Mage, Variant (5e Class)
Mage
Mages are the original magic wielders, originating thousands of years ago. These casters can utilize arcane energy to create, discover or even destroy their surroundings. From an exploding fireball to teleportation. A skilled mage can use their abilities to manipulate the energy inside of them to use to great potential.
Creating a Mage
When creating a mage think how did they obtain their powers? Was it from a supernatural event? An accident from an experiment? From constant studying of the arcane? Why did they become a mage? Was it a choice? Was it a passion for magic? Or to avenge an advisory? To help protect the vulnerable? Or maybe to attain a source of power?
- Quick Build
You can make a mage quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the sage background. Third, choose the light, prestidigitation and ray of frost cantrips, along side with the 1st Level spells charm person, feather fall, magic missile and mage armor.
- Skill Variant Rules
If the campaign you are playing decides to use the Dungeon Master's guide ability check proficiency rule, You can choose to be proficient in Intelligence or Charisma Ability Checks.
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 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Mage level after 1st
- Proficiencies
Armor: None
Weapons: daggers, darts, slings, quarterstaffs, light crossbows.
Tools: None
Saving Throws: Charisma, Intelligence
Skills: Choose two from Arcana, Deception, History, Insight, Persuasion and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Light Crossbow, and 20 bolts or (b) Any Simple Weapon
- (a) Component Pouch or (b) Arcane Focus
- (a) Scholar Pack or (b) Explorers Pack
- Two Dagger and a Spellbook (optional)
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
Level | Proficiency Bonus | Cantrips Known | Features | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | 3 | Spellcasting, Arcane Recovery | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | 3 | Mage Archetype, Tome Exchange | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | 3 | — | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | 4 | Ability Score Improvement | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | 4 | — | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | 4 | Mage Archetype Improvement | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | 4 | — | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | 4 | Ability Score Improvement | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | 4 | — | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | 5 | Mage Archetype Improvement | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | 5 | — | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | 5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | 5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | 5 | Mage Archetype Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | 5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | 5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | 5 | — | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | 5 | Flexible Casting | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | 5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | 5 | Arcane Mastery | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting
As a wielder of magic, either through studying or from birth. you have the ability to cast arcane magic.
- Cantrips
At 1st level, you know three 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.
- 1st Level Spells
At 1st level, you can learn four 1st level spells of your choice from the mage list.
- Preparing and Casting Spells
The Mage table shows how many spell slots you have to cast your spells of level 1st 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 your mage spells that are in your available spell list that you have learned. To do so, choose a number of mage spells that you know equal to your mage level + 2. The spells must be of a level for which you have spell slots.
For example, if you’re a 3rd-level mage, you can prepare two 1st-level and two level 2nd spell slots in any combination that you know. If you prepare the level 1st spell magic missile, you can cast it using a level 1st or level 2nd slot. In any combination from your known spells. 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 studying or meditating the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Charisma is your spellcasting ability for your mage spells since you learn your spells through dedicated learning of your powers. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Ritual Casting
You can cast a mage spell as a ritual if that spell has the ritual tag and you have the spell in your spell list. You don’t need to have the spell prepared.
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your mage spells.
- Learning Spells of 1st Level and Higher
Each time you gain a mage level, you learn one mage spell of your choice, you learn two mage spells when you gain a new level spell slot (except the level 9th spell slot) at levels 3rd, 5th, 7th, 9th, 11th, 13th, and 15th. Each of these spells must be of a level for which you have spell slots, as shown on the Mage table.
- Additional Rule
https://media.wizards.com/2019/dnd/downloads/UA_ClassFeatures.pdf
- Spell Versatility
At level 1st, Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the mage spell list. The new spell must be the same level as the spell you replace.
Arcane Recovery
At level 1, you have learned to regain some of your magical energy through meditation or study. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your mage level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level mage, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Mage Archetype
At the 2nd level, you chose an archetype. Choose between Magician, Mancer, Spellsword, Theurgist, Enchanter or Arcane Idol. All detailed at the end of the class description. Your choice grants you features at 2nd, and again at 6th, 10th, and 14th level.
Tome Exchange
Starting at level 2nd, you have learned to replace cantrips to suit your needs. You can replace any number of your mage cantrips after a short or long rest. Any new cantrips learned will take 10 minutes to learn, while any cantrips that you have learned before will take half that time. This does not include cantrips learned from your race or any feats.
Ability Score Increase
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.
Flexible Casting
At level 18th, Your experience of spellcasting has expanded your repertoire to great effect. You can replace any spell you know with another spell for the Mage Spell list after a long rest. Learning a new spell you haven't used before will take a number of minutes equal to the spell's level x 10.
The time it takes to learn and replace cantrips is halved and you can still learn spells the same way for your remaining levels. Any spells swapped out that are from another spell list (e.g a cleric spell for Theurgist) can be swapped back under the criteria listed above.
Arcane Mastery
At level 20th, your experience over learning and casting spells means that all the spells you know are now always prepared. You still would need to swap out spells if you want to replace them.
Magician
A spellcaster that always carries cantrips at the ready, whether to create an illusion or to cast a ball of fire. The magician relies on improving their craft and casting spells at will, ready for any situation.
- Bonus Cantrip
When you choose this archetype at 2nd level, you learn one additional mage cantrip of your choice.
- Metamagic
Also at 2nd level, you gain the ability to twist your spells to suit your needs. You gain two Metamagic options of your choice. You gain another one at 10th and 17th levels.
You gain arcana points that can be spent on powering up your spells, you have two arcana points to use and gain one additional point per level. You regain all arcana point when you finish a long rest.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
The spells are as follow:
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 arcana 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 arcana point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 arcana point to make the range of the spell 5 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 arcana 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.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 arcana 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 arcana points 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 arcana points to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 arcana 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 arcana points equal to the spell’s level to target a second creature in range with the same spell (1 arcana 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 is.
Flexible Spell
When you cast a level 1st spell, You can spend 2 arcana points to restore the spell slot you just used as a bonus action. You can spend 1 additional arcana point to use this on higher-level spells slots for every level spell above level 1st, but no higher than level 5th spells.
Additional Metamagic Options https://media.wizards.com/2019/dnd/downloads/UA_ClassFeatures.pdf
(page 10)
- Potent Spellcasting
Starting at 6th level, you add your Charisma modifier to the damage you deal with any mage cantrip.
- Magical Secrets
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Mage table, or a cantrip.
The chosen spells count as mage spells for you and are included in the number in the Spells Known column of the Mage table.
- Spell Specialist
At 14th level, you gain mastery over one of your spells. Choose one 1st level spell and you can cast it at will without using any spell slots or needing to prepare the spell. You can chose to swap the spell with another spell when you gain a new level in this class.
Mancer
A type of spellcaster that specializes in welding an element or supernatural power, from creating a bolt of lightning to raising the dead. A mancer dedicates themselves to mastering a chosen power that they either learned through studying or were bestowed upon them from a young age. They can become powerful archmages through mastering their chosen power.
- Expanded Spell List
Your mystical connection to an element or supernatural power grants you the ability to cast certain spells. At 2nd, 5th, 7th, and 9th level you gain access to spells connected to the type of mancy you chose. Choose from Pyromancy, Hydromancy, Geomancy, Aeromancy, Kairomancy, Herbomancy, Necromancy or Cryomancy and consult the associated list of spells. Once you gain access to your chosen spell list, you always have those spells prepared, and it doesn’t count against the number of spells you can prepare each day.
Mage Level | Pyro Spells |
---|---|
2nd | hellish rebuke, searing smite |
5th | flame blade, heat metal |
7th | fireball, fire shield (warm shield only) |
9th | wall of fire, flame strike |
Mage Level | Hydro Spells |
---|---|
2nd | mirror image, create or destroy water |
5th | water breathing, water walk |
7th | tidal wave, conjure minor elemental (water only) |
9th | conjure elemental (water only), control water |
Mage Level | Geo Spells |
---|---|
2nd | shield, spike growth |
5th | meld into stone, Wall of Sand |
7th | stone shape, stoneskin |
9th | passwall, wall of stone |
Mage Level | Aero Spells |
---|---|
2nd | feather fall, gust of wind |
5th | levitate, wind wall |
7th | fly, freedom of movement |
9th | cloudkill, conjure elemental (air only) |
Mage Level | Kairo Spells |
---|---|
2nd | witch bolt, hold person |
5th | shatter, lightning arrow |
7th | call lightning, lightning bolt |
9th | hold monster, destructive wave (10d6 thunder damage) |
Mage Level | Herbo Spells |
---|---|
2nd | ensnaring strike, entangle |
5th | barkskin, plant growth |
7th | speak with plants, grasping vine |
9th | commune with nature, wrath of nature |
Mage Level | Necro Spells |
---|---|
2nd | inflict wounds, ray of enfeeblement |
5th | animate dead, blindness/deafness |
7th | blight, bestow curse |
9th | contagion, raise dead |
Mage Level | Cryo Spells |
---|---|
2nd | armor of agathys, misty step |
5th | sleet storm, hold person |
7th | elemental weapon (cold damage only), ice storm |
9th | fire shield (cold shield only), cone of cold |
- Element Specialty
Also at level 2nd, your power has enhanced certain spells that can increase their potency. Any spells that use a certain type of damage (e.g fire or necromancy) or can create a substance of a power you specialize in (e.g rock or water) take half the time to prepare spells that are related to your chosen mancy and can gain one of the following effects:
- You can add your spellcasting modifier to the damage roll. (this does not apply to cantrips)
- The effect duration is doubled. (no longer than 1 hour)
- You can cast the spell as a bonus action.
The spells that can be affected by this ability must fit the criteria below for your chosen mancy. Any spells that can deal a type of damage of choice, (e.g chromatic orb) will not gain the benefit for taking half the time to prepare, but will still gain the other two effects if the spell matches the following criteria described;
- Pyromancy
Spells that control/create fire or causes fire damage.
- Hydromancy
Spells that can control/create water.
- Geomancy
Spells that can control/create rocks, earth, gemstones or minerals. (e.g diamond)
- Aeromancy
Spells that can control/create wind, fog, or affect a creature's movement above ground. (e.g hover, falling, flying)
- Kairomancy
Spells that can create/control lightning, storms, deal lightning damage or can cause paralysis to a target.
- Herbomancy
Spells that can create/control plant life, natural materials or can detect the surroundings of an area of nature.
- Necromancy
Necromancy spell that causes necrotic damage, healing from damaging a target or summons/creates undead creatures.
- Cryomancy
Spells that can control/create ice or deals cold damage.
- Adaptive Defense
At level 6th, your practice of your powers has granted you resistance to those attacks. You gain resistance to one damage type based on your chosen mancy from the table below.
Mancy | Damage Type |
---|---|
Pyro | Fire |
Hydro | Fire or Cold |
Geo | Bludgeoning |
Aero | Slashing |
Kairo | Lightning |
Herbo | Poison |
Necro | Necrotic |
Cryo | Cold |
- Mancer Veil
When you reach level 10th, you shroud yourself with energy from your chosen power to protect you from harm. This feature lasts for 1 minute and you can use it again after a short or long rest. You gain one of the following abilities depending on your chosen Mancy:
- Pyromancy
Flames orbit around you acting as a barrier. Any enemy within 5ft from you must make a Dexterity saving throw, or suffers 2d6 fire damage.
- Hydromancy
Knock an enemy 30ft back if they are within 5ft from you. If they knock into a structure such as a rock or a wall, they suffer 1d8 bludgeoning damage. (or 1d4 piercing damage if its a sharp object.)
- Geomancy
You gain +2 to your ac and enemies have disadvantage on weapon attacks against you.
- Aeromancy
You can target yourself or anyone within 10ft from can be lifted 10ft in the air that is no bigger than 6ft. If you dispel this feature on an enemy, the enemy makes a Dexterity saving throw, on a failed save you deal 1d8 fall damage to the enemy.
- Kairomancy
A field of electricity surrounds you. Any enemy within 5 feet from you has to make a Dexterity saving throw, on a failed save, you deal 1d8 lightning damage to that enemy. if another enemy is within 5ft of the target the lightning arcs to that enemy as well. (they must also make a Dexterity saving throw)
- Herbomancy
You can create a groundwork of vines that creates difficult terrain. A creature who is within 10ft of you can make a Dexterity saving throw or they become entangled by the vines. (the target is tangled until it succeeds the throw. )
- Necromancy
A spectral cloak that makes you appear as a ghost, grants you immunity from non-magical weapon damage.
- Cryomancy
Any enemy you touch must make a Constitution saving throw or be petrified until it succeeds the throw.
- Vocation Mastery
At level 14th, Your expertise in your powers has improved the potency of some of your spells. You can use one metamagic option on one mancer spell of your choice. You can change the selected spell and metamagic effect after a short or long rest.
Spellsword
A mage that acquires the skills for trained combat, this archetype can wield a conjured weapon of choice and can use both might and magic in harmony in the battlefield.
- Bonus Proficiency
Starting at level 2nd, you gain proficiency in simple weapon, light armor and shields.
- Conjure Weapon
Also at level 2nd, You chose one martial weapon you can conjure and you gain proficiency with it. The weapon has a ghostly and translucent appearance and you can conjure that weapon once per day and it lasts for 1 hour. While wielding this weapon, you gain +2 on damage rolls, you can't be disarmed while welding this weapon and can use your Charisma as the attack and damage modifier. You can use this feature again after a short or long rest.
- Magic and Might
Beginning at 6th level, you can make a melee attack before or after you cast a spell on your turn.
- Mystical Might
At level 10th, You can cast enhance ability on yourself without expending a spell slot. You can use this feature again after a short or long rest.
- Arcane Warrior
At level 14th, When you hit an enemy with a critical hit, you regain 1 spell slot from your lowest level slot that you have used. (up to 5th level spell slots)
Theurgist
A spellcaster that welds both arcana and divine magic, Theurgists devote themselves to a deity that can bestow certain mages to become powerful acolytes of magic to channel certain magic depending on the individual's alignment.
- Divine Initiate
Starting at level 2nd, you have acquired the power of divine magic from your chosen deity. You have the ability to learn cleric spells instead of a mage spell when you level up, when you learn a cleric spell, the spells count as mage spells to you. You can not gain new cleric spell through the flexible casting ability.
You also gain certain spells depending on your character's alignment at levels 2nd, 5th, 7th, 9th and 11th. These spells don't count towards the number of spells you prepare. Consult the list of spells that match up to both of your characters alignment.
(E.g, A level 2nd neutral good character will gain bless and either protection from evil and good or sanctuary, while being a true neutral will grant you both protection from evil and good and sanctuary.)
If you characters alignment changes within the campaign, your future spells change depending on your alignment while keeping your previous spells.
Alignment | 1st Level Spells |
---|---|
Good | cure wounds |
Lawful | bless |
Neutral | protection from evil and good and/or sanctuary |
Chaotic | bane |
Evil | inflict wounds |
2nd Level Spells | |
---|---|
Good | lesser restoration |
Lawful | calm emotions |
Neutral | enhance ability and/or warding bond |
Chaotic | hold person |
Evil | blindness/deafness |
3rd Level Spells | |
---|---|
Good | remove curse |
Lawful | tongues |
Neutral | glyph of warding and/or spirit guardians |
Chaotic | speak with dead |
Evil | bestow curse |
4th Level Spells | |
---|---|
Good | locate creature |
Lawful | death ward |
Neutral | divination and/or guardian of faith |
Chaotic | freedom of movement |
Evil | banishment |
5th Level Spells | |
---|---|
Good | greater restoration |
Lawful | planar binding |
Neutral | dispel evil and good and/or hallow |
Chaotic | geas |
Evil | contagion |
- Arcane Apostle
Also at level 2nd, you can gain one channel divinity option of your choice from any cleric domain.
- Tipping the Scales
At level 6th, you can tip the balance to your favor. each day, you can roll 2d12 and record both results, you use these recorded numbers to either add or replace a attack roll, saving throw or ability check. Once you use this feature, you can’t use it again until you finish a short or long rest.
- Expert Divination
Beginning at 10th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.
- Arch Priest
At level 14th, Your prowess in spellcasting and religious devotion has allowed you to learn any domain ability to your choosing. You can gain one domain feature of your choice from any level and any domain, with the exception of any weapon or armor proficiencies.
Enchanter
A charismatic branch of mages that tend to be extroverted and witty, Able to charm the most stubborn of merchant and frighten the strongest of foes.
- Social Intuition
Starting at level 2nd, your cunning thinking has made you a streetwise-socialite. You are immune from being charmed, but if you are already immune to being charmed via a race feature, then you can reverse the effects of a charmed spell to the target that is casting it on you.
You also have advantage on rolls for any Charisma-based skills that you are proficient in.
- Subtle Sway
Also at level 2nd, your ability to charm can influence a outcome of a roll. You can roll a 1d4 + your proficiency bonus and use that number to add or take from a attack roll, saving throw or skill check. You can use this feature as many times equal to your Charisma modifier and regain all uses after a short or long rest.
- Channel Charm
At level 6th, you have learned to replace any spell in your spell list with any enchantment spell once you have finished a long rest. These spell will count as mage spells once you have studied or meditated long enough to memorized it.
- Convert Creature
At level 10, you can charm a enemy into becoming your ally. Choose a target within 30 feet of you and that target must make a Intelligence saving throw. If failed, they become charmed and become non-hostile to you and up to 10 creatures of your choosing.
The creature acts on its own accord and can help fight a hostile creature that you are fighting, help in exploration or in other tasks. If the creature doesn't speak the same languages to you, it will try to aid you to the best of its ability. After 1 hour, the creature is no longer charmed and can become hostile toward you if the creature is evil or was hostile before you charmed it. (this will be down to the dm's digression)
Once you use this feature, you can use this feature again after a long rest.
- Multi-Charm
At level 14th, your powers have become strong enough to influence multiple targets. Pick up to 10 targets you can see that are within 60 feet from you. Each monster must succeed a Charisma saving throw or become beguiled with a effect of your choice. You can make them all argue at each other over a trivial subject, make them uncontrollably laugh or dance non-stop.
This effect last for 1 hour and you regain this feature after a long rest.
Arcane Idol
A branch of mages, specializing in supporting allies and smiting down evil doers. All with a extravagant transformation into their idol form.
- Magic Transformation
At level 2nd, your can transform into your idol form. In this form, your clothes, appearance and a weapon of choice change into appearance to your choosing. You also gain the following effect while in this form.
- Your weapon of choice becomes an empathetic weapon, that weapon deals and additional 1d4 + spellcaster mod damage to any creature with an evil alignment.
- You gain a bonus to your ac equal to half your spell mod + 1. (rounded down, to a minimum of 1)
- You gain temporary hp equal to your Mage Level.
- You gain the following spells while your are in your idol form, your gain the following spells below. These spells don't count towards the number of spells you prepare.
Mage Level | Idol Spells |
---|---|
2nd | bless, detect evil and good |
3rd | lesser restoration, enhance ability |
5th | beacon of hope, magic circle |
7th | aura of purity, death ward |
9th | greater restoration, dispel evil and good |
Your idol form can last up for 1 minute and you can revert back to either form a number of times equal to your charisma modifier. Once you have expended all uses, you can't use this ability again until after a short or long rest. Your idol form duration extends to 10 minutes at level 6th and an unlimited amount of time at level 14th.
- Companion Aura
At level 6th, your powers can lend a hand to your closest allies. When a none hostile creature comes within 30ft from you, for every round when you are in your idol form. That creature and any other in the aura regains hp equal to 1d4 + spellcasting mod and deals 1d8 additional damage to their spells and melee attacks.
- Stabilizing Touch
At level 10th, you can stabilize a creature that has just lost consciousness or just died. You can cast the spell Revivify without using a spell slot as a bonus action. You can use this ability equal to half your spellcasting modifier (min. 1) before a long rest.
- Friendship Beam
At level 14th, you can fire a shimmering beam of light that grows stronger with more allies around you. The beam is fired from your weapon or spellcasting focus that can hit a target within 120ft from you. The beam deals 8d8 radiant damage and an additional 1d8 damage for every ally within 10ft from you. Once your use this feature, you can’t use it again until you finish a long rest.
Mage Spell List
You know all of the spells on the basic spell list and additional spells based on your archetype.
- Cantrips
Acid Splash, Blade Ward, Chill Touch, Dancing Lights, Fire Bolt, Friends, Light, Mage Hand, Mending, Message, Minor Illusion, Poison Spray, prestidigitation, ray of frost, shocking grasp, True Strike
- 1st Level
burning hands, charm person, chromatic orb, color spray, comprehend languages, detect magic, disguise self, expeditious retreat, false life, feather fall, fog cloud, identify, illusory script, jump, longstrider, mage armor, magic missile, protection from evil and good, ray of sickness, shield, silent image, sleep, hideous laughter, thunderwave, unseen servant, witch bolt
- 2nd Level
Alter Self, blindness/deafness, Blur, cloud of daggers, Crown of Madness, Darkness, Darkvision, Detect Thoughts, Enhance Ability, Enlarge/Reduce, Gust of Wind, Hold Person, Invisibility, Knock, Lesser Restoration, Levitate, Locate Object, magic mouth, Mirror Image, Misty Step, Phantasmal Force, protection from poison, scorching ray, See Invisibility, Shatter, Spider Climb, Suggestion, Web
- 3rd Level
bestow curse, blink, clairvoyance, counterspell, daylight, dispel magic, fear, feign death, fireball, fly, gaseous form, haste, hypnotic pattern, lightning bolt, major image, protection from energy, remove curse, sending, sleet storm, slow, stinking cloud, tongues, water breathing, water walk
- 4th Level
banishment, blight, confusion, control water, dimension door, black tentacles, freedom of movement, fire shield, glyph of warding, greater invisibility, hallucinatory terrain, ice storm, leomund's tiny hut, locate creature, nondetection, resilient sphere, polymorph, stoneskin, wall of fire
- 5th Level
animate objects, cloudkill, cone of cold, creation, dominate person, dream, geas, hold monster, legend lore, mislead, modify memory,planar binding, raise dead, scrying, seeming, telekinesis, teleportation circle, wall of stone
- 6th Level
arcane gate, chain lightning, circle of death, create undead, disintegrate, eyebite, globe of invulnerability, guards and wards, mass suggestion, move earth, otto’s irresistible dance, programmed illusion, sunbeam, true seeing, wall of ice
- 7th Level
delayed blast fireball, etherealness, finger of death, forcecage, fire storm, mirage arcane, mordenkainen’s magnificent mansion, mordenkainen’s sword, plane shift, prismatic spray, project image, reverse gravity, symbol, teleport
- 8th Level
antimagic field, control weather, dominate monster, earthquake, feeblemind, incendiary cloud, mind blank, power word stun, sunburst
- 9th Level
astral projection, foresight, gate, imprisonment, meteor swarm, power word kill, time stop, true polymorph, wish
Unearth Arcana
- Additional Mage Spells
- 1st Level
Grease
- 3rd Level
Vampiric Touch
- 4th Level
Fire Shield, Otiluke’s Freezing Sphere
- 5th Level
Bigby’s Hand
- 6th Level
Flesh to Stone
- 8th Level
Demiplane
- Cantrips
Infestation, Toll the Dead
- 1st level
Guiding Hand, Healing Elixir, Puppet, Sudden Awakening, Sense Emotion
- Elemental Evil
- Cantrips
Create Bonfire, Control flames, Frostbite, Gust, Magic Stone, Mold Earth, Thunderclap, Shape Water
- 1st Level
Absorb elements, Catapult, Earth Tremor, Ice Knife
- 2nd Level
Aganazzar’s Scorcher, Dust Devil, Earthbind, Maximilian’s Earthen Grasp, Pyrotechnics, Skywrite, Snilloc’s Snowball Swarm, Warding Wind
- 3rd Level
Erupting Earth, Flame Arrow, Melf’s Minute Meteors, Wall of Water
- 4th Level
Storm Sphere, Vitriolic Sphere, Watery Sphere
- 5th Level
Control Winds, Immolation
- 6th Level
Investiture of Flame, Investiture of Ice, Investiture of Stone, Investiture of Wind
- 8th Level
Abi-Dalzim’s Horrid Wilting
- Xanathar's Guide to Everything
- 1st Level
Chaos Bolt
- 2nd Level
Dragon's Breath, Mind Spike, Shadow Blade
- 3rd Level
Catnap, Enemies Abound, Thunder Step
- 4th Level
Charm Monster, Sickening Radiance
- 5th Level
Enervation, Far Step, Skill Empowerment, Synaptic Static, Wall of Light
- 6th Level
Mental Prison, Scatter
- 7th Level
Crown of Stars, Power Word Pain
- 9th Level
Mass Polymorph, Psychic Scream
- Sword Coast Adventure
- Cantrips
Booming Blade, Green-Flame Blade, Lightning Lure, Sword Burst
- Acquisitions Incorporated
- 1st Level
Distort Value, Jim's Magic Missile
- 2nd Level
Gift of Gab
- 3rd Level
Fast Friends
- Explorer's Guide to Wildemount
- Cantrips
sapping sting
- 1st level
gift of alacrity, magnify gravity
- 2nd level
fortune's favor, immovable object, wristpocket
- 3rd level
pulse wave
- 5th level
temporal shunt
- 6th level
gravity fissure
- 7th level
tether essence
- 8th level
dark star, reality break
- 9th level
ravenous void, time ravage
- Psionic Spells
- 1st Level
Id Insinuation
- 2nd Level
Mental Barrier, Mind Thrust, Thought Shield
- 3rd Level
Psionic Blast
- 4th Level
Ego Whip
- 6th Level
Psychic Crush
- Tasha’s Cauldron of Everything
- Cantrips
Mind Sliver
- 1st Level
Tasha's Caustic Brew
- 2nd Level
Tasha’s Mind Whip
- 3rd Level
Intellect Fortress, Spirit Shroud, Summon Fey
- 4th Level
Summon Shadowspawn, Summon Elemental
- 6th Level
Tasha’s Otherworldly Guise
- 7th Level
Dream of the Blue Veil
- 9th Level
Blade of disaster
Multiclassing
Prerequisites. To qualify for multiclassing into the mage class, you must meet these prerequisites: 13 Charisma
Proficiencies. When you multiclass into the mage class, you gain the following proficiencies: None
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