Mage Class 5e v0.7

by Cobalt08

Search GM Binder Visit User Profile
Mage

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

  • Arcane rift: prerequisite Infusion of Astral: once per long rest, you can use misty step as a bonus action

  • Magic Motion: prerequisite Infusion of Astral: when using misty motion, you can increase the amount of feet you move by 5

  • 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

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.