Mage - 5e Class

by Spike3180

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Mage

A gnome with a sword is backed into the corner by two ruffians, but as the ground turns to mud, they realize that the gnome was never really in danger.

A halfling soars in through the sky, landing in the thick of battle with a resounding boom, knocking over a large number of foes.

A human sits alone in the forest with a sketchbook, noting the intrigue of a new species of plant, but when a giant wasp sneaks up behind him, a strike of lightning handily comes in.

A Mage is the master of the elements, but not through birth or diety. Through their own studies of Nature and the Arcane, they have found a way to not only know the elements, but to control them. While their field of study may be small. The depth of knowledge is enough to put many sages to shame.

Creating a Mage

As you build a Mage consider, what was your main way of studying, did you choose to travel into nature or to the nearest library. On the road what skills did you pick up, do you have an old master or was studying just a passion of yours.

Quick Build

First make Intelligence your highest score, then Constitution. Then choose the Sage background.

Class Features

As a Mage you gain the following class features.

Hit Points

Hit Dice: 1d8 per Mage Level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Mage level after 1st.

Proficiencies

Armor: None

Weapons: Knives, Quarterstaff, Darts, Sling

Tools: None

Saving Throws: Constitution, Intelligence

Skills: Choose two from Nature, Athletics, Survival, History, Animal Handling, Performance, Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) quarterstaff (b) dagger
  • Scientific Journal
  • an explorer's pack
  • a staff
  • an Elemental focus
Mage
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 +2 Elemental Field, Spellcasting 2 - - - - - - - -
2 +2 Minor Control 3 - - - - - - - -
3 +2 - 4 2 - - - - - - -
4 +2 ASI 4 3 - - - - - - -
5 +3 Traveller's Knack 4 3 2 - - - - - -
6 +3 Elemental Field 4 3 3 - - - - - -
7 +3 - 4 3 3 1 - - - - -
8 +3 ASI 4 3 3 2 - - - - -
9 +4 Major Control 4 3 3 3 1 - - - -
10 +4 Traveller's Knack 4 3 3 3 2 - - - -
11 +4 - 4 3 3 3 2 1 - - -
12 +4 ASI 4 3 3 3 2 1 - - -
13 +5 - 4 3 3 3 2 1 1 - -
14 +5 Elemental Field 4 3 3 3 2 1 1 - -
15 +5 Traveller's Knack 4 3 3 3 2 2 1 1 -
16 +5 ASI 4 3 3 3 2 2 1 1 -
17 +6 Supreme Control 4 3 3 3 3 2 1 1 1
18 +6 Elemental Field 4 3 3 3 3 2 1 1 1
19 +6 ASI 4 3 3 3 3 2 1 1 1
20 +6 Cataclysmic Study 4 3 3 3 3 2 2 1 1

Elemental Field of Study

At 1st level, you've studied enough to gain simple control over an Element, the chosen Element with grant you a list of spell that you can cast from, as well as abilities at 1st, 6th, 14th, and 18th levels. Elemental Fields are listed at the end of this class description.

Spellcasting

As a student of Elemental Magic, you have a Journal containing Spells that show your studies.

Spells

At 1st level, you know two cantrips and two spells, all determined by your subclass and gain two more spells at 3rd, 5th, 7th, and 9th levels.

Spellcasting Ability

Intelligence is your Spellcasting Ability for your Mage Spells, since you learn your Spells through dedicated study and memorization. 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 as a Spellcasting Focus for your Mage Spells.

Minor Control

At 2nd Level, you can use your elemental prowess to exert control over Elementals. When meeting with an Elemental who's element is the same as yours and has a Challenge Rating equal to 1/4 of your level in this class (rounded down), you can force the Elemental to make a Wisdom Saving Throw or be Charmed by you. While Charmed you can commanded the Elemental to take actions in it's statblock as a bonus action, if you do not command it, it will only take the Dodge Action on it's turn.

The charm lasts for 1 Minute or until dismissed by you as a Bonus Action.

Once you use this ability you can't use it again until you've completed a long resr,

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.

Traveller's Knack

While on the road you've picked up a useful skill, something that can either protect you from danger, or help you study more of the world. Knack options are featured at the end of this class description The Knack you pick offers you features at 5th, 10th, and 15th level.

Major Control

At 9th level you gain even more control over the elements and elementals. You can now target ANY TYPE of elemental with a Challenge rating equal to 1/2 your level in this class.

Additionally, when targeting an Elemental that you share an element with, they have disadvantage on the Saving Throw.

Supreme Control

At 17th level, the elementals are yours to command. You can target elementals with a Challenge Rating equal to your level in this class.

Additionally you regain use of this ability on a Short Rest, rather than a Long Rest.

Cataclysmic Nature

Your mastery of the element is dangerous to foes you face, when casting a spell, you can choose to upcast it one time, without expending an extra spell slot. You can use this ability a number of times equal to your Intelligence Modifier, and regain all uses after taking a Long Rest.

 

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