Hermetic Mage (5e Class)
From D&D Wiki
- 1 Hermetic Mage
- 2 Creating a Hermetic Mage
- 3 Class Features
- 3.1 Table: The Hermetic Mage
- 3.2 Hermetic Casting
- 3.3 Parma Magica
- 3.4 Magic Sigil
- 3.5 Hermetic House
- 3.6 Ability Score Increase
- 3.7 Familiar
- 3.8 Arcane Regeneration
- 3.9 Spell Modifiers
- 3.10 Awakened Gift
- 3.11 Arcane Boon
- 3.12 Archmage
- 4 Hermetic Houses
- 4.1 Bjornaer
- 4.2 Bonisagus
- 4.3 Creamon
- 4.4 Ex Miscellania
- 4.5 Flambeau
- 4.6 Guernicus
- 4.7 Jerbiton
- 4.8 Mercere
- 4.9 Merinita
- 4.10 Tremere
- 4.11 Tytalus
- 4.12 Verditius
- 5 Multiclassing
Creating a Hermetic Mage
As a Hermetic Mage you gain the following class features.
- Hit Points
Weapons: Simple Weapons
Tools: Calligrapher's Tools
Saving Throws: Intelligence, Dexterity
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Quarterstaff or (b) Dagger
- (a) Arcane Focus or (b) Component Pouch
- (a) Scholar's Pack or (b) Explorer's Pack
|Cantrips||Spells||Spell Level||Spell Points||Features|
|2nd||+2||5||2||1||6||Parma Magica, Magic Sigil|
|4th||+2||6||2||1||10||Ability Score Improvement|
|8th||+3||10||3||3||13||Ability Score Improvement|
|11th||+4||13||4||3||16||Spell Modifiers, Familiar(Silver Cord)|
|12th||+4||13||4||3||17||Ability Score Improvement|
|15th||+5||14||5||5||19||Spell Modifiers, Familiar(Gold Cord)|
|16th||+5||14||5||5||20||Ability Score Improvement|
|19th||+6||15||6||7||23||Ability Score Improvement|
You are a Hermetic Mage, a quick caster. As a true master of cantrips, you leave most of the more complicated spells to the wizards. Over time you learn few spells but you can cast them often. You pull your magic from a few different places and can select spells from the wizard, warlock, sorcerer, and bard spell lists. At 1st level you learn 4 cantrips of your choice. The maximum level of a new spell can be found in the spell level column. Your spells use Intelligence and your save DC is equal to 8+proficiency bonus+INT modifier. You regain all spent spell points once you complete a long rest. When you gain a level in this class, you can choose one spell you know and replace with another spell.
It is important as a mage to be able to use magic. However, some would say it is even more important to know how to counter magic. At 2nd level you can use the spell counterspell once per long rest. At 9th level this increases to a number of times equal to your Intelligence modifier and recharges after a short or long rest. Whenever you use this feature you gain one level of exhaustion.
At 2nd level you are a more potent caster. Choose a symbol, a sound, a smell, or a color. Whenever you cast a spell your sigil manifests itself in some way giving people an easy way to recognize your spells. This may mean that other casters recognize and respect your unique flavor or make your enemies fear an abstract color or symbol just because it is linked to your power.
At 3rd level you choose a House. You gain features of your house at this level and levels 6, 10, and 14.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
At 5th level you learn the spell find familiar. It does not count towards your known spells. You can cast this spell as an action without needing its material components. Your familiar is connected to you in a way no others are. You can not dispel your familiar to a pocket plane like normal but it can communicate with you over an unlimited distance as long as you are both on the same plane. The final benefit of having a familiar is that it has its own magic allowing it to cast prestidigitation and dancing lights without the need of any components.
At 11th level your familiars hit point maximum equals your level + your intelligence modifier. Additionally your familiar adds half of your proficiency bonus to all of its skill checks. When your familiar takes damage you take half of the damage as well. Finally, it can communicate telepathically with anyone in a 50 foot radius that can understand at least one language you speak in that language you speak.
At 15th level your familiar receives the benefits of any spell you cast with a range of self. Also, you can divert damage your familiar takes back to yourself. However, you and your familiar share conditions.(For example: If it is frightened you are frightened, if it is prone you become knocked prone and so forth.) Finally, if either one of you are knocked unconscious the other can give hit points back to their partner as an action essentially stabilizing and healing them.
viewing a hermetic mage with detect magic will show a thin cord of a color based on their level connecting the hearts of the mage and familiar.
At level 7 you can regain spell points equal to you INT modifier when you complete a short rest. This feature can be used once per long rest.
At levels 11, 15, and 17 you gain modifiers for your spells that allow you to change them in interesting ways. Choose one sorcerer metamagic ability. You learn another at level 15 and level 17. Using a metamagic with a spell doubles its spell point cost. You can use a metamagic twice per long rest(not per metamagic)
At level 13 you feel like you have been awakened to the magic inside and around you. You are constantly under the influence of the detect magic spell. This means magical objects and creatures in a 30 foot radius have a faint arcane glow. You can tell what school the magic is from. Your proficiency bonus is doubled for any ability check you make that uses the Arcana skill as long as you are proficient in it.
At 18th level you gain an arcane boon, augmenting yourself with formulaic magic. You gain one of the following.
You can use an action to change the shape of your familiar. In addition your familiar can be a beast, monstrosity, or fey with a CR of 1 or lower. Your familiar's statistics equal the chosen creature's in its stat block with the exception of INT and WIS which are equal to yours. The Familiar rolls on its own initiative and can attack.
You learn two spells from any classes list that are 7th level or lower. These do not count against your spells known.
Twice per short or long rest you can cast a spell as a bonus action or a reaction.
When you cast a spell or use a spell point you gain 1 hitpoint per spell point spent.
You can increase the cost of a damaging spell by 2. That spell ignores damage resistances.
At level 20 you learn one level 8 and one level 9 spell from any classes list. You can cast them once per long rest. When you use arcane regeneration you instead regain 20 points.
Choose one creature of 0 CR. This creature is your heartbeast. As a bonus action you can change into your heartbeast at will. While in the form of your heartbeast you retain your mental ability scores, languages, skills, and saving throws as well as racial features that modify them. Additionally you can cast cantrips as a heartbeast if they require no somatic components. Your heart beast gains a number of hit points equal to your level plus your con modifier. Your heartbeast is not fully material and therefore can not physically attack anything. At 5th level your familiar must take the same form as your heartbeast.
As a heartbeast you have advantage on str, dex, and con saves against magical effects. Additionally, as a heartbeast you are always considered under the effect of the nondetection spell.
Upon being knocked unconscious you are transformed into your heartbeast instead. You are forced into this form for 8 hours. You cannot be changed out of this form or regain hit points for the duration.
As a heartbeast you can cast the spells dimension door and invisibility at will.
By doubling the casting time of a spell you cause it to cost 1 less spell point.(minimum of one point)
You learn 3 ritual spells of third level or lower from any classes list. They do not count as spells known and can only be cast as rituals. You can cast any spell you know as a ritual as long as it has the ritual tag. You learn three more rituals that do not count as spells known and must be cast as rituals at level 10.
By spending a minute in deep concentration you can gather your mind placing magic wards around yourself increasing your ac by your INT modifier for 10 minutes.
By doubling its cost you can cast a spell or cantrip(2 points) as a seal placed on a surface. You can specify a trigger for the seal in the same way you specify one for a readied action. The number of seals you can place at once is equal to your level and magic seals as a whole use your concentration. This means that all of your seals collectively use your concentration. Magic seals last until you complete your next long rest at which point they disappear unless you spend the same number of points to refresh them.
You gain the ability to spend a spell point before rolling any charisma skill check to gain proficiency for the roll. If you already have proficiency you gain expertise. When you cast a spell that deals damage you can make the spells target(s) roll a wisdom saving throw equal to your spell save dc or become frightened whether the spell hits or not. Once you have used this feature you may not use it again until you take a long rest.
You learn the languages Abyssal and Deep Speech and gain telepathy with a range of 120 feet. You sense the presence of any aberrations within your telepathy range. Your familiar can take the shape of an Imp, Pseudodragon, Quasit, or Sprite.
When you use a cantrip you can spend a spell point to double the range, add your intelligence modifier to the damage, and targets have disadvantage on saves against it.
Choose one otherworldly patron and learn all spells from that patron's list.
(can only be selected if your DM allows feats)
Hermetic Variation 1
You learn 1 feat and 1 additional spell of a level you can cast which does not count against spells known.
Hermetic Variation 2
Choose one of the following -Learn 1 feat and 1 additional spell of a level you can cast -Gain proficiency with 3 skills, tools, or weapons of your choice
Mask of Many Faces
You can cast disguise self and alter self at will. Additionally you can cast polymorph once per long rest.
Hermetic Variation 3
You gain the benefits of both Hermetic variation 2 choices. In addition you can spend 5 spell points to become proficient in any language, skill, weapon, or tool for ten minutes.
After you roll damage for a spell you can spend a spell point to re-roll 1's and 2's
Choose three spells of 3rd level or lower that affects an area and does damage. You learn one of those spells. You can change which of the three you know during a long rest.
When casting an AOE spell you can specify targets that auto save by spending two spell points per creature.
When you cast a spell that deals damage, before you roll damage you can roll hit dice to add the number rolled+your INT modifier to the damage of the spell. This does spend the hit dice.
You add your intelligence modifier to persuasion, performance, deception, and intimidation rolls if the target is a noble or the leader of their community.
As a reaction to a creatures attempt to charm or frighten an ally within 30 feet you instead change the target to yourself and gain advantage on the check or save. The original target gains temporarily hit points equal to the check or save you rolled. You can use this feature a number of times per long rest equal to your charisma modifier.
As an action your voice becomes loud like rolling thunder. When you speak, any creature in a 1 mile radius of you can clearly hear anything you say. You can dispel this effect as an action.
You can always identify creatures of upper class and noble stature. In addition, your spellcasting services are well known and your stature indicates that you should be payed for your work. You have advantage on checks related to the cost of any service you provide or a job you accept.
Once per short or long rest If you can see the casting of a spell targeting you in some way you have advantage on any save made against the spell as well as incurring disadvantage on the spell attack roll(if applicable). At 10th level when you use this feature you gain advantage on your chaos magic d20 roll if you cast the same spell on your next turn.
Once per long rest, you can cast one spell of 3rd level or lower from any classes spell list by rolling a d20. The spell is successfully cast if you roll a 10 or higher. Rolling a one causes you to drop to one hit point and fall prone. Rolling a 20 allows you to use this feature again(long rest no longer needed). at levels 10, 14, and 18 the maximum level of the spell cast increases by one. You cannot cast the same spell with this feature twice in a row.
Jack of all Trades
You add half your proficiency bonus(rounded down) to all skill checks you are not proficient in. When you roll a skill check the roll cannot be below a 5.
You are surrounded by intrigue and mystery. Your fellow casters have disadvantage on all checks related to you and strangers can never remember your face or any defining physical features.
You understand all languages and can spend a spell point to speak a language of your choice for 24 hours
You learn the spell find steed which is considered a magical construct. This does not count against your known spells.
You learn the message cantrip. If you already have the message cantrip you learn another cantrip of your choice. The range of your message cantrip is increased to a mile, you no longer need to point at the creature, and the cantrip always reaches its target intelligently avoiding obstacles and magic if possible.
You are always considered under the effects of the freedom of movement and non detection spells. When you teleport by a magical effect you can double its maximum distance.
You learn one spell of 2nd level or lower from the druid spell list. You can choose a different spell whenever you take a short or long rest. Spells related to faerie magic do not count against your known spells.
Your mind struggles against the madness of the fey but the constant voices in your head do mutter some useful things. You now have three spells with your faerie magic feature. These can be 3rd level or lower. (When you gain this creature the DM can optionally choose these three spells you have access to on a day to day basis emulating the chaos of the fey circling through your mind.)
You are now considered fey, you are immune to the charmed and frightened conditions. Charmed targets do not become aware that they were charmed by you.
Your faerie magic grows to a number of spells equal to your proficiency bonus +1 of 5th level or lower. Additionally, you learn the spells conjure woodland beings and conjure fey.
Spells you cast ignore cover and their range is doubled. You cannot fall below 1 hitpoint while concentrating on a spell.
When you make a spell attack roll double the bonus gained from your spellcasting ability modifier.
You can make nonlethal spell attacks. Once per long rest when you cast a nonlethal damaging spell you can attempt a DC 15 arcana check. On a success the spell deals maximum damage without reducing any creature to zero hit points.
You can spend spell points instead of making con saves to maintain concentration on a spell equal to the level of the concentration spell.
You learn thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Finally you learn the spell pass without trace which does not count against spells known.
You can use a shadow within 30 feet of you as the origin of any spell you cast.
When you cast a spell you can ignore their verbal component and/or silence the spell by spending an extra point.
If you are hidden from the target spells cast targeting it have advantage on their attack rolls and/or occur disadvantage on their saves.
You learn the spell identify which does not count against spells known. Upon gaining this feature you now can spend 1 hour and 10 gp worth of materials to construct a Clockwork Trinket. You can have up to three such devices active at a time. This trinket is an abstract clockwork device with an appearance of your choosing. The device is capable of casting cantrips a number of times equal to your proficiency bonus. You can choose exactly which cantrips and how many times they can be used. (for example if your proficiency bonus is 2 you could select 1 use of dancing lights and 1 use of shocking grasp). Any creature can use this device. Using the device requires an action. When the charges run out the trinket collapses into a pile of parts that can be reclaimed for half of it's original value.
You gain one attunement slot and an additional slot at 14th level. The time required to attune to a magic item is cut in half and only requires an action if you crafted the item yourself.
You can create rings, necklaces, and other jewelry items capable of casting spells you don't know by imbuing them with ancient runes. Over the course of a week you must use your downtime and a piece of jewelry. Choose a spell from the wizard spell list you are capable of casting and make 3 arcana checks. This determines the amount of charges. Charges recharge every dawn. At the end make a final History or Arcana check DC 15 or the item explodes into fragments. all runecrafted items require attunement and a creature can only be attuned to one of these items due to their slightly unstable magical nature.
The maximum charges of your clockwork trinkets are doubled. You can spend an extra 50 gp and 24 hours when constructing a trinket to instead have it spend charges to grant advantage on one saving throw or skill check of your choice.
Prerequisites. To qualify for multiclassing into the class, you must meet these prerequisites: Int 16, Dex 13
Proficiencies. When you multiclass into the class, you gain the following proficiencies: Scribing Tools
Other. When you multiclass into the class, your spell points can be interchanged with ki and sorcery points