Quantity Mage (5e Class)

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Quantity mage


Quantity mage

Most quantity mage is an ex-half spell caster whom decided to learn more about the wonders of magic. They have abandon the idea of training a weapon or using their fist. Quantity mage much prefer to improve their magic similar to a normal wizard. Some quantity mages are slow learning or lazy wizards. They spend more time than normal to master higher spells. They often drop from a wizard college to learn at their own, slower pace.

Creating a quantity mage

When deciding on the quantity mage class, think about why is your character's spell casting is so unique. Is it because your character used to be half spell caster but prefer to abandon their marshal training to hone in their magical abilities? Or is your character a wizard that struggles to learn higher levels of spells? Could it be that your character is a proper wizard but they purposely focus on mastering lower levels of magic before trying to master higher levels of magic? Regardless, magic does play a large part in their lives.

Quick Build

You can make a quantity mage quickly by following these suggestions. First, Intelligence, followed by Dexterity then Constitution. Second, choose the sage background.

Class Features

As a Quantity mage you gain the following class features.

Hit Points

Hit Dice: 1d6 per Quantity mage level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Quantity mage level after 1st

Proficiencies

Armor: none
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: none
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

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

  • (a) a quarterstaff or (b) a dagger
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack
  • A spellbook

Table: The Quantity mage

Level Proficiency
Bonus
Features Cantrips known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Spellcasting 3 2
2nd +2 Cheap Savant 3 3
3rd +2 Arcane study 3 6
4th +2 Ability Score Improvement 4 8
5th +3 4 9 3
6th +3 Prodigious Study 4 9 4
7th +3 Arcane study feature 4 9 6
8th +3 Ability Score Improvement 4 9 8
9th +4 4 9 8 3
10th +4 Dispell minor magic 5 9 8 4
11th +4 Arcane study feature 5 9 8 6
12th +4 Ability Score Improvement 5 9 8 6
13th +5 5 9 8 6 1
14th +5 Reusiablity 5 9 8 6 1
15th +5 Arcane study feature 5 9 8 6 3
16th +5 Ability Score Improvement 5 9 8 6 3
17th +6 5 9 8 6 4 1
18th +6 Spell mastery 5 9 8 6 4 2
19th +6 Ability Score Improvement 5 9 8 6 5 3
20th +6 Signature Spells 5 9 8 6 5 4

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power.

Cantrips

At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the wizard table.

Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into the Book

When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the quanity mage who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing the Book

You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many quanity mages keep backup spellbooks in a safe place.

The Book's Appearance

Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

Preparing and Casting Spells

The quantity mage table shows how many spell slots you have to cast your 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 quanity mage spells that are available for you to cast. To do so, choose a number of quanity mage spells from your spellbook equal to your Intelligence modifier + your quanity mage level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level quality mage, you have four 1st-1evel and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 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 wizard spells requires time spent studying your spellbook and memorizing the incantiations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your quality mage spells, since you learn your spells through dedicated study and memorization. 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 quality 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

Ritual Casting

You can cast a quantity mage spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your quantity mage spells.

Learning Spells of 1st Level and Higher

Each time you gain a quantity mage level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the quanity mage table. On your adventures, you might find other spells that you can add to your spellbook.

Cheap Savant

At level 2, your in depth study of low level spells have become natural to you. The gold and time you must spend to copy a 1st-level spell or lower into your spellbook is halved. At level 10, this increases to 2nd-level spells.

Arcane study

At 3rd level, you chose an arcane study. Choose between Advanced study, General study, and Forbidden study, all of them detailed at the end of the class description. Your choice grants you features at 3nd level and again at 7th, 11th, and 15th 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.

Prodigious Study

At 6th level, you have attained a greater mastery of spell preparation. Durring short rest, you can replace one spell you have prepared with another spell from your spellbook.

Dispell minor magic

At 10th level, you add the Dispell magic spell to your spellbook, if it is not there already. You can cast Dispell magic without expending a spell slot. When you do so, it is cast at 3rd-level spell slot.

Once you cast Dispell magic in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Reusiablity

At 14th level, your increasing knowledge reveal a way to regain some of the failed magic. Whenever a single target saving throw spell that is at least 2nd-level or higher fails, you can restore a 1st-level spell slot. You can’t use this feature again until you finish a long rest.

Spell Mastery

At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level quantity mage spell and a 2nd-level quantity mage spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level quantity mage spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Advanced study

By studying into higher level spells, your character begin to learn higher spells quicker than normal. Your character begin to desire to be equal to other full spell casters

Higher spells

At level 3, you have learned to create higher spell slots than normal by studying your spellbook. You permanently gain a spell slot that is equal to half your quantity mage level (rounded up). This feature counts towards the spell slots required to learn a new spell. In other words, you can learn the spells up to your new highest spell slot. At level 19, this feature is replaced with you permanently gain a 1st-level spell slot and 9th-level spell slot. You can learn up to level 9 spells.

For example, if you're a 5th-level quantity mage, your only extra spell slot is at level 3. This 3rd-level spell slot allows you to learn 3rd-level spells.

Empowered spell slot

Beginning at 7th level, you can add your Intelligence modifier (minimum of +1) to the damage roll to any spell cast from your highest Quantity mage's spell slot. The damage bonus applies to one damage roll of a spell, not multiple rolls

Spell slot upgrade

At level 11, you learn how to get more high level spells. As an action, you can expend 2 2nd-level spell slots to upgrade one of your 1st-level spell slot to a 4th-level spell slot. You can only have one 4th-level spell slot upgrade. The 4th-level spell slot downgrades to 1st-level spell slot when it is expended or you restore at least 1 spell slot.

Improved spell slot upgrade

At level 15, you learn how to get more high level spells. As an action, you can expend 2 3rd-level spell slots to upgrade one of your 1st-level spell slot to a 6th-level spell slot. You can only have one 6th-level spell slot upgrade. The 6th-level spell slot downgrades to 1st-level spell slot when it is expended or you restore at least 1 spell slot.

General study

By studying into the how spell slot restoration works, your character discovers ways to restore expended spell slots

Arcane recovery

At 3rd level, you have learned to regain some of your magical energy by studying your spellbook. 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 quantity mage level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level quantity 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

Double secret

By 7th level, you have learn to double the effectiveness of one spell. Whenever you cast a 1st-level slot, you use distance, extend or twin metamagic that spell for free. Once you use this feature, you can't use it again until you finish a long rest.

Repurposed spell slots

By 11th level, your study in spell slots give you light on repurposing high level spells. As an action, you can expend a 3th-level spell slot to restore 2 1st-level spell slots.

Advanced repurposed spell slots

By 15th level, your study in spell slots give you light on repurposing high level spells. As an action, you can expend a 4th-level spell slot to restore 2 2st-level spell slots or 3 1st-level spell slots.

Forbidden study

By studying into forbidden magic, your character begin to learn some warlock tricks.

Forbidden magic

At level 3, your forbidden study allows you to learn spells normally associated with the warlock class. When your Spellcasting feature lets you learn a wizard cantrip or a wizard spell of 1st level or higher, you can choose the new spell from the warlock spell list or the wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a wizard spell for you.

Dark gift

At level 3, you discover a way to cast even more spells. You permanently gain 1 addition 1st-level spell slot. This spell slot is increased to 2nd-level at level 11 and 3rd-level at level 18.

Forbidden power

By level 7, your power massively increased. You begin to learn ways to restore spell slots even faster. The spell slot gained from Dark gift is restored when you finish a short or Long Rest.

Eldritch knowledge

By level 11, you finish your study of occult lore. You have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability

You gain one Eldritch Invocations of your choice as long it allows you to cast a spell at will, without expending a spell slot or material Components. You only can replace this invocation with another invocation that allows you to cast a spell at will, without expending a spell slot or material Components. Your invocation options are detailed at the end of the warlock class description.

When you reach level 15, you gain 1 additional invocation of your choice regardless if it allows to cast a spell at will.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. A level prerequisite in an invocation refers to quantity mage's level, not character level.

Potent cantrip

By level 15, your power has become so great that even your cantrips deal more damage. You add your Intelligence modifier to the damage you deal with any quantity mage cantrip.

Multiclassing


Prerequisites. To qualify for multiclassing into the quantity mage class, you must meet these prerequisites: 13 Intelligence

Proficiencies. When you multiclass into the quantity mage class, you gain the following proficiencies: none

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gollark: ~q
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gollark: I'm not, I am using the crab command.
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