Grey Mage (5e Class)
Grey Mage[edit]
You are a master of magic, able to learn everything. With all the knowledge of the world in your hand, what will you do?
Master of Mana[edit]
There are 2 types of mana in the world. White mana is stable, primarily used to protect and heal human body and items, black mana is unstable and volatile, and excels in destruction. Grey Mage are mages born with the exceptional talent of using all types of mana, they might specialize in one of them when progressing their studies, but remain proficient in both offensive and defensive spells
Creating a Grey Mage[edit]
https://morechand.artstation.com/projects/0XRA8E |
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Merlin, the greatest Grey Mage of history (Merlin from Fate, Morechand 112 from artstation) |
When creating a Grey Mage you must imagine, what will you do with your arcane knowledge?Will you share your knowledge and wisdom with the world to make it a better place? Will you try to seize power to rule the dumb paesants with your wisdom?
- Quick Build
You can make a Grey Mage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the Scholar background.
Class Features
As a Grey you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Grey level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Grey level after 1st
- Proficiencies
Armor: light and medium
Weapons: simple melee
Tools: Alchemist's Supplies, Herbalist Kit
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) Quarterstaff or (b) dagger
- (a) an arcane focus or (b) a component pouch
- (a) a scholar's pack or (b) an explorer's pack
- a spellbook
Level | Proficiency Bonus |
Features | Cantrips Known | Mana Adept | Mana Points | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +2 | Spellcasting, Mana Adept, Innate Magic | 3 | +1 | - | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Wizardry School, Font of Mana, Scholar | 3 | +1 | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Mana State, Aether Manipulation | 3 | +2 | 4 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement, Limit Break | 4 | +2 | 6 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Animal Form | 4 | +2 | 7 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Subclass Feature | 4 | +3 | 9 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 4 | +3 | 10 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | +3 | 12 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | +4 | 13 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Subclass Feature | 5 | +4 | 15 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 5 | +4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | +5 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 5 | +5 | 19 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Subclass Feature | 5 | +5 | 21 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 5 | +5 | 22 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | +6 | 24 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 6 | +6 | 25 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Spell Mastery | 6 | +6 | 27 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement, Epic Boon | 6 | +6 | 28 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Arcane Apotheosys | 6 | +7 | 30 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Spellcasting[edit]
As a student of arcane magic, you have learned to cast spells. See the Player’s Handbook for rules on spellcasting. The information below details how you use those rules with Wizard spells.
*Cantrips. You know three Wizards cantrips of your choice. Light, Mage Hand, and Ray of Frost are recommended. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Grey Mage cantrip of your choice.
The grey mage table shows hoe many cantrips you have
*Spell Slots. The Wizard Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.
The number of spells on your list increases as you gain Grey Mage levels, as shown in the Prepared Spells column of the Wizard Features table. Whenever that number increases, choose additional Grey Mage spells until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 3 Grey Mage, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.
If another Grey Mage feature gives spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Wizard spells for you.
Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.
Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.
Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your grey Mage spells.
*Ritual Adept. You can cast any spell as a Ritual if that spell has the Ritual tag and the spell is in your spellbook. You needn’t have the spell prepared, but you must read from the book to cast a spell in this way.
- Expanding your spellbook
The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Wizard spell on a Spell Scroll, for example, and then copy it into your spellbook.
Copying a Spell into the Book. When you find a level 1+ Grey Mage spell, you can copy it into your spellbook if it’s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.
Copying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you 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 Wizard spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many mages keep a backup spellbook. Spellbook. Your wizardly apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.
The book contains the level 1+ spells you know. It starts with six level 1 Grey Mage spells of your choice. Detect Magic, Feather Fall, Mage Armor, Magic Missile, Sleep, and Thunderwave are recommended.
Whenever you gain a Wizard level after 1, add two Grey Mage 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 Wizard Features table. The spells are the culmination of arcane research you do regularly.
- Memorize Spell
When you finish a short rest you can chose to replace a number of spells from your spellbook equal or less than your intelligence modifier with another spell
- Arcane Recovery
You can regain some of your magical energy by studying your spellbook. When you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to no more than half your Wizard level (round up), and none of the slots can be level 6 or higher. For example, if you’re a level 4 Grey Mage, you can recover up to two levels' worth of spell slots, regaining either one level 2 spell slot or two level 1 spell slots.
Once you use this feature, you can’t do so again until you finish a Long Rest.
Mana Adept[edit]
You are proficient with using all sorts of mana. At 1st level whenever you cast a spell that heals or deals damage, you can add a +1 to the roll. The bonus increases when you gain levels, as shown in the Mana adept column
Innate Magic[edit]
Your aptitude with magic manipulation is a talent that very few people have. At 1st level a bonus action in your turn you can enter in your Mana overflow state for 1 minute. During this time you have you have
- Advantage in Intelligence and Wisdome checks and saving throws.
- Advantage in your spell atatcks and the DC for your spells is increased by 1 and your speed increases by 10 feet
- Your AC increase by an amount equal to your Intelligence modifier
- You can add your Intelligence modifier to constitution Saving Throws made to mantain concentration
You can enter in your Mana Overflow state a number of times equal to your proficiency bonus and you regain all uses when you finish a Long Rest
Wizardry School[edit]
At 2nd level you can choose a way to progress your style, donning the robes of a particular specialization. The Black Magic school specializes in destruction, the White magic school in support, the more recent Red Magic school initiate you to some melee combat training, as well as letting you use your spells to more suit you in close quarter combat. You can also choose a magic school from the Wizard list
It is said that Merlin himself was a master in both Black and White school, such was his intellect that he did not need to specialize his studies in only one way.
Font of Mana[edit]
At 2nd level you learn to draw power from the Aether in the air, This addition of supplemental aether to your own is called Manafont.
This aether is represented by Mana Points. You have 3 Mana Points, and you gain one additional point every time you level up, to a maximum of 30 at level 20. You can never have more points than shown on the table for your level. You regain all spent Mana Points when you finish a long rest.
- Flexible Casting
You can use your Mana Points to gain additional spell slots, or sacrifice spell slots to gain additional Manafont Points. You learn other ways to use your Manafont Points as you reach higher levels.
- Creating Spell Slots. You can transform unexpended Mana points into one spell slot as a free action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
- Converting a Spell Slot to Mana Points. As a free action on your turn, you can expend one spell slot and gain a number of points equal to the slot’s level.
Scholar[edit]
At 2nd level you get expertise in 2 Grey mage skills of your choice. You get 2 more expertises at level 9
Mana State[edit]
At 3rd level you further refine your control over white and black mana, you have a mana dice wich is a d8. You can chose at the start of combat 1 mana state, and you can change mana state as a bonus action.
- Black Mana state. all your spells that del damage have a bonus to their damage equal to your mana dice, spells that impair enemies such as (Slow) deal a necrotic damage equal to a roll of your mana dice.
- White Mana state. spells that heal, have a bonus to healing equal to your mana dice, spells that support your allies such as (Haste or Dragonbreath) heal a number of hitpoints equal to a roll of your mana dice. Healing from your mana dice that exceeds maximum hitpoints are converted to temporary hitpoints
At 10th level, mana dice turn into d10s. At 18th level, it turn into d12s.
Aether Manipulation[edit]
At 3rd level you learn to control your Aether in the air, to change the properties of your spells. You can spend Mana points to use Metamagic options from your Grey Mage Metamagic list at the end of the class
Ability Score Improvement[edit]
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.
Limit Break[edit]
At 4th level your Knowledge of magic grows so much that you can break the limit of normal casting. You Gain a Limit Break from the Grey Mage list, you learn a second limit Break at level 18. You can use your limit break once, and you regain the use after a long rest. You can swap one Limit Break after a long rest
You have 1 use of your limit break, wich increase to 2 at level 6 and 3 at level 18. You regain 1 use after a short rest and all of them after a long rest
Animal Form[edit]
At 5th level you learn to change your body, taking the shape of an hamless animal of your choice. You gain 3 forms, one with of a terrestrial animal, one with a flying speed and one with swimming speed.
For example: Cat, Raven and Snake
In your animal form you can speak with animals, but not communicate in human lenguage, furthermore you can't cast spells in your animal form
Spell Masterty[edit]
You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot.
Whenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from that book.
At 20th level you can chose a thirdspell of level 3
Arcane Apotheosys[edit]
At level 20th your arcane studies brought you to perfecting your magic. Your Intelligence score increase by 4, to a maximum of 25. In addition whenever in your mana overflow state you can choose to use 2 Arcane Dynamics for every spell, the cost of 1 of them is 0
Black Mage School[edit]
Black Mages are Grey Mages that specialized in usage of Black mana, their understanding of Black Mana is so high that they learned from where it comes, a plane of existence called "void"
- Expamded Spell List
You have these spells always prepared
1st Chromatic Orb, Witch Bolt 2nd heat metal, Melf Acidic arrow 3rd Call Lightning, Sleet Storm 4th Ice Storm, Storm Sphere 5th Cone of Cold, Immolation
- Potent Caster
At 3rd level you can add your proficiency bonus to damage fromm spells
- Retribution
At 3rd level whenever you take damage from a source other than, bludgeoning, slashing or piercing. You can syphon away part of the eemental force, the ext spell you cast deals 1d8 damage of that element
- Triple Cast
At 6th level, you can spend 1 mana point, for that turn, every spell you cast that deals damage, if you are in Black Mana state. Deals 3 mana dice of bonus damage instead of 1
- Leylines
Beginning at level 10 you can use a bous action to trace a 5 foot radius circle of magic in the ground. If you stay in the circle, you can spend 1 Mana Point to cast a spell as an action instead of a bonus action, you can then cast a second spell as an action. In the Leyline, you can cast a cantrip with the casting time of an action as a bonus action, you can spend another mana point to cast as a free action another leveled spell, for a max of 3 spells in 1 turn
- Heavy Bombardment
At 14th level, whenever a creature takes damage from one of your spells, it takes additional damage from other spells equal to half your Grey Mage level from other spells, until the end of that turn
- Limit Breaks
You perfected your link to the void, allowing to use these limit breaks option: These limit breaks consume 3 usage of your limit break feature
Skyfall
Action
You open a black portal in the sky, letting a piece of the dark abyss called the void on the enemies. Choose a 60 foot radius area in a 1 mile range. A gigantic comet falls on the area, creatures must make a Dexterity saving throw, taking 25d6 bludgeoning and 25d6 Force damage on a fail or half as much on a success. The shokwave extend for another 200 feet, dealing 4d6 thunder damage to creatures in the area that can't pass a dexterity save. All buildings in the first area are flattened and reduced to ash, while they crumble in the secondary
Channel void
bonus action
You let some of the power from the void to surge in you. You can maximize the damage for all spells, but take 2d12 necrotic damage every turn. For every turn after the first that this limit break is active, the damage increase from 1d12. You can end this limit break as a bonus action
White Mage School[edit]
White Mages are grey Mages adept in use of white mana, that further progressed their studies, allowing to contact invisible spirits that can help the Mage
- Expanded spell list
You have the se spells always prepared and memorized in your spellbook
Level 1: Bless, Cure Wounds Level 3: Lesser Restoration, Spiritual Weapons Level 5: Revivify, Spirit guardiana Level 7: Death Ward, Circle of Power Level 9:Mass Cure Wounds, Rise dead
- Lay on hands
A Number of times a day equal to half your Grey Mage level, you can as an action pulse a ray of pure healing light to a creature. It regains 1d6 hit points, plus 1d6 for every 2 levelsyou have, for a max of 10d6
- Spirit savant
You studied the lore of White magic better than anyone. At 3rd level you gain 2 support spells (they must have some benefits for other ceatures). And whenever yoy gain a new spell slot, you learn an additional support spell
Furthermore, whenever you cast a healing spell it counts as 1 level higher
- Spirit Shield
The White mage makes a contract with magic spirits that inhabit the air. He feeds them some of his magic power and they protect him in return. You can weave magic from spirits around yourself for protection. You start the day with a shield made of spirit magic, called Spirit Shield, wich has a maximum hp of 5 times your Grey Mage level plus your intelligence modifier, and regains all hitpoints when you finish a long rest
Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 Hit Points, you take any remaining damage. While the ward has 0 Hit Points, it can’t absorb damage, but its magic remains.
If you have resistance or immunity to a damage type, all applied before the Arcane Ward takes damage.
Whenever you cast an Abjuration spell with a spell slot, the ward regains a number of Hit Points equal to 5 times the level of the spell slot. Alternatively, as a Bonus Action, you can expend a spell slot, and the ward regains a number of Hit Points equal to 5 times the level of the spell slot expended.
- Protect the weak
You can use your spirit shield to protect other people too. At 6th level, whenever an ally you can see within 60 feet from you is taking damage, you can protect them too, letting your Spirit Shield take damage in their stead. If the Spirit Shield hp are reduced to 0, the creature takes any remaining damage.
If the creature has resistance to that damage, or immunity, the Spirit Shield benefits from them too
Whenever a creature damages your Spirit shield, the Spirits fight back, the creature must make a Dexterity saving throw, taking 2d10 damage on a fail. You can choose the damage between (Fire, lightning, cold, acid or radiant)
- Afflatus Solace
You find joy whenever a creature you heal finds relief from pain. At 10th level your healing spells deal an additional die of healing. Whenever you heal a target with a spell, you can also end one negative condition (for example, stunned or poisoned)
Furthermore whenever you heal someone, you recover 1d10 plus your intelligence modifier hit points
- Spirit Master
At 14th level every spell counts as an Abjuration spell for the sake of recovering hit points for your Spirit Shield
- Limit Break
At level 20 you reach the peak of White Magic.
You gain the following limit Breaks, they cost 3 usage of your limit break feature
Breaking Dawn
Action
As a bonus action you can create an area around yourself that lasts for 10 minutes, 60 feet wide. Every enemy that start it's turn in the area has it's movement speed halved. They have to make a wisdom saving throw, taking 3d10 radiant damage on a save or half as much on a success
Everhealing light
action
As a bonus action you can create an area around yourself that lasts for 10 minutes and 60 feet wide. Whenever an ally creature starts It's turn in the area, it regains 5d10 hit points. Whenever you cast an healing spell, It targets every creature of your choice in the area
Red Mage School[edit]
Aether Dynamics[edit]
- Quickened Spell
Cost: 2 Mana points When you cast a spell that has a casting time of an action, you can spend 2 Mana Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.
- Empowered Spell
Cost 1 Mana point When you roll damage for a spell, you can spend 1 Mana Point to reroll a number of the damage dice up to your Itnelligence modifier (minimum of one), and you must use the new rolls.
- Seeking Spell
Cost 1 Mana Point If you make an attack roll for a spell and miss, you can spend 1 Mana Point to reroll the d20, and you must use the new roll. If you had advantage you can reroll both the d20
- Silent casting
Cost 1 Mana Point When you cast a spell, you can spend 1 Mana Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell. People that try to detect from where the spell came, must pass an Intelligence check against your spell save DC
- Dual Casting
Cost 1 Mana Points When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 Mana point if the spell is a cantrip)
- Exploding Dices
Cost 3 Mana Points, Black Mage exclusive When you cast a damaging spell, whenever a dice rolled it's maximum number, you can roll another dice and add it to the result. this effect applies to the bonus dices too
- Unstable Aether
Cost 2 Mana Points, Black Mage exclusive When you cast a spell, you may spend 2 mana point to reroll any damage die which resulted in a 1 or 2. You must use the resulting rolls.
- Syphoning Void
Cost 1 Mana Points, Black Mage exclusive When you cast a spell, you can change the damage of the spell to necrotic. When you do that, you regain 1d12 + your intelligence modifier hit points
- Spirit Guidance
Cost 1 Mana poins, White Mage exclusive When you cast a spell with the range of touch, you can let the spirits in the air guide it to the target. <the spell gains a range of 60 feet
- Maximixe Healing
Cost 2 Mana points, White Mage exclusive When you cast a healing spell you can choose to not roll the dices, instead take the maximum value
Limit Breaks[edit]
- Preserve life
action
Choose creatures 60 feets from you, you have a pool of hitpoints equal to 5 times your grey mage level. You can divide those hitpoints among these creatures
- Breaking Dawn
action
you emit sunlight in a 30-foot-radius sphere centered on yourself. Any magical darkness—such as that created by the Darkness spell—in the sphere is dispelled. Additionally, each creature of your choice in the sphere must make a Constitution saving throw, taking Radiant damage equal to 2d10 + your Grey Mage level on a failed save, or half as much damage on a successful one.
- Guided Spell
Bonus action
After you cast a spell you can designate 1 creature to fail the saving throw
- Heroes Never Die
reaction
When a creature you can see falls unconsious, their Hit Points instead change to a number equal to your Grey Mage level
Grey Mage Spell List[edit]
The Grey mage can choose spells from his spell book from teh wizard, cleric, or druid spell list. They can also choose some of these spells
- Jolt
0-level (Cantrip) Evocation
Casting Time 1 action
Range 60ft
Duration Instantaneous
Components V,S
A shard of crystalized aether streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage. The spell creates more than one shard when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard.
- Void Shard
0-level (Cantrip) Evocation, Black Mage subclass
Casting Time 1 action
Range 60ft
Duration Instantaneous
Components V,S
A shard of crystalized void streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d12 force damage. half as much on a miss The spell creates more than one shard when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard.
If you score a critical, the spell deals one additional damage die
- Spirit Blast
0-level (Cantrip) Evocation, White Mage subclass
Casting Time 1 action
Range 60ft
Duration Instantaneous
Components V,S
A shard of spiritual energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. half as much on a miss The spell creates more than one shard when you reach higher levels: two shards at 5th level, three shards at 11th level, and four shards at 17th level. You can direct the shards at the same target or at different ones. Make a separate attack roll for each shard.
If you score a citical failure, the spell does not damage any allies, as the spirit refuse to harm innocent creatures
- Flare
9-level Evocation
Casting Time 1 action
Range 120ft
Duration Instantaneous
Components V,S
You select a target within range, and create a point of energy on their body. Fiery energy explodes from their location in a 40ft. globe, incinerating all creatures within the globe. All affected creatures make a Dexterity saving throw, taking 20d6 fire damage and 20d6 force damage on a failed saving throw and half as much on a success.
- Cure
1 level Evocation
Casting Time: 1 action
Range: 60 feet
Target: A creature of your choice that you can see within range
Components: V
Duration: Instantaneous
You choose a creature within range. This creature regains hitpoints equal to 1d10 plus your intelligence modifier
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Grey Mage class, you must meet these prerequisites: 16 Intelligence
Proficiencies. When you multiclass into the Grey Mage class, you gain the following proficiencies: Arcana and Religion
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