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##### Mage | Level | Proficiency Bonus | Mana | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | — | Spellcasting, Magi Specialization | 4 | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | 2 | Font of Magic | 4 | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | 3 | Metamagic (2) | 4 | 4 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | 4 | Ability Score Improvement | 5 | 5 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | 5 | — | 5 | 6 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | 6 | Magi Specialization Feature | 5 | 7 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | 7 | — | 5 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — | | 8th | +3 | 8 | Ability Score Improvement | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | 9 | — | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | 10 | Metamagic (3) | 6 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th | +4 | 11 | — | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | 12 | Ability Score Improvement | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | 13 | — | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | 14 | Magi Specialization Feature | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | 15 | — | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | 16 | Ability Score Improvement | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | 17 | Metamagic (4) | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | 18 | Magi Specialization Feature | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | 19 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | 20 | Limitless Mana | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
## Class Features As a Mage, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per Mage level - **Hit Points at 1st Level:** 6 + your Constitution modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + your Constitution modifier per mage level after 1st #### Proficiencies ___ - **Armor:** None - **Weapons:** Daggers, darts, slings, quarterstaffs, wands - **Tools:** None ___ - **Saving Throws:** Intelligence, Wisdom - **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: \columnbreak * (a) a quarterstaff or (b) a dagger * (a) a component pouch or (b) an arcane focus * (a) a scholar’s pack or (b) an explorer’s pack * A spellbook ### Spellcasting As a student of arcane magic, you have learned how to shape magic to fit your needs. See Spells Rules for the general rules of spellcasting and the Spells Listing for the mage spell list. #### Cantrips At 1st level, you know four cantrips of your choice from the mage spell list. You learn additional mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the mage table. \pagebreak #### Spell Slots The mage table shows how many spell slots you have to cast your mage spells of 1st level and higher. To cast one of these mage spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. #### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the mage spell list. The Spells Known column of the mage table shows when you learn more mage spells of your choice. 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 Intelligence is your spellcasting ability for your mage spells, since the power of your magic relies on your ability to project your will into the world. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mage spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier #### Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your mage spells. ### Magi Specialization Choose a magi specialization, which describes the area of expertise your learning has provided: Arcane, Fire, or Frost, detailed at the end of the class description. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level. ### Font of Magic At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is mana, which allow you to create a variety of magical effects. #### Mana You have 2 mana, and you gain more as you reach higher levels, as shown in the Mana column of the Sorcerer table. You can never have more mana than shown on the table for your level. You regain all spent mana when you finish a long rest. \columnbreak #### Flexible Casting You can use your mana to gain additional spell slots, or sacrifice spell slots to gain additional mana. You learn other ways to use your mana as you reach higher levels. #### Creating Spell Slots. You can transform unexpended mana into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. ##### Creating Spell Slots | Spellslot Level | Mana Cost | |:---:|:-----------:| | 1st | 2 | | 2nd | 3 | | 3rd | 5 | | 4th | 6 | | 5th | 7 | #### Converting a Spell Slot to Mana. As a bonus action on your turn, you can expend one spell slot and gain mana equal to the slot’s level. ### Metamagic At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. #### Careful Spell When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell. #### Distant Spell When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. #### Empowered Spell When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell. \pagebreak #### Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. #### Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 mana to give one target of the spell disadvantage on its first saving throw made against the spell. #### Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 mana to change the casting time to 1 bonus action for this casting. #### Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. #### Twinned Spell When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of mana equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, *magic missile* and *scorching ray* aren't eligible, but *ray of frost* and *chromatic orb* are. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. ### Limitless Mana At 20th level, you have mastered control over your mana. At the start of each of your turns, if you have no mana, you gain 2 mana. \pagebreak ### Arcane Specialization ##### Arcane Features | Mage Level | Feature | |:---:|:-----------:| | 1st | Arcane Spells, Arcane Prodigy, Amplification | | 6th | Prismatic Barrier | | 14th | Mastery: Savant | | 18th | Arcane Power | #### Arcane Spells Beginning at 1st level and at certain levels after that, you gain the ability to cast spells specific to your knowledge of the arcane. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know. If you have an origin spell that doesn't appear on the mage spell list, the spell is a mage spell for you. ##### Arcane Spells | Mage Level | Spell | |:---:|:-----------:| | 1st | *magic missiles* | | 3rd | *arcane explosion** | | 5th | *slow* | | 7th | *greater invisibility* | | 9th | *arcane barrage** | | 11th | *arcane gate* | #### Arcane Prodigy Starting at 1st level, your understanding of the ebb and flow of magic is unrivaled. You gain proficiency in Intelligence (Arcana). When making an Intelligence (Arcana) check pertaining to a magical item, effect, or spell you can gain knowledge from a success as if you had cast *identify*. You can use this ability once. You must finish a short or long rest before you can use it again. #### Amplification At 1st level, you have learned how to enhance the weave of magic that you channel through your spells. When you cast the *arcane missiles* spell, you fire one additional missile. Additionally, you learn the *arcane blast** cantrip and can add your Intelligence modifier to its damage. #### Prismatic Barrier At 6th level, you can harness arcane energies in order to protect yourself. As a bonus action, you can ecase yourself in a shimmering magical barrier. You gain temporary hit points equal to 5 + your mage level that last for 1 minute. While the barrier is active, if you are attacked by a creature within 5 feet of you, that creature takes 1d4 force damage and if you still have temporary hit points remaining, the barrier gains the same amount. You can use this feature once and must finish a short or long rest before you can use it again. \columnbreak #### Mastery: Savant At 14th level, you have mastered the your control over magic and wield it with pristine control. When you deal damage with a spell of 1st level or higher, it deal additional force damage equal to 2 + you highest available spell slots level. #### Arcane Power At 18th level, you can infuse your body with magic from the weave. As an action, you can expend a spell slot of 5th level or lower to enter a state of heightened magical ability. For a number of rounds equal to half the sacrificed spell's level, you gain the following benefits: * Your spells of a lower level than the sacrificed spell slot do not cost spell slots to cast. * Your spells of a higher level than the sacrificed spell slot deal additional force damage equal to 3 x the sacrificed spell slots level. * Cantrips you know with a casting time of 1 action can be cast as a bonus action. Once you use this ability, you must finish a long rest before you can use it again. \pagebreak ### Fire Specialization ##### Fire Features | Mage Level | Feature | |:---:|:-----------:| | 1st | Fire Spells, Searing Touch, Hot Streak | | 6th | Blazing Barrier | | 14th | Mastery: Ignite | | 18th | Combustion | #### Fire Spells Beginning at 1st level and at certain levels after that, you gain the ability to cast spells specific to your mastery over fire. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know. If you have an origin spell that doesn't appear on the mage spell list, the spell is a mage spell for you. ##### Fire Spells | Mage Level | Spell | |:---:|:-----------:| | 1st | *burning hands* | | 3rd | *scorching ray* | | 5th | *fireball* | | 7th | *wall of fire* | | 9th | *pyroblast!** | | 11th | *investiture of flame* | #### Searing Touch At 1st level, you gain an uncanny understanding of fire and the magic that can bring it about. You learn the *fire bolt* cantrip and can add your Intelligence modifier to its damage. #### Hot Streak Also at 1st level, you cast spells with a chaotic flair to them. Your spell attacks score a critical hit on a roll of 19 or 20. Additionally, when you score a critical hit with a spell, you are able to cast *fire bolt* as a bonus action. #### Blazing Barrier At 6th level, you can surround yourself with a fiery shield. As a bonus action, you can ecase yourself in a fiery magical barrier. You gain temporary hit points equal to 5 + your mage level that last for 1 minute. While the barrier is active and you are attacked by a creature within 10 feet of you, that creature takes fire damage equal to half your mage level. You can use this feature once and must finish a short or long rest before you can use it again. \columnbreak #### Mastery: Ignite At 14th level, you have learned how to make your magic burn with an especially violent heat. When you deal fire damage to a creature, the creature gains a stack of Ignite. At the start of a creatures turn, if they have any stacks of Ignite, they must make a Dexterity saving throw. A creature takes fire damage equal to your Intelligence modifier on a success or failure. On a failed save however, a random hostile creature within 5 feet of the creature gains 1 stack of Ignite. A creature loses a stack of Ignite on a successful save. A creature can have up to 5 stacks of Ignite. If a creature has 5 stacks of Ignite, they take fire damage equal to 2 x your Intelligence modifier and they transfer 2 stacks of Ignite if they fail their saving throw. #### Combustion At 18th level, you can cast superheated spells with an unrivaled effect. As an action, you wreath your hands in white hot flames. For the next 1 minute, you gain the following benefits: * Your spell attacks score a critical hit on a roll of 17, 18, 19 or 20. * When you critically hit with a spell, it deals additional fire damage equal to half your mage level. * You make spell attacks at advantage against creatures with stacks of Ignite. * Ignite now spreads to up to 2 creatures on a failed saving throw. Once you use this ability, you must finish a long rest before you can use it again. \pagebreak ### Frost Specialization ##### Frost Features | Mage Level | Feature | |:---:|:-----------:| | 1st | Frost Spells, Fingers of Frost, Frigid Winds | | 6th | Ice Barrier | | 14th | Mastery: Icicles | | 18th | Shatter | #### Frost Spells Beginning at 1st level and at certain levels after that, you gain the ability to cast spells specific to your mastery over the cold. Once you gain an origin spell, you always know it, and it doesn't count against the number of spells you know. If you have an origin spell that doesn't appear on the mage spell list, the spell is a mage spell for you. ##### Frost Spells | Mage Level | Spell | |:---:|:-----------:| | 1st | *ice lance** | | 3rd | *frost nova** | | 5th | *frozen orb** | | 7th | *ice storm* | | 9th | *cone of cold* | | 11th | *wall of ice* | #### Fingers of Frost At 1st level, you learn how to weave spells that freeze the air around you while casting. You learn the *ray of frost* cantrip and can add your Intelligence modifier to its damage. Additionally, when you hit a creature with *ray of frost,* its slowing effect lasts until the end of your next turn and can stack twice. #### Frigid Winds Also at 1st level, when you deal cold damage with a spell of 1st level or higher and its target is slowed by your Fingers of Frost feature, that creature must succeed on a Strength saving throw or become *frozen*. A frozen creature is restrained until it takes damage that isn't cold damage. A frozen creature also gains resistance to fire damage. #### Ice Barrier At 6th level, you can surround yourself with a frigid shield made of ice. As a bonus action, you can ecase yourself in an icy barrier. You gain temporary hit points equal to 5 + your mage level that last for 1 minute. While the barrier is active, if you are attacked by a creature within 5 feet of you, that creature takes 2d4 cold damage and their movement speed is reduced by half until the end of your next turn. You can use this feature once and must finish a short or long rest before you can use it again. \columnbreak #### Mastery: Icicles At 14th level, you have learned how to siphon additional energy from the spells you cast. When you deal cold damage with a spell of 1st level or higher, a number of jagged icicles begin to float above your head equal to the spells level. A number of these icicles can form equal to half your mage level. When you deal cold damage with a spell of 1st level or higher and its target is slowed by your Fingers of Frost feature, you can launch a number of icicles equal to the spells level. As a bonus action, you make a ranged spell attack. The icicles have a range of 30 feet and deal 1d4 cold damage on a hit. Accumulated icicles last until you launch them or finish a long rest. #### Shatter At 18th level, your magic hits with brutal efficiency against frozen targets. When you deal cold damage with a spell of 1st level or higher against a frozen creature, it takes additional cold damage equal to your mage level. \pagebreak ## New Spells for the Mage #### Arcane Blast *Evocation cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ A burst of arcane energy flies from your hand, barreling towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage. If you hit the creature with Arcane Blast again before the end of your next turn, it deals additional force damage equal to your spellcasting ability modifier. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Arcane Explosion *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (10 ft. radius) - **Components:** V, S - **Duration:** Instantaneous ___ After a short gesture performed close to your chest, you throw your arms out and release an explosion of pure arcane energy. Each creature of your choice in a 10 foot radius centered around you must make a Dexterity saving throw. A creature takes 2d8 force damage on a failed save and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect. **At higher levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. #### Arcane Barrage *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous ___ You send a spiraling barrage of arcane force at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 6d10 force damage. Creatures of your choice within 5 feet of a target must make a Dexterity saving throw. A creature takes 3d10 force damage on a failed save, or half as much on a success. **At higher levels.** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. #### Pyroblast! *5th-level evocation* ___ - **Casting Time:** 1 action* - **Range:** 60 feet - **Components:** V, S, M (ash and a ruby worth at least 600 gp, both from the Firelands) - **Duration:** Instantaneous ___ You conjure a compact meteor and send it hurling towards a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 6d12 fire damage. Creatures between you and the target must make a Dexterity saving throw. A creature takes 3d12 fire damage on a failed save, or half as much on a success. If you score a critical hit with a spell that deals fire damage, you are able to cast Pyroblast! as a bonus action until the end of your current turn. **At higher levels.** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. #### Ice Lance *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous ___ You send a sharpened spike made of pure ice toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 cold damage. Against a frozen target, this spell scores a critical hit on a roll of 19 or 20. **At higher levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Frost Nova *2nd-level evocation* ___ - **Casting Time:** 1 reaction* - **Range:** self (10 foot radius) - **Components:** V, S - **Duration:** 1 round ___ You release a chilling blast of ice in an attempt to freeze attackers in place. Creatures within a 10 foot radius centered on you must succeed on a Dexterity saving throw. On a failed save, a creature is frozen until the end of your next turn. #### Frozen Orb *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 20 feet - **Components:** V, S - **Duration:** 2 rounds ___ A 5-foot-diameter sphere of ice appears in an unoccupied space of your choice within range and lasts until the end of your next turn. Any creature that the sphere comes within 5 feet of for the first time on a turn must make a Dexterity saving throw. The creature takes 3d10 cold damage on a failed save, or half as much damage on a successful one. Any creature damaged by the sphere has their movement speed reduced by 15 feet. The sphere moves 20 feet away from you in the straightest line possible at the end of your turn. **At higher levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.