Hermetic Mage (5e Class)

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Hermetic Mage[edit]

Creating a Hermetic Mage[edit]


Class Features

As a Hermetic Mage you gain the following class features.

Hit Points

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

Proficiencies

Armor: none
Weapons: Simple Weapons
Tools: Calligrapher's Tools
Saving Throws: Intelligence, Dexterity
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) Arcane Focus or (b) Component Pouch
  • (a) Scholar's Pack or (b) Explorer's Pack

Table: The Hermetic Mage

Level Proficiency
Bonus
Cantrips Spells Spell Level Spell Points Features
1st +2 4 1 1 2 Hermetic Casting
2nd +2 5 2 1 3 Parma Magica, Magic Sigil
3rd +2 5 2 1 5 House
4th +2 6 2 1 6 Ability Score Improvement
5th +3 7 3 3 6 Familiar(Bronze Cord)
6th +3 8 3 3 7 House Feature
7th +3 10 3 3 7 Arcane Regeneration
8th +3 10 3 3 8 Ability Score Improvement
9th +4 12 4 3 8 Parma Magica
10th +4 12 4 3 9 House Feature
11th +4 13 4 3 9 Spell Modifiers, Familiar(Silver Cord)
12th +4 13 4 3 10 Ability Score Improvement
13th +5 14 5 5 10 Awakened Gift
14th +5 14 5 5 11 House Feature
15th +5 14 5 5 11 Spell Modifiers, Familiar(Gold Cord)
16th +5 14 5 5 12 Ability Score Improvement
17th +6 15 6 7 12 Spell Modifiers
18th +6 15 6 7 13 Arcane Boon
19th +6 15 6 7 13 Ability Score Improvement
20th +6 15 6 7 14 Archmage


Hermetic Mage[edit]

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. When you gain a level in this class, you can choose one spell you know and replace with another spell.

Spell-points
To cast any spell that isn't a Cantrip a Hermetic Mage must spend a number of Spellpoints equal to the Spell's level. You regain all spent spell points once you complete a long rest.

Parma Magica[edit]

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.

Magic Sigil[edit]

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.

Hermetic House[edit]

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[edit]

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.

Familiar[edit]

Bronze Cord[edit]

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.

Silver Cord[edit]

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 that damage instead, for it. Finally, it can communicate telepathically with anyone in a 50 foot radius that can understand at least one language you speak in that common language you both speak.

Gold Cord[edit]

At 15th level your familiar receives the benefits of any spell you cast with a range of self. Also, you can divert damage you take back to your familiar. 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.

Arcane Regeneration[edit]

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.

Spell Modifiers[edit]

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)

Awakened Gift[edit]

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.

Arcane Boon[edit]

At 18th level you gain an arcane boon, augmenting yourself with formulaic magic. You gain one of the following.

Platinum Cord[edit]

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.

Vancian Magic[edit]

You learn two spells from any classes list that are 7th level or lower. These do not count against your spells known.

Stripped Spells[edit]

Twice per short or long rest you can cast a spell as a bonus action or a reaction.

Hardy Caster[edit]

When you cast a spell or use a spell point you gain 1 hitpoint per spell point spent.

War Caster[edit]

You can increase the cost of a damaging spell by 2. That spell ignores damage resistances.

Archmage[edit]

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.

Hermetic Houses[edit]

Bjornaer[edit]

HeartBeast[edit]

At Third-Level, 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 Verbal 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 changes to take the same form as your heartbeast.

Beastial Focus[edit]

At Sixth-Level, 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.

Lifeblood[edit]

At Tenth-Level, upon being knocked unconscious you are transformed into your heartbeast at its normal full health 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. If you are knocked unconscious or die in this form treat this as being unconscious or dying would normally be treated for any other player character.

Arcane Blood[edit]

At Fourteenth-Level, as a heartbeast you can cast the spells dimension door and invisibility at will.

Bonisagus[edit]

Mercurian Magic[edit]

At Third-Level, by doubling the casting time of a spell you cause it to cost 1 less spell point.(minimum of one point)

Ritual Casting[edit]

At Sixth-Level, 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.

Strengthened Ward[edit]

At Tenth-Level, by spending a minute in deep concentration you can gather your mind placing magic wards around yourself increasing your a.c. by your INT modifier for 10 minutes.

Magic Seals[edit]

At Fourteenth-Level you gain the ability to create special, "Spell-Seals." By doubling a spell's, Spell-Point Cost, you can cast any spell or cantrip(2 points) as though it had/has the range of, "Touch." Additionally, instead of the spell triggering immediately you can specify a trigger for the sealed spell in the same way one might specify when one will take a readied action. Between the time of casting and the chosen trigger for the Sealed spell occurring the sealed-spell will take the form of a Seal placed on a surface. The number of seals you can place at a time is equal to your level and what ever the trigger for the spell is must happen within a Thirty-Foot(30ft.) radios of either the seal itself or you yourself. Magic seals last until you complete your next long rest at which point they disappear unless you spend the same number of spell points you used to create them to keep them going. You may choose upon completing your rest which Spell-Seals to invest points in to keep going and which to let expire by not investing Spell-Points in their upkeep.

Creamon[edit]

Enigma[edit]

At Third-Level 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 spell's 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.

Mental Sanity[edit]

At Sixth-Level 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.

Strange Magic[edit]

At Tenth-Level When you use a Cantrip you can spend a Spell-Point to double the range, and add your Intelligence Modifier to the damage. Additionally, targets have disadvantage on Saving Throws against a spell you enhance in this way.

Mystical Secret[edit]

At Fourteenth-Level choose one otherworldly patron and learn all spells from that patron's list.

Ex Miscellania[edit]

(can only be selected if your DM allows feats)

House choice 1[edit]

At Third-Level you learn 1 feat and 1 additional spell of a level you can cast which does not count against spells known.

House Choice 2[edit]

At Sixth-Level choose one of the following -Gain 1 feat and 1 additional spell of a level you can cast -Gain proficiency with 1-skill, 1-tool, and 1-weapon of your choice.

Mask of Many Faces[edit]

At Tenth-Level you can cast disguise self and alter self at will. Additionally, you can cast polymorph once-per-long-rest.

House Choice 4[edit]

At Fourteenth-Level you gain the benefits of both Hermetic variation-2's choices. In addition you can spend 5 spell points to become proficient in any language, musical instrument or weapon for ten minutes.

Flambeau[edit]

Destructive Magic[edit]

At Third-Level after you roll damage for a spell you can spend a spell point to re-roll 1's and 2's

Adaptive Perdition[edit]

At Sixth-Level 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.

Careful Destruction[edit]

At Tenth-Level when casting a spell with a target that is a cone ray or spread you can specify targets that auto save by spending two spell points per creature.

Blood Magic[edit]

At Fourteenth-Level 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.

Guernicus[edit]

Prestige[edit]

At Third-Level you may add your intelligence modifier to persuasion, performance, deception, and intimidation rolls in cases where the person you are trying to persuade or intimidate is a noble or the leader of their community.

Calm Leadership[edit]

At Sixth-Level when a creature tries to Charm or Frighten an ally within thirty-feet(30ft.) of you, you may, as a Reaction, change the target of their charm or frightening effect to yourself. If you do this you gain advantage on any opposed skill check or Saving-Throw related to the Charming or Frightening effect. You can use this feature a number of times per-Longrest equal to your Charisma Modifier.

Booming Voice[edit]

At Tenth-Level, as an Action, you may amplify the volume and lower the pitch of your voice to the point where it becomes as loud and far reaching as 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.

Mastercraft[edit]

At Fourteenth-Level you can identify creatures of the upper class and/or those with noble blood or office. In addition, your vocation as a Spell-Monger is well known and your reputation indicates that you are one who should be payed well for your spell-work. You have advantage on checks related to the cost of any service you provide or a job you accept.

Jerbiton[edit]

Chaos Magic[edit]

At Third-Level Once per-Longrest, you may cast any one spell of 1st. level, that you have seen cast in the past, from any class' Spell-List. To do this you must roll a d20. If you roll rolling a between 10 & 19 on this d20 roll, you successfully cast the attempted spell. Rolling a one(1) causes a magical explosion which almost kills you causing you to loss all but 1h.p. and fall Prone. Rolling a twenty(20) allows you to use this feature one additional time before your next Long-Rest. Rolling anything between 2 & 9 causes the spell to fizzle and you to roll on the Sorcerer's Wild-Surge-Table(pg.-104-P.H.B.). The maximum level of the spell you can cast in this way increases by one when you reach levels 6, 10, 14, and 18. You cannot cast the same spell with this feature twice in a row(whether separated by a long rest or not).

Gifted Student[edit]

At Sixth-Level, once-per-short-or-long-rest, If you can, as it is being cast, see the casting of a spell which targets you or includes you in its area of affect, you may gain Advantage on any Saving-Throw made to resist the affects of that spell and the caster has Disadvantage on the spell's Spell-Attack-Roll(if applicable). Additionally, if you use this feature and then use, Chaos-Magic, to copy the observed spell before the end of your next turn, you may gain Advantage on the chaos magic d20 roll you roll to copy the casting of this spell.

Jack of all Trades[edit]

At Tenth-Level you may add half your Proficiency-Bonus(rounded down) to all skill checks you are not proficient in.

Casters Intrigue[edit]

At Fourteenth-Level you gain Advantage on all Bluff Skill-Checks made against other Arcane spell casters and may cast the Disguise Self spell as an Action At-Will from now without expending any Spell=Points.

Mercere[edit]

Gift of Tongs[edit]

Beginning at Third-Level You may spend a spell point to understand and speak a language of your choice for 24 hours.

Magic Steed[edit]

At Sixth-Level you learn the spell find Phantom Steed. This spell does not count against your known spells.

Unbridled Communication[edit]

At Tenth-Level you learn the Message Cantrip. If you already have the Message Cantrip you learn another Cantrip of your choice. When you cast the Cantrip Message its Range is increased to 1-Mile. you no longer need to point at the creature targeted but if you don't you must know the target's name. If you use a target's name instead of pointing to cast Message, the Cantrip will always reache the target; avoiding obstacles whenever possible.

Unchained[edit]

At Fourteenth-Level you are always considered under the effects of the Freedom-of-Movement and Non-detection spells. When you teleport by a magical means you can double the maximum distance of the teleportation effect.

Merinita[edit]

Faerie Magic[edit]

At Third-Level you may learn one Cantrip from the druid spell list One First-Level spell from the Illusion or Enchantment schools of magic from any Spell-List and one Second-Level spell from the Illusion or Enchantment schools of magic from any Spell-List. None of the spells or Cantrips gained through this ability count against your Spells Known or Cantrips Known.

Internal Struggle[edit]

At Sixth-Level your mind struggles against the madness of the fey but the constant voices in your head do mutter some useful things. After During your first short rest after already being Sixth-Level the voices in your head teach you one new spell of 3ed. level from the Illusion or Enchantment schools of magic. This spell does not count against your spells known.

Fey Charms[edit]

At Tenth-Level yor creature type becomes Fey. You become Immune to the Charmed and Frightened Conditions. Further if from this point on if you cause another creature to gain the Charmed condition the target(s) will not become automatically aware that they were Charmed by you in cases where the spell says they will. Additionally, they will have disadvantage on rolls made to figure out who charmed them through mundane means if they decide to try to figure it out.

Archfey Casting[edit]

At Fourteenth-Level your mastery of faerie magic increases and the number of spells you know due to your connection with the fay increases to equal your proficiency bonus plus one(P.B.+1) The spells gained in this way must be of fifth level or lower and do not count against your number of normal spells known. in addition to the other spells gained through this ability, you also learn the spells Conjure Woodland Beings and Conjure Fey.

Tremere[edit]

Focused Magic[edit]

At Thrid-Level spells you cast have their range doubled.

Supreme Accuracy[edit]

At Sixth-Level when you make a spell attack roll add +2 to the Spell-Attac-Roll.

Wary Caster[edit]

At Tenth-Level you can make nonlethal spell attacks. Once per Short-Rest when using this ability you may attempt a DC 15 Arcana Skill-Check; if you succeed on the Skill-Check the spell deals maximum damage.

Mind over Magic over Body[edit]

At Fourteenth-Level You cannot fall below 1 Hit-Point while Concentrating on a spell, though if you take damage while concentrating on a spell you do still have to make a Concentration Skill-Check to keep the spell going after taking the hit.

Tytalus[edit]

Intrigue[edit]

At Thrid-Level You learn 'Thieve's Cant,' a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows 'thieve's 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 local 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 your normal pool of Spells Known.

Shadowcasting[edit]

After attaining Sixth-Level you can use a shadow within 30 feet of you as the origin of any spell you cast.

Silent Magic[edit]

After attaining Tenth-Level when you may spend 2 extra Spell-Points to cast a Spell while ignoring its Verbal Components.

Arcane Assassination[edit]

After attaining Fourteenth-Level when you cast spells targeting creatures who are not aware of your presence, those creatures have Disadvantage on any saving throws against spells you cast upon them until they become aware that someone is casting spells on them. Additionally, you have advantage on the first spell you cast upon them which has includes a spell attack roll as part of casting the spell. The second part of this ability resets after you take a Short-Or-Long-Rest.

Verditius[edit]

Additional Attunements[edit]

At Third-Level You gain one additional attunement slot. You must specify where on your body this Attunment-Slot is. The new Attunment-Slot can not be of a kind which already exists on your body. The time required to attune a magic item to your new item slot is cut in half for any item(s) you crafted yourself. You gain a second new additional Attunement-Slot that follows all of these same rules and benefits at 14th level.

Artifice[edit]

At Sixth-Level you learn the spell identify which does not count against your Spells-Known. After gaining this feature you now may 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 fist sized 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.

Runecrafting[edit]

After attaining Tenth-Level you can create magical jewelry items capable of casting spells you don't know by imbuing them with ancient runes. You may spend as many days makeing the item as you wish, each day rolling an Intelligence-Arcana-Skill-Check(DC=spell-level+5). Each successful Arcana-Skill-Check results in One(2) Spell-Charges successfully stored inside the item. A failed skill check ends the imbuing process and means no more charges may be stored in the item. At the end make a final History or Arcana check DC=half the number of charges stored in the item, on a failure the item is ruined and the imbuing fails. All runecrafted items require attunement and a creature can only be attuned to one of these items at a time due to their slightly unstable magical nature.

Major Artifice[edit]

After attaining Fourteenth-Level 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.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into this 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



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