Mage
Mages are the masters of the Arcane, scholars and practitioners who manipulate the fundamental forces of the universe: gravity, motion, energy, and light. Unlike the intuitive Sorcerers or the pact-bound Occultists, Mages rely on rigorous study, complex formulas, and a deep understanding of the "physics" of magic to reshape reality.
Important: Mages use Arcane Magic and the Arcane Mana System. They are distinct from Sorcerers (Intuitive) and Occultists (Infernal).
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 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Mage level after 1st
Proficiencies
- Armor: None
- Weapons: Simple weapons, wands, staves
- Tools: None
- Saving Throws: Intelligence, Wisdom
- Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Religion, Spellcraft, and Infernallia.
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
The Mage
| Level | Proficiency Bonus | Features | Arcane Disciplines | Base Mana | Cantrips Known | Max Spell Level |
|---|---|---|---|---|---|---|
| 1st | +2 | Spellcasting, Arcane Recovery, Arcane Discipline | 3 | 1 | 3 | 1st |
| 2nd | +2 | Arcane Tradition | 3 | 2 | 3 | 1st |
| 3rd | +2 | - | 3 | 6 | 3 | 2nd |
| 4th | +2 | Ability Score Improvement | 3 | 8 | 5 | 2nd |
| 5th | +3 | - | 4 | 13 | 5 | 3rd |
| 6th | +3 | Tradition Feature | 4 | 16 | 5 | 3rd |
| 7th | +3 | - | 4 | 20 | 7 | 4th |
| 8th | +3 | Ability Score Improvement | 4 | 24 | 7 | 4th |
| 9th | +4 | - | 4 | 31 | 7 | 5th |
| 10th | +4 | Tradition Feature | 5 | 36 | 9 | 5th |
| 11th | +4 | - | 5 | 43 | 9 | 6th |
| 12th | +4 | Ability Score Improvement | 5 | 46 | 9 | 6th |
| 13th | +5 | - | 5 | 50 | 11 | 7th |
| 14th | +5 | Tradition Feature | 5 | 54 | 11 | 7th |
| 15th | +5 | - | 5 | 58 | 11 | 8th |
| 16th | +5 | Ability Score Improvement | 5 | 60 | 13 | 8th |
| 17th | +6 | - | 6 | 68 | 13 | 9th |
| 18th | +6 | Spell Mastery | 6 | 72 | 13 | 9th |
| 19th | +6 | Epic Boon | 6 | 78 | 15 | 9th |
| 20th | +6 | Signature Spells | 6 | 86 | 15 | 9th |
Class Features
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 Arcane spell list. You learn additional Arcane cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table.
Spellbook At 1st level, you have a spellbook containing a number of 1st-level Arcane spells equal to 6 + your Intelligence modifier. Your spellbook is the repository of the Arcane spells you know, except your cantrips, which are fixed in your mind.
Arcane Mana The Mage table shows how much Base Mana you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend mana equal to the spell's level. You regain all expended mana when you finish a long rest. - Mana Pool: Your total Mana Pool is equal to Base Mana + (Intelligence Modifier × Mage Level).
Learning New Spells (Book Study) Each time you gain a Mage level, you can add a number of Arcane spells of your choice to your spellbook equal to your Proficiency Bonus + your Intelligence modifier. Each of these spells must be of a level for which you have mana to cast. On your adventures, you might find other spells that you can add to your spellbook. - Copying a Spell: When you find an Arcane spell of 1st level or higher, you can add it to your spellbook if it is of a level of which you can learn and if you can spare the time to decipher and copy it. - Cost: 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. You can use long rest to do this, but you will gain a rank of exhaustion at the beginning of the next day.
Spellcasting Ability Intelligence is your spellcasting ability for your Mage spells, since you learn your spells through dedicated study and memorization. - 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 Mage spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook.
Spellcasting Focus You can use an arcane focus as a spellcasting focus for your Mage spells.
Arcane Disciplines
At 1st level, you master three fundamental disciplines of arcane manipulation. These powers use your Arcane Mana to fuel their effects.
Arcane Lift (Motion)
As an action, you can spend 1 Mana to target a loose object or a creature within 30 feet of you. - Object: You can move an object weighing up to 30 pounds up to 30 feet in any direction. If the object is Tiny, you can use it to make a ranged spell attack against a creature within 30 feet of the object. On a hit, the target takes 1d8 + Int Mod bludgeoning damage. - Creature: A creature must succeed on a Strength saving throw or be moved up to 15 feet in any direction (including upwards). A creature lifted upwards falls at the end of its turn if not held.
Arcane Bolt (Energy)
As an action, you can spend 1 Mana to unleash a beam of raw arcane energy. Make a ranged spell attack against a creature within 60 feet. On a hit, the target takes 2d6 + Int Mod force damage. - Scaling: You can spend additional Mana to increase the damage by 1d6 per point spent.
Arcane Sight (Divination)
As an action, you can spend 1 Mana to open your mind to the Weave. For 10 minutes, you can see a faint aura around any visible creature or object in range that bears magic, and you learn its school of magic, if any.
Arcane Recovery
You can regain some of your magical energy by studying your spellbook. When you finish a short rest, you can recover Arcane Mana equal to your Mage Level + Intelligence Modifier. Once you use this feature, you can't do so again until you finish a long rest.
Arcane Specialization
At 2nd level, you choose a specialization for your magic. Choose one of the following: - War Mage: You gain proficiency with Light Armor. Your spell attacks with Arcane spells score a critical hit on a roll of 19 or 20. - Scholar: You gain proficiency in two additional skills from the Mage skill list. Your proficiency bonus is doubled for any ability check you make that uses Arcane, History, or Religion.
Metamagic
At 2nd level, you gain the ability to twist your spells. You gain two Metamagic options of your choice (see Mage#Metamagic Options). You gain another one at 10th and 17th level. You use Arcane Mana to pay for Metamagic costs.
Mage Subclass
At 3rd level, you choose a subclass that represents your specific field of study: Dunamancer, Evoker, or Illusionist.
Arcane Potency
Starting at 5th level, you add your Intelligence modifier to the damage you deal with any Arcane spell.
Arcane Step
Starting at 7th level, you have mastered the art of folding space. As a bonus action, you can spend 2 Mana to teleport up to 30 feet to an unoccupied space you can see. - You can spend additional Mana to increase the distance by 10 feet per point spent.
Archmage's Mastery
At 17th level, choose a 1st-level and a 2nd-level spell that are in your spellbook. You can cast those spells at their lowest level without expending Mana. If you want to cast either spell at a higher level, you must expend Mana as normal.
Arcane Apotheosis
At 20th level, your understanding of the Weave is absolute. Your Intelligence score increases by 4, and your maximum for that score is now 24. Additionally, you can cast Wish once without expending Mana or suffering stress, but only to duplicate the effect of any spell of 8th level or lower. You regain this ability after 7 days.
Mage Subclasses
Dunamancer (Gravity & Time)
Dunamancers study the potentiality of the future and the weight of the present. They manipulate gravity and time to control the battlefield.
Gravitational Pull
At 3rd level, when a creature you can see within 60 feet moves, you can use your reaction and spend 1 Mana to force it to make a Strength saving throw. On a failure, its speed is reduced to 0 until the end of its turn.
Density Shift
At 6th level, as an action, you can spend 3 Mana to alter the density of a creature within 30 feet. - Increase: The creature becomes heavy. Its speed is halved, and it has disadvantage on Dex saves. - Decrease: The creature becomes light. Its jump distance is tripled, and it has advantage on Dex saves. Duration: 1 minute (Concentration).
Event Horizon
At 10th level, you can spend 5 Mana to create a 20-foot radius sphere of crushing gravity. The area is difficult terrain. Any creature that starts its turn there takes 3d10 force damage and must make a Strength save or be restrained. Duration: 1 minute (Concentration).
Time Stop
At 14th level, you can cast Time Stop once per long rest without expending Mana.
Evoker (Energy & Destruction)
Evokers focus on the raw destructive power of arcane energy. They are the artillery of the magical world.
Sculpt Spells
At 3rd level, when you cast an Evocation spell that affects other creatures, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Potent Evocation
At 6th level, when you cast an evocation spell that deals damage, you can spend 1 Mana to reroll a number of damage dice up to your Intelligence modifier. You must use the new rolls.
Overchannel
At 10th level, when you cast a spell of 1st through 5th level that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell.
Arcane Annihilation
At 14th level, when you kill a creature with a spell of 1st level or higher, you regain Mana equal to the spell's level (up to a maximum of 5).
Illusionist (Light & Deception)
Illusionists manipulate light, sound, and the senses to deceive and control.
Improved Minor Illusion
At 3rd level, you learn the Minor Illusion cantrip. If you already know it, you learn a different cantrip. When you cast Minor Illusion, you can create both a sound and an image with a single casting.
Malleable Illusions
At 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.
Illusory Reality
At 10th level, when you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute.
Phantasmal Killer
At 14th level, you can cast Phantasmal Killer without expending Mana. You can use this feature a number of times equal to your Intelligence modifier per long rest.
Metamagic Options
When you gain Metamagic at 2nd level, you can use the following options. Each costs Mana as indicated.
Careful Spell (1 Mana)
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. Choose a number of creatures up to your Charisma modifier (minimum of one). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell (1 Mana)
When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell. When you cast a spell that has a range of touch, you can make the range 30 feet.
Empowered Spell (1 Mana)
When you roll damage for a spell, you can 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 (1 Mana)
When you cast a spell that has a duration of 1 minute or longer, you can double its duration, to a maximum duration of 24 hours.
Heightened Spell (3 Mana)
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell (2 Mana)
When you cast a spell that has a casting time of 1 action, you can change the casting time to 1 bonus action for this casting.
Subtle Spell (1 Mana)
When you cast a spell, you can cast it without any somatic or verbal components.
Twinned Spell (Mana = Spell Level)
When you cast a spell that targets only one creature and doesn't have a range of self, you can target a second creature in range with the same spell. 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 and Chromatic Orb are.