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
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.
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 | 4 | 2 | — | — | — | — | — | — | — |
| 4th | +2 | Ability Score Increase | 1d4 | 3 | 4 | 3 | — | — | — | — | — | — | — |
| 5th | +3 | Arcane channeling | 1d4 | 3 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Mage Infusion | 1d6 | 3 | 4 | 3 | 3 | — | — | — | — | — | — |
| 7th | +3 | Arcane Emboldening | 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 Infusion | 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 | Mage Wings | 1d8 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | - | 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
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.
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, allowing magic to take its truest raw form within you, and letting you channel it into various parts of your body to do different things. you can choose 2 of the options below, and you can choose one more at levels 5 and 18.
Mage feet: your walking speed increases by 5
Arcane Gaze: you have the ability to see if an object is or isn't magical
Arcane Body: your base AC is now 12
Mage speech: you gain proficiency in Persuasion and insight
Magical swiftness: you can choose not to provoke opportunity attacks during 1 turn. you must take a long rest to use this ability again
Unnatural step: as a bonus action, you can teleport up to 10ft away to a place you can see.
Arcane reaction: you gain a +2 to your initiative bonus
Mage blast: prerquiste 5th level: when you cast a spell, as a bonus action you can choose to expend a first level spell slot to make a spell attack roll against one creature you can see. on a hit, they take 2d4 force damage
Mage sight: prerequisite 5th level:, you can cast both Identify and Detect magic once each per long rest without expending spell slots.
Magic Martial: prerequisite 5th level;, once, when you take the attack action on your turn, you can make one additional attack.
Unnatural Rejuvination: prerequisite 5th level:, once per long rest, as a bonus action you can expend a number hit dice equal to half your proficiency bonus rounded down.
Arcane warp: prerequisite 18th level: twice per long rest, you can cast dimension door without expending spell slots
Misty escape: prerequisite 18th level: you can now cast misty step with a free action
Improved Mage Wings: prerequisite 18th level: you can now use Mage wings twice per long rest
Mana Dice
At 2nd level, your use of magic has manifested in your ability to expend a form of magic known as Mana, which is magic in its most raw and potent form, and allows you to preform a variety of feats. You gain a number of Mana dice equal to your level + you proficicency bonus, and can use a maximum number of mana dice per use equal to your intelligence modifier. 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 at 2nd level, you can use each of the options below.
-
Mage dash: when you take the disengage option, you can roll a Mana Die, add the result to your speed for this turn only
-
Arcane force: when you take the shove action, on a success, roll a number of Mana dice of your choosing, and add the result to the number of feet they are moved.
-
Refined spell: when you cast a cantrip, you can expend a number of Mana Dice of your choosing, roll the Mana Dice and add the roll to the Spell Attack roll.
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 Crystalline 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 Emboldening
at 7th level, Raw Magic courses within you, fils you and permuates your very skin. Your mastery of Arcane has in turn increased, and when you cast a spell of 1st level or higher that deals damage, you can expend a number of mana dice of your choosing. Roll the dice, and add the result to the damage of the spell. you can use this ability once per long rest.
Mage Wings
at 13th level, you can tap into the reservoir of raw magic in your body to morph your form. you expend a number of mana dice of your choosing, the roll becomes your temporary flight speed for a number of turns equal to your proficiency bonus. once you use this feature, you cannot use it again until you have finished a long rest.
Master Caster
At 20th level, you can cast any spell from the list of mage spells up to level six spells.
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
Infusion of Crystalline
Crystalline Spear
Starting at 3rd level, you can use your Mana Dice to fuel a magic projectile called the Crystalline 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 magical piercing damage to whatever you hit you can use your Crystalline 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 half your proficiency bonus
- Crystalline Lance: the range is increased to 120ft:
- Crystalline Burst: The range is changed to 5 feet but can affect any targets within 5 feet of the target.
- Crystalline Beam: The first target behind the original target must make a dexterity saving throw or take the damage as well.
- Crystalline Blade: the damage done is now slashing damage
- Crystalline Hammer: the damage done is now bludgeoning damage
- Crystalline 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
Shield of Crystal
at 6th level, you can cast the Shield Spell without expending a spell slot. you can use this feature once per long rest.
Aura of Crystal
at 10th level, when a creature enters a radius of 5ft from you, as a reaction, you can cause a crystal pillar to explode from the ground, dealing 3d10 piercing damage. once you use this feature, you cannot use it again until you complete either or long or short rest.
Crystalline Skin
at 17th level, your own skin has become more durable thanks to the powerful amount of raw magic within you. you gain resistance to nonmagical bludgeoning piercing and slashing damage. you also gain a number of hit poitns equal to your level.
Infusion of Astral
Misty Motion
at 3rd level when you choose this subclass, you can roll one mana dice, multiply it by 5, and you can teleport an amount of feet equal to the result in any direction. if you use this feature during your turn, you movement speed for this turn is reduced to 0.
Astral Shifting
also at 3rd level, as a reaction, when you take damage, you can phase in and out of reality, reducing the damage you take by half. you can use this a number of times equal to your proficiency bonus, and must take a long rest to regain the uses of Astral Shifting.
Item warp
At 6th level, as an action, you can target an object no larger than 10 feet wide, tall, and long, if it is a person, they must make a wisdom saving throw, or be teleported to the Astral plane until the start of your next turn, using this ability costs a 2nd spell slot.
Relentless warp
At 14th level, you can use a bonus action and/or action to cast Misty Step. The range of Misty Step is increased by 10 feet
Vorpal Magic
At 17th level, when you use Misty Step as an action and/or bonus action, you can attack using a cantrip or 1st level spell
Infusion of the Accursed
Black magic
at 3rd level when you choose this subclass, you can enhance all necromancy spells of 1st level by one level of spell slot. this makes a 1st level necromancy spell behave as though it were cast as a 2nd level spell. you can use this feature once per long rest.
Unholy rest
also at 3rd level, when you take a short rest, it acts as though it were a long rest. you cannot use this feature again until 1d4 days have passed.
Undying renewal
at 6th level, when you fall to 0 hit points, you can use your reaction to regain 1d10 hit points. you can use this feature once per long rest.
Affliction
at 10th level, when a melee or ranged attack roll would hit you or a allied creature, you can impose Affliction on the roll, causing it to decrease by 5. you can use this a number of times equal to half your proficiency bonus.
Form of the Accursed
at 18th level, you can enter into the Form of the Accursed as a bonus action for one minute. while in this form, you gain the following effects:
- +2 to AC
- 1d4 to all spell attack rolls
- +1 to your spell save DC
once you use this feature, you cannot use it again until a long rest has been completed.
Sublass specific Arcane channeling options
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Arcane rift: prerequisite Infusion of Astral: once per long rest, you can use misty step as a bonus action
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Magic Motion: prerequisite Infusion of Astral: when using misty motion, you can increase the amount of feet you move by 5
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Advanced Shifting: prerequisite Infusion of Astral, 5th level: you can use Astral Shifting a number of times per long rest equal to your intelligence modifier