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Mage
\pagebreak Mage -
A stranger wrapped in dark clothes stumbles into a tavern, his eyes are covered and his head cast low. He orders a drink and takes a seat at a table in the corner. Two orcs approach him, and threaten to kill him unless he gives them his belongings. The stranger removes his cloak, his eyes flaring with Arcane light and he envelopes the two orcs in a powerful spell. After taking care of the orcs, he apologizes for the mess, and leaves to his room.
Infused Magic - Whereas Wizards get their magic through study and practice, and Sorcerers obtaining it through birth, and Warlocks obtain their magic through a pact with a higher being, A Mage on the other hand has their magic infused into them when they come into contact with a powerful magical object. Whether the object they came into the presence of was Divine, Fiendish, or Mystical in nature, it nevertheless infused them with magic, transforming them from and ordinary adventurer into an Arcane Mage. Because a Mage's creation is very circumstantial, and the type of Magical Object could have been of any type, Mages are as varied as they are powerful \columnbreak Magical Channeling - Sorcerers, Wizards, and other such users of the arcane, are conduits for its immense power, but only a Mage is a true channel of the Magical arts. Mages channel arcane directly into and through their bodies, becoming virtually one with magic at the cost of spells known. No two mages found will be the same, each is unique in how they channel the arcane within them, and they are as varied as they are immense. \pagebreak
##### Mage | Level | Proficiency Bonus | Features | Mana Dice | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Arcane channeling | ---- | 2 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Mana Dice | 1d4 | 2 | 3 | | — | — | — | — | — | — | — | | 3rd | +2 | Mage Infusions| 1d4 | 3 | 3 | 1 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Increase | 1d4 | 3 | 4 | 2 | — | — | — | — | — | — | — | | 5th | +3 | Arcane channeling | 1d4 | 3 | 4 | 3 | 1 | — | — | — | — | — | — | | 6th | +3 | Mage Infusion | 1d6 | 3 | 4 | 3 | 2 | — | — | — | — | — | — | | 7th | +3 | ─ | 1d6 | 3 | 4| 3 | 3 | 1 | — | — | — | — | — | | 8th| +3 | Ability Score Increase | 1d6 | 4 | 4 | 3 | 3 | 2 | — | — | — | — | — | | 9th | +4 | ─ | 1d6 | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — | | 10th | +4 | Mage Aura | 1d6 | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — | | 11th| +4 | | 1d8 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 12th | +4 | Ability Score Increase | 1d8 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — | | 13th | +5 | ─ | 1d8 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Mage Infusion | 1d8 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | | 1d8 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 16th | +5 | Ability Score Increase | 1d10 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — | | 17th | +6 | Mage Infusion | 1d10 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6| Arcane channeling | 1d10 | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Increase | 1d10 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Master Caster | 1d10 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
## Class Features As a class_name, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d6 per Mage level - **Hit Points at 1st Level:** 6 + Constitution modifier - **Hit Points at Higher Levels:** 1d6 (or 4) + Constitution modifier per Mage level after 1st \columnbreak #### Proficiencies ___ - **Armor:** no armor - **Weapons:** simple weapons - **Tools:** none ___ - **Saving Throws:** Wisdom and Intelligence - **Skills:** Choose two from: Arcana,History,Insight,Investigation,Intimidation,Perception,Religion, - and Survival #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a Light Crossbow and 20 bolts or *(b)* Any Simple Weapon - *(a)* a Component Pouch or *(b)* Arcane Fcous - *(a)* a Scholar's Pack or *(b)* Explorer's Pack - Two Daggers **Quick build** First, make intelligence your highest score, then make constitution your second highest, third, choose the sage background. \pagebreak **Spellcasting** - As a wielder of magic, gained from coming into contact with a powerful magical object, you have the ability to cast arcane magic.
**Spellcasting Ability** - Intelligence is your spellcasting ability for your Mage spells since you learn your spells through dedicated learning of your powers. 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.
**Cantrips** - At 1st level, you know two 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.
**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 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. You prepare the list of Mage spells that are available for you to cast, choosing from the Mage spell list. When you do so, choose a number of Mage spells equal to your Intelligence modifier + your Mage level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level Mage, you have three 1st-level and one 2nd-level spell slot. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Mage spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
**Arcane Channeling** - at 1st level, you have become a true conduit for the arcane and can channel it into various parts of your body. you may select a number of the options listed below equal to half your proficiency bonus rounded up. * Mage feet: your walking speed increases by 10 * Arcane Gaze: you have the ability to see if an object is or isn't magical * Magic arms: your unarmed strikes deal 1d4 bludgeoning damage + your intelligence modifier * Mage Chest: your AC is increased by 2 * Arcane step: you can teleport 5 feet away from your current position using a bonus action * Magic Speech: you gain advantage on wisdom(insight) ability checks, as well as charisma(persuasuion) ability checks \pagebreak **Mana Dice** - At 2nd level, your use of magic has manifested in your ability to expend a form of magic known as Mana. You gain a number of Mana dice equal to your level + you proficicency bonus. The type of die is shown on your Mage table. Once you have run out of Mana Dice, you do not regain them until a long rest has been completed, after which they are fully restored
**Mage Spear** - Starting at 2nd level, you can use your Mana Dice to fuel a magic projectile called the Mage Spear. choose a target within 30ft, make a spell attack roll. on a hit, roll the number of Mana Dice you wish to expend, what is rolled is dealt as piercing damage to whatever you hit you can use your Mage Spear a number of times equal to your proficiency bonus.
**Spear Enhancements** - At 3rd level, you gain various ways to enhance your Mage Spear, and may choose a number of options equal to your proficiency bonus * Mage Lance: the range is increased to 120ft: * Mage Burst: The range is changed to 5 feet but can affect any targets within 5 feet of the target. * Mage Beam: The first target behind the original target must make a dexterity saving throw or take the damage as well. * Mage Blade: the damage done is now slashing damage * Mage Hammer: the damage done is now bludgeoning damage * Mage Aura: instead of a projectile, the first creature to enter a radius of 10ft from you must make a dexterity saving throw and takes damage on a failure * Forceful Spear: the target is knocked back 10ft * Weakening Spear: On a hit, the next attack roll against the target is made with advantage. * Lucky Spear: For no additional cost, you can roll a Mana die and add it to the spell attack roll. * Flaming Spear: the damage done is now fire damage * Chilling Spear: the damage done is now cold damage * Empowered Spear: you can add another mana die to the damage of your Mage Spear \columnbreak
**Mage Infusion** - At 3rd level, you enter into a selected archetype called an Infusion based on what item gave you your magic, which include: Infusion of Inferno and Infusion of Arcana which grant you features at levels 3, 6, 10, 14, and 17/
**Ability score increase** - At levels 4, 8, 12, 16, and 19, you can choose to take a +2 to any ability score, two +1's to two seperate ability scores, or take a feat.
**Arcane Channeling** - at 5th level, your channeling has grown stronger, and whichever options you selected are now emboldened with the following effects: * Mage feet: your walking speed increases by 5 more feet * Arcane Gaze: you have the ability to see what type of magic a magical item emanates * Magic arms: your unarmed strikes deal 1d8 bludgeoning damage + your intelligence modifier * Mage Chest: you gain resistance to one type of nonmagical damage that you choose * Arcane step: you can teleport 5ft away from your current position using a free action once per turn * Magic Speech: you gain expertise in Wisdom(Insight) and Charisma(persuasion) ability checks
**Arcane Channeling** - at 18th level, your channeling has grown stronger still, and your options are strengthened once more * Mage feet: you no longer provoke opportunity attacks * Arcane Gaze: you have the ability to see what type of magic a magical item emanates, and what it does * Magic arms: your unarmed strikes deal 1d12 bludgeoning damage + your intelligence modifier * Mage Chest: you gain resistance to nonmagical blidgeoning, piercing, and slashing damage * Arcane step: you can teleport 5ft away from your current position using a free action twice per turn * Magic Speech: you gain a +2 in Wisdom(Insight) and Charisma(persuasion) ability checks **Master Caster** -- At 20th level, you can cast any spell from the list of mage spells up to level six spells.
\pagebreak **Mage Spell List** -
***Cantrips*** Chill Touch Dancing Lights Encode Thoughts Guidance Gust Mage Hand Message Poison Spray Ray of Frost Resistance Shocking Grasp Thaumaturgy ***1st level Spells*** Alarm Burning Hands Catapult Detect Magic Cure Wounds Ice Knife Identify Mage Armor Magic Missile Witch Bolt ***2nd Level Spells*** Arcane Lock Borrowed Knowledge Darkness Locate Object Magic Weapon Misty Step ***3rd Level Spells*** Blink Counterspell Dispel Magic Fireball Fly Haste Lightning Bolt ***4th Level Spells*** Arcane Eye Blight Ice Storm Stone Shape Wall of Fire ***5th Level Spells*** Destructive Wave Far Step Maelstrom Wall of Force Wall Of Light ***6th Level Spells*** Arcane Gate Gravity Fissure Scatter Wind Walk ***7th Level Spells*** Etherealness Fire Storm Mirage Arcane Teleport ***8th Level Spells*** Antimagic Field Control Weather Earthquake Telepathy ***9th Level Spells*** Astral Projection Meteor Swarm Power Word: Kill Storm of Vengeance \pagebreak Subclasses coming soon -