Mage, 2nd Variant (5e Class)

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Mages are magical casters who learned their ability's by studying gods and mythical beings


It was when i first saw her that i became entranced she was an apparition of a god cast by a cleric who defeated my attacker

Creating a Mage[edit]

When creating a Mage you have to think why your character was so interested in divine arts, maybe they want to pursue godhood, or after seeing a god's mortal form became entranced and wanted to learn more about them. Whichever way you choose to make your character it is preferable to have a backstory which can tie to your class.

Quick Build

You can make a Mage quickly by following these suggestions. First, intelligence should be your highest ability score, followed by Charisma. Second, choose the Scholar background. Third, choose The fireball and blue death cantrip's as well as the shadow eye and magic enhancer 1st level spells

Class Features

As a Mage you gain the following class features.

Hit Points

Hit Dice: 1d10 per Mage level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Mage level after 1st


Armor: none
Weapons: simple weapons
Tools: reading
Saving Throws: Intelligence, Constitution
Skills: Arcana,perception and 1 other of your choice


You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A sickle or (b) Any simple weapon
  • (a) Arcane focus or (b) Component pouch
  • (a) Scholars pack or (b) Dungeoneers Pack
  • If you are using starting wealth, you have 70gp in funds.

Table: The Mage

Level Proficiency
Features Spells Known Max CR —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Deep Perception 2 3 2 2
2nd +2 Mage awakening 3 3 2 3
3rd +2 Magical Tuning 4 4 3 4 2
4th +2 Ability Score Improvement 5 4 4 4 3
5th +3 5 4 5 4 3 2
6th +3 Blood heal 5 5 6 4 3 3
7th +3 Growing power 5 5 6 4 3 3 1
8th +3 Ability Score Improvement 5 5 7 4 3 3 2
9th +4 5 6 7 4 3 3 3 1
10th +4 6 6 8 4 3 3 3 2
11th +4 Greater Mage awakening 6 6 8 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 7 9 4 3 3 3 2 1
13th +5 6 7 9 4 3 3 3 2 1 1
14th +5 6 7 10 4 3 3 3 2 1 1
15th +5 Elder Listening 6 8 11 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 8 12 4 3 3 3 2 1 1 1
17th +6 Fire Breaker 7 8 17 4 3 3 3 2 1 1 1 1
18th +6 Undoubted blast 8 9 18 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Death watch 9 9 19 4 3 3 3 3 2 1 1 1
20th +6 Ultimate greater Mage awakening 10 10 20 4 3 3 3 3 2 2 1 1


As a studier and practitioner of the divine arts you start at 1st level with a variety of spells. See chapter 10 for the general rules of spellcasting.


At 1st level, you know two Cantrips of your choice from the Mage spell list. You learn additional Mage Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table.

Spell Slots[edit]

The Mage table shows how many spell slots you have to cast your Mage spells of 1st level and higher. 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.

Spells Known of 1st Level and Higher[edit]

You know two 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. 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 Summoner spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability[edit]

Intelligence is your spellcasting ability for your Mage spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier.

  • Spell Attack modifier = your proficiency bonus + your Intelligence modifier.
Ritual Casting[edit]

You can cast any Mage spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus[edit]

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your Mage spells.

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. If using this ability your skill is already a 20 or higher you may expand past 20


Deep Perception[edit]

You may use deep perception once a short rest for one roll you gain advantage on perception. If you already have advantage you can roll up to four times for you roll

Mage Awakening[edit]

You may choose a spell or ritual of level 2 or lower from the mage benefits table

Magical Tuning[edit]

You may use this on any enchanted item when that item attacks it's damage will be counted as magical

Blood healing[edit]

Using blood healing sacrifice 1-10 hp to get 1d10 per point in healing

Growing Power[edit]

Every level you gain from now on you get a +1 on 1 ability score of you choice

Greater Mage Awakening[edit]

Gain 2 spells or rituals of level 6 or lower from the Mage Table

Elder Listening[edit]

Gain advantage on all Charisma based skills and attacks for 5hrs

Fire Breaker[edit]

Once per long rest you may destroy a body of fire up to 3000ft big instantly (this works for fire based spells)

Undoubted Spell[edit]

Once per long rest You may chose one attack that attack will not miss or be deflected and will automatically crit

Death Watch[edit]

Touch one creature that creature for the next 10 hours cannot die if the take an attack that would be fatal the will survive it and gain all their their hp back dispelling the spell

Ultimate Greater Mage Awakening[edit]

Choose a 8 lvl or lower ritual or spell from the Mage table

Mage Spell List[edit]

  • Fireball
  • Blue death
  • Shadow Blast
  • Faerie Fire
  • Chill Touch
  • Dark Hold
  • Minor illusion
  • Charm
1st Level
  • Shadow eye
  • Magic enhancer
  • Luck
  • Bless
  • Hellish Rebuke
  • Magic missile
  • Mage armour
2nd Level
  • Tarnish skin
  • Acidic Burst
  • Harp of fortune
  • Create boat
  • Heal wound
  • Acid arrow
  • Flame Blade
  • Invisibility
3rd Level
  • Animate dead
  • Create Food and Water
  • Fly
  • Water Walk
  • Mass Healing Word
4th Level
  • Banishment
  • Fire shield
  • Black tentacles
  • Death ward
5th Level
  • Arcane hand
  • Telekinesis
  • Wall of force
  • Modify Memory
6th Level
  • Circle of death
  • Mass suggestion
  • Sunbeam
  • True seeing
  • Magic Jar
  • Forbiddance
  • Eye Watch
7th Level
  • Dark void
  • Purple shard
  • Arcane sword
  • Divine word
  • Finger of death
  • Fire storm
  • Project image
  • Teleport
  • Resurrection
8th Level
  • Clone
  • Anti-magic field
  • Demiplane
  • Garnish life
9th Level
  • Astral projection
  • Wish
  • Godly Plea
  • Imprisonment
  • Power word annihilation

Mage table[edit]



Prerequisites. To qualify for multiclassing into the Mage class, you must meet these prerequisites: 13 Intelligence.

Proficiencies. When you multiclass into the Mage class, you gain the following proficiencies: Perception, Arcana.

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