, such as lesser Restoration, or Remove Curse, you treat that spell as a spell that restores hit points for the purpose of your Powerful Healer ability
10th level.
Self Healing whenever you cast a spell that restores hit points to a creature, you also gain hit points equal to the spell's level + your spellcasting ability modifier
14th level.
Master of Life: instead of rolling dice to determine the amount of healing your spells do, you treat each die as having rolled it's maximum, for example, if you were to heal a target 2d8 points, you would instead heal them 16 points.
Battle Mage
Battle mages study the use of magic in open warfare, and specialise in striking down their foes, and empowering their allies
2nd level:
Battle-Ward: While you are concentrating on a spell, you gain a +2 to AC
6th level.
Combat Cantrips:
Your damaging cantrips now add your spellcasting ability modifier to their damage rolls
10th level:
Defensive Ward: When a creature within 60 feet of you is hit by an attack, as a reaction you can spend a spell slot and reduce the damage dealt by 2d8 times the level of the spell slot. so spending a 3rd level spell slot would negate 6d8 points of damage. when you use this feature, you lose the benefits of your Battle-ward until the start of your next turn.
14th level:
Masterful Concentration: You can concentrate on two spells as long as one of them targets an allied creature
2nd level:
Battle-Ward: While you are concentrating on a spell, you gain a +2 to AC
6th level.
Combat Cantrips:
Your damaging cantrips now add your spellcasting ability modifier to their damage rolls
10th level:
Defensive Ward: When a creature within 60 feet of you is hit by an attack, as a reaction you can spend a spell slot and reduce the damage dealt by 2d8 times the level of the spell slot. so spending a 3rd level spell slot would negate 6d8 points of damage. when you use this feature, you lose the benefits of your Battle-ward until the start of your next turn.
14th level:
Masterful Concentration: You can concentrate on two spells as long as one of them targets an allied creature
Mind Mage
Mind-mages focus on magic that affects the mind, befuddeling enemies, and telepathically co-ordinating allies
2nd level,
Basic Telepathy, you can, as a bonus action telepathically communicate with any creature within 120 feet that you can see or are familiar with until the start of your next turn, A creature with an intelligence of 2 or lower is unaffected by this ability , and unwilling creatures can make a saving throw against your spell save DC to avoid being mentally contacted.
6th level,
Magical Influence: your mind affecting spells, like Charm Person, that apply the charmed condition, affect the target's mind, or allow a creature to automatically make their saving throw if they are immune to the charmed condition become more potent. If a creature fails their saving throw, you can make them unaware that magic was used to influence their minds. You can use this feature a number of times equal to your Spellcasting ability modifer, regaining all uses upon completion of a long rest.
10th level
Warded Mind: You gain immunity to the charmed condition, and when you use your basic telepathy, you can target five creatures (besides yourself) to forge a short-lived metal link, allowing for six way conversation, or you can create the link in such a way that each other creature can only communicate with you.
14th level
Mind Master , if you can telepathically communicate with a creature, you can use your reaction to do any of the following
Impose disadvantage on an ability check, saving throw, or attack roll for that creature
Roll a Wisdom, Intelligence, or Charisma saving throw or ability check for that creature, using your ability score's and proficiencies
Assault their mind, dealing 4d10 psychic damage to that creature
2nd level,
Basic Telepathy, you can, as a bonus action telepathically communicate with any creature within 120 feet that you can see or are familiar with until the start of your next turn, A creature with an intelligence of 2 or lower is unaffected by this ability , and unwilling creatures can make a saving throw against your spell save DC to avoid being mentally contacted.
6th level,
Magical Influence: your mind affecting spells, like Charm Person, that apply the charmed condition, affect the target's mind, or allow a creature to automatically make their saving throw if they are immune to the charmed condition become more potent. If a creature fails their saving throw, you can make them unaware that magic was used to influence their minds. You can use this feature a number of times equal to your Spellcasting ability modifer, regaining all uses upon completion of a long rest.
10th level
Warded Mind: You gain immunity to the charmed condition, and when you use your basic telepathy, you can target five creatures (besides yourself) to forge a short-lived metal link, allowing for six way conversation, or you can create the link in such a way that each other creature can only communicate with you.
14th level
Mind Master , if you can telepathically communicate with a creature, you can use your reaction to do any of the following
Impose disadvantage on an ability check, saving throw, or attack roll for that creature
Roll a Wisdom, Intelligence, or Charisma saving throw or ability check for that creature, using your ability score's and proficiencies
Assault their mind, dealing 4d10 psychic damage to that creature
Archmage
Archmages are flexible masters of magic who study and master specific spells, and learn to use them more effectively
2nd level:
Spell Combo: select three level 1 spells, when you cast them, you can cast any cantrip as a bonus action
6th level:
Masterful Concentration: select one of your spells of 3rd level or lower that requires concentration, when you cast that spell it does not require concentration, and you can end its effect as a bonus action
10th level:
Powerful Arcana: select two spells of 4th level or lower, when you cast those spells, you are treated as having spent a spell slot of two levels higher than you did.
14th level:
Master of Magic: When you gain this feature, or over the course of a week of study and research, you can change the spells that your Spell Combo, Masterful Concentration and Powerful Arcana features affect, also Spell Combo, Powerful Arcana, and Masterful Concentration can now be used with any spell of 5th level or lower
2nd level:
Spell Combo: select three level 1 spells, when you cast them, you can cast any cantrip as a bonus action
6th level:
Masterful Concentration: select one of your spells of 3rd level or lower that requires concentration, when you cast that spell it does not require concentration, and you can end its effect as a bonus action
10th level:
Powerful Arcana: select two spells of 4th level or lower, when you cast those spells, you are treated as having spent a spell slot of two levels higher than you did.
14th level:
Master of Magic: When you gain this feature, or over the course of a week of study and research, you can change the spells that your Spell Combo, Masterful Concentration and Powerful Arcana features affect, also Spell Combo, Powerful Arcana, and Masterful Concentration can now be used with any spell of 5th level or lower
Swordmage
A Sword-mage is a spellcaster who mixes martial prowess with their spellcasting ability, to become a terror on the battlefield
2nd level
Armoured Arcanist: you gain proficiency in light armour, or if you already posses proficiency in light armour, you gain proficiency in medium armour. Also, if you gain proficiency in light armour through a different source, you can gain proficiency in medium armour
6th level
Multiattack: you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
10th level
Empowered weapon: When you use a weapon, that weapon gains a +1 bonus to attack and damage rolls, and is treated as a magic weapon for the purpose of overcoming damage reduction.
14th level
Mastery of spell and steel: When you cast a spell with a casting time of one action, you can as a bonus action, make one weapon attack
2nd level
Armoured Arcanist: you gain proficiency in light armour, or if you already posses proficiency in light armour, you gain proficiency in medium armour. Also, if you gain proficiency in light armour through a different source, you can gain proficiency in medium armour
6th level
Multiattack: you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
10th level
Empowered weapon: When you use a weapon, that weapon gains a +1 bonus to attack and damage rolls, and is treated as a magic weapon for the purpose of overcoming damage reduction.
14th level
Mastery of spell and steel: When you cast a spell with a casting time of one action, you can as a bonus action, make one weapon attack