Mage (Berserk Supplement)

Mage

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: None
Tools: None
Saving Throws: Intelligence, Charisma
Skills: Any 3 skills

Equipment

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

    Table: The Mage

    LevelProficiency
    Bonus
    FeaturesSpells KnownSafe Level
    1st+2Spellcasting Origin21st
    2nd+2Origin feature31st
    3rd+242nd
    4th+2Ability Score Improvement52nd
    5th+3Origin feature62nd
    6th+373rd
    7th+3Extra Feat83rd
    8th+3Ability Score Improvement93rd
    9th+4104th
    10th+4Extra Feat114th
    11th+4125th
    12th+4Ability Score Improvement125th
    13th+5Origin feature135th
    14th+5136th
    15th+5Extra Feat146th
    16th+5Ability Score Improvement147th
    17th+6Extra Feat157th
    18th+6Origin feature158th
    19th+6Ability Score Improvement158th
    20th+6Sorcerous Restoration159th

    Spellcasting

    You are able to project your soul to communicate with spirits in the astral plane. You know a number of spells listed in the Spells Known column. In order to cast a spell, you must spend a number of consecutive full turn actions meditating as listed in the meditating section of the spell. The spell is cast at the beginning of your turn immediately following your final meditation round. If a spell doesn't require meditation, it can be cast as an action. You may cast spells of any level, but when casting a spell of a level higher than the level listed in the Safe Level column, you must succeed a Charisma saving throw with a DC equal to twice the spell's level + 5. On a failure, you are in a death-like state for 1 hour. You may retry this saving throw at the end of each of your turns, ending this effect at the end of each of your turns.

    You know a number of spells as shown in the Spells Known column. You may change 1 spell you know for another at the end of a short rest, or 3 at the end of a long rest.


    Spellcasting Focus

    You may craft a spellcasting focus out of magical material, most often wood from a spirit tree. If it is worth 25 gp (made over 20 hours of work), it counts as a fragile object, thus having 2 (1d4) hit points. If it is worth 50 gp (made over 40 hours of work), it counts as a resilient object, thus having 5 (2d4) hit points. When you fail a saving throw to cast an unsafe spell, you may choose to decrease your spellcasting focus's hit points by a number up to the spell's level, decreasing the DC of the saving throw by the lost hit points.

    Origin

    Choose an origin, which describes the way in which you communicate with spirits. You may choose between

    Your choice grants you features when you choose it at 2nd level and again at 5th, 13th, and 18th level.


    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.

    Extra Feat

    At 7th level, you may gain a feat of your choice, or take a level in another class, counting both this level and this class and that level in that class as the same level but only gaining the other class's hit die and any multiclassing proficiencies. You may do this again at 10th, 15th, and 17th level.


    Witch

    Spellcasting Ability

    At 1st level, Intelligence is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. 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 sorcerer 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

    Durable Focus

    At 2nd level, when you craft a spellcasting focus, you may add your spellcasting modifier to its hit points.

    Identification

    Starting at 5th level, you learn either Elfin or Soul Speak. Additionally, you automatically know the effects of a magic item and whether or not it's cursed, but not the effects of its curse.

    Dampen

    At 13th level, you may meditate for 3 rounds while touching a creature, after which you may allow them to ignore the effects of 1 ongoing effect for 1/10th of its total duration. If the effect lasts indefinitely, such as the Brand of Sacrifice, they may ignore its effects for 3 days.

    Invoker

    Beginning at 18th level, all non-summoning and non-transformation spells have their meditation length reduced by 1. Additionally, your maximum age is multiplied by 10. This does not extend the amount of time to obtain background tiers, nor does it allow for additional background tiers.


    Sorcerer

    Spellcasting Ability

    At 1st level, Wisdom is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

    Spell attack modifier = your proficiency bonus + your Wisdom modifier

    Hover

    At 2nd level, you gain a flying speed equal to your movement, but you can not fly higher than your height above the ground.

    Mind Speaker

    Starting at 5th level, you can communicate with any creatures you summon or transform over any distance telepathically. Additionally, you learn Beast-Speak.

    Longevity

    At 13th level, you may gain 1 level of exhaustion before suffering any effects, and you may hold your breath for 10 times as long.

    Summoner

    Beginning at 18th level, all summoning and transformation spells have their meditation length reduced by 2. Additionally, your maximum age is multiplied by 10. This does not extend the amount of time to obtain background tiers, nor does it allow for additional background tiers.


    Channeler

    Spellcasting Ability

    At 1st level, Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

    Spell attack modifier = your proficiency bonus + your Wisdom modifier

    Chosen Nature

    At 2nd level, you may choose one nature of magic. Spells of this nature have a +1 bonus to their DC and attack rolls, or last for 1.5x as long if it has neither. At the end of a short rest, you may choose to attune to that nature of magic. The DC and attack roll bonus increases to +3, and spells that lack a saving throw or attack roll last for twice as long, but all other natures gain a -3 penalty and last for half as long.

    Innate Protection

    Starting at 5th level, the basic spirits of your chosen nature circle around you as a layer of armor. All damage of one of your chosen nature's specific damage types is reduced by -1, or -3 if you are attuned to the nature. Specific damage types are as follows:

    • Sylph - thunder, slashing
    • Salamander - fire, acid
    • Undine - cold, lightning
    • Baryte - poison, bludgeoning
    Advanced Protection

    At 13th level, you may choose 1 additional nature to be effected by Chosen Nature, but you may still only attune to 1 nature. Additionally, Innate Protection applies to 2 damage types chosen from either of your chosen natures.

    Lord of the Elements

    Beginning at 18th level, you may choose 1 additional nature to be effected by Chosen Nature, and you may attune to 2 natures. Additionally, Innate Protection applies to 2 damage types chosen from either of your chosen natures. At the end of a long rest, you may choose to embody one nature of magic you have attuned to. The DC and attack roll bonus increases to +5, and spells that lack a saving throw or attack roll last for three times as long, but all other non-attuned natures gain a -5 penalty and last for one third as long.


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