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Mage

A half-elf man is thrown away from the punch of his adversary, blood dripping from his mouth and his shirt all torn apart, his stomach crimson from blood. Still the spell keeps him in the air although still unconscious. He floats in a horizontal position a bit above the water that is already reaching his adversary's waistline. His energy is all restored at last and he slowly regains conscience. Wind gets stronger, sky fills with dark clouds, rain starts and it gets stronger with every second, air gets colder, the half-elf mage slowly wakes up. His active part of mind widens, and he starts to feel pain from the wound in his shoulder and stomach. He feels the energy of elements fill his body, how it almost overflows. Lightning strikes down and a great thunder is heard. His eyes open, there is rage in them, he is awake. Wind, rain, lightning, coldness, waves - it all turns into a storm. Not magical storm but a real storm, born from nature. The pain he feels angers him even more. With a fast move he turns into vertical position. His eyes are filled with rage and energy, his hair flowing with the wind, blood dripping from his wounds and mouth (to say truth he looks a bit crazy). He look at Kayro. Energy overflowed him.   His adversary, a human man dressed in black, looks at half-elf who is hovering in the air in the middle of a powerful storm. It is quite hard to stand on the ground so he crouches.
"Anger" he says to himself. 'About time to finish this' he thinks to himself and peacefully gets up and holds his hands to his sides like forming a cross.
"Hate of man, ancient paradox, forming initiate." He says silently and a small dark flame appears in his right hand engulfing everything that comes from the right and it becomes cold of this feeling of hate, and at the same time a small green ball appears in his left hand making everything peaceful around his left side.
Slowly he begins moving each of his hands closer to each other and when the distance between them is quite small he slaps them together quickly and the air becomes warm and the dark and green colors are replaced by a warm color of yellow-orange-red-pink tones inside his hand.
He takes whatever it was in his right hand and with a quick jump jumps towards his adversary. This is the final attack. With this the battle would end.   The moment the dark dressed mage is right before him the half-elf disappears in the air. He turns into air and gathers back into physical body a few meters behind Kayro. He isn't even formed back completely when he already releases towards his adversary two huge, black lightnings from his arms and heaven. Rage in his eyes isn't fading, it grows even bigger.   The dark dressed man looks behind. "Utzuru" he whispers and waves his hand against the two lighting bolts and they suddenly turn back and head in the half-elf's direction.
After that he shoots a dark ivy tentacle that was still connected with his arm in his adversary's direction.... 
- Excerpt from the fight of the
Dark wind waterfall    Mage is a very varied profession that branches out in all areas. Since everyone possesses some level of magic one would think that everyone can be a mage. And in a way it's true. But mages mostly tend to be those who have higher amounts of magic than your everyday Joe. Magic is a part of every mage, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some mages wield magic that springs from ancient bloodlines of powerful mages. Others carry a raw, uncontrolled magic within them, a gift of nature or chaos that manifests in unexpected ways. Some mages are simply born that way while others trace their talent with magic to strange events in their own lives. The touch of a demon, the blessing of a dryad at a baby’s birth, or a taste of the water from a mysterious spring, the gift of a guardian of magic, exposure to the elemental forces or the maddening chaos, or a glimpse into the inner workings of reality.   Some mages are natural at spellcasting and do it instinctively, like Wild Mages. Others, like Black Mages use spellbooks and ancient tomes of magic lore to learn powerful spells, or Warlocks they rely on a patron to grant their spells power. By learning to harness and channel their magic, mages can discover new and staggering ways to unleash that power.
Type
Arcane

D&D details

  Mages are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the magic that fills them and the world around them, mages cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more.  
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots per Spell Level
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Magic Recovery 3 3
2
2nd +2 Mage Specialization 3 4
3
3rd +2 3
4th +2 Ability Score Improvement 4
5th +3 4
6th +3 4
7th +3 4
8th +3 Ability Score Improvement 4
9th +4 4
10th +4 5
11th +4 5
12th +4 Ability Score Improvement 5
13th +5 5
14th +5 5
15th +5 6
16th +5 Ability Score Improvement 6
17th +6 6
18th +6 6
19th +6 Ability Score Improvement 6
20th +6 7

Class Features

As a Battle engineer, 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: Guarterstaffs, Staffs, Wands and Clubs
Tools: None
Saving Throws: Intelligence, Charisma
Skills: Choose two from Arcana, Insight, Perception, Sleight Of Hand, Religion, Medicine, Nature, Investigation, History.  

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • A Quarterstaff, a Staff, a Club or a Wand
  • A spellcasting focus or a component pouch
  • a scholar's pack or an explorer's pack
  • a Spellbook
 

Spellcasting

With high amount of magic coursing through your body it is up to you to learn to channel it into a formidable force that is spells.  

Cantrips

At 1st level, you know four cantrips of your choice from the Mage spell list. You learn additional 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. Once you chose your specialization your number of spell slots will be decided by your specialization. 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. For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.  

Spells Known

You know three 1st-level spells of your choice from the Mage spell list. The Spells Known column of the Mage table shows when you learn more Mage spells of your choice. Each of these spells must be of a level for which you have spell slots.   Once you chose your specialization your number of spell known will be decided by your specialization. The method of acquiring new spells also may be changed from spells known to something else.   Additionally, when you gain a level in this class, you can choose one of the mage spells you know and replace it with another spell from the mage spell list, which also must be of a level for which you have spell slots.  

Spellcasting Ability

Not every mage is the same. Some rely on their ability to project their will into the world. Others learn and use their spells through dedicated study and memorization. And again others draw their power from deeper understanding of the world that surrounds them. Thus, you are the one to choose if you will cast your spells using Charisma, Intelligence or Wisdom. Once chosen at the spellcasting ability can't be changed.
You use your chosen ability whenever a spell refers to your spellcasting ability. In addition, you use your chosen ability's 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 chosen ability modifier
Spell attack modifier
= your proficiency bonus + your chosen ability modifier  

Spellcasting Focus

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

Magic Recovery

You have learned to regain some of your magical energy by meditating, studying your spellbook or otherwise connecting with magic inside you or around you. 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 specialization

When you reach 2nd level, you choose a specialization, shaping your practice of magic through one of the following schools. Your choice takes you down a path that will grant you features unique to it. Once you choose your specialization your Spells known, Spell slots and Class features (apart from ability score improvement) will be unique to your specialization.   Specialization
  • Black Mage
  • Holy Mage
  • Wild Mage
  • Crimson Mage
  • Witch/Wizard
  • Necromancer
  • Sphere mage
  • Elemental Mage
  • Summoner
  • Warlock

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