Mage, 3rd Variant (5e Class)

From D&D Wiki

Jump to: navigation, search
Scales.png This page is of questionable balance. Reason: This class is far too powerful as it has better spellcasting that full spellcasters, too many cantrips known, better extra attack scaling than fighters, an absurd number of features for a full spellcasting class, regaining some spells on short rest?(it is unclear why exactly the class works this way). Also, not being able to cast a spell again after using it and compensating for that by having a ton more spell slots is very poor design as that makes that class far too powerful and the general design of 5e makes it so negative features do not counteract positive ones.

You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Mage (5e class)[edit]

You enter a library and find a young man dressed in common clothes writing down things furiously into a notebook. He realizes that he has been spotted and terrified he flips towards a page in his notebook and then begins to chant a spell. He disappears and moments later you hear the library doors slam shut. Meditating over a journal early in the morning is a half elf, he seems to be in deep concentration. Then as if to test his own abilities he says the words”I Wish” and then laughingly stops before finishing the spell and standing up to greet the day. Hiding behind a corner is halfling, she is going through journal after journal to find the correct spell before she quietly says”yes” and begins to chant an incantation, fiery embers fly from her journal. A Druid finds a man alone in a hut in the middle of the woods. The man seems to be scribbling random words and symbols onto the wooden walls of the hut. Each wall is covered in papers showing strange symbols and words written using more than one alphabet. The man turns and sees the Druid then utters a magical phrase quickly and subtly that changes the hut into a clean and nice house as well as changing the man’s appearance into a charming, clean shaven, Drow.”Why hello there, I wasn’t expecting company.” Mages aren’t true magic users by any means but they know what magic truly is and that gives them an edge on the competition. Mages know that magic is not something you should contain or control but instead is an entity of its own that should be allowed to move freely. Containing magic in your head makes for stress and forgetfulness. A mage is an extension of magic, magic is not an extension of a mage. A mage can hurt or heal, it can conjure creatures or erase illusions, a mage that is truly in tune with the weave and can do anything.

Lower Beginnings[edit]

A Mage is rarely from a big city and is even rarer from royalty. Mages are usually found in very small communities or alone in a hut, this solitude allows them to escape from earthly distractions to commune with the weave. When a mage goes into bigger cities they usually barter as they have little gold and feel out of their element, this could lead to anxiety or claustrophobia or even paranoia if the mage doesn’t have friends or trusted ones in a city after a long enough period of time.


Mages are quirky, there’s no denying the fact that all mages have a quirk or two. There are tales of a mage up north that believed that angels spoke to him through his dreams and would tell people of great calamities that were going to occur. There are even stories of mage that was so scared of water that he had to be tied to the boat or else he’d panic and tip it over. A mage may be quirky but it’s just part of what constant commune with the weave and solitude does to a person, it doesn’t make them bad it’s just that they have a screw or two loose. At certain levels your communal with the Weave will give you more quirks.

1 I feel uncomfortable in bars or around drunk people
2 I like to keep meaningless things as mementos
3 I find myself seeing qualities in people and trying to recreate it in myself
4 Sometimes I get nervous in front of people and say dumb things
5 I don’t like water, it takes an hour to convince me to shower or bath
6 Sometimes my anxiety zones me out
7 I feel like people are always watching me, waiting for me to fail
8 I underestimate people because at least then I’ll only be surprised when they succeed
9 When I dream I see things and then they happen in real life...every once in a while anyway
10 I have an imaginary friend that I trust with all my secrets, he and I talk a lot
11 I laugh when I get nervous or scared
12 I have little respect for those who abuse the weave

Creating a Mage[edit]

When creating a mage you must have a backstory that brings your character in contact with the weave, a simple way to make a mage backstory is to answer these questions. How did you first come in contact with the weave? What did you do to stay in communication with the weave? How did commune with the weave affect you? How did you learn spells, did you just listen to the weave or did you find them and write them down in your journal? Where did you go to seclude yourself to commune with the weave? What is your Mage’s quirk? Why are you coming out of solitude? Did the weave tell you to go on a quest for something? Did you go to get rations and overhear chatter of a magic item you desire? Perhaps you just desire to use your abilities and build upon them.

Quick Build

You can quickly make a Mage by using these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Wisdom. Second, choose the sage background. Third, choose Blade Ward, Light, Mage Hand, and Thorn Whip as your cantrips and choose Burning Hands, Sleep, and Charm Person as your 1st level spells.

Class Features

As a Mage you gain the following class features.

Hit Points

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


Armor: None
Weapons: Daggers, darts, quarter staffs, Bows, and light crossbows
Tools: None
Saving Throws: Charisma and Intelligence
Skills: Choose 2 of the following: Arcana, Investigation, Medicine, Nature, Perception, Performance, and Persuasion


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

  • (a) Light crossbow with 20 bolts or (b) Quarterstaff
  • (a) Component pouch or (b) Arcane focus
  • (a) Dungeoneer’s pack or (b) Explorer’s pack
  • Mage Journal

Table: The Mage

Level Proficiency
Features Attunement Slots Cantrips Known 1 2 3 - 4 - 5 - 6 - 7 - 8 - 9
1st +2 Magical Recovery, Spellcasting, Quirk 3 4 3 - - - - - - - - - - - - - - - -
2nd +2 Mage Focus Ability 3 4 3 - - - - - - - - - - - - - - - -
3rd +2 Extra Action 3 4 4 3 - - - - - - - - - - - - - - -
4th +2 Ability Score Improvement 3 5 4 3 - - - - - - - - - - - - - - -
5th +3 Meditation, Quirk 3 5 4 4 2 - - - - - - - - - - - - - -
6th +3 Mage Focus Ability 4 5 5 4 2 - - - - - - - - - - - - - -
7th +3 Magical Awareness 4 5 5 4 2 - 1 - - - - - - - - - - - -
8th +3 Ability Score Improvement 4 5 5 4 3 - 1 - - - - - - - - - - - -
9th +4 Extra Action(2) 4 6 5 4 3 - 2 - 1 - - - - - - - - - -
10th +4 Magical Awareness Improvement, Quirk 4 6 5 4 3 - 2 - 1 - - - - - - - - - -
11th +4 Quick Study 5 6 5 4 3 - 3 - 1 - - - - - - - - - -
12th +4 Ability Score Improvement 5 6 6 5 3 - 3 - 2 - 1 - - - - - - -
13th +5 Magical Awareness Improvement 5 6 6 5 3 - 3 - 2 - 1 - - - - - - -
14th +5 Mage Focus Ability 5 7 6 5 3 - 3 - 2 - 1 - 1 - - - - -
15th +5 Extra Action(3), Quirk 5 7 6 5 3 - 3 - 2 - 2 - 1 - - - - -
16th +5 Ability Score Improvement 6 7 6 5 3 - 3 - 2 - 2 - 1 - - - - -
17th +6 Simple Casting 6 7 6 5 3 - 3 - 3 - 2 - 1 - 1 - - -
18th +6 Mage Focus Ability 6 8 7 5 4 - 3 - 3 - 3 - 2 - 1 - 1
19th +6 Ability Score Improvement 6 8 7 6 5 - 4 - 3 - 3 - 2 - 2 - 1
20th +6 Favorite Spells, Magical Awareness Improvement, Quirk 6 9 8 6 5 - 4 - 4 - 4 - 3 - 2 - 2


As a student of the Weave, you have a journal containing all your spells. Mages do not cast spells like other magic users, they do not have spell slots. A mage can cast each spell they know(besides cantrips) after a rest letting the magic go freely out of the mage’s body and mind. A mage can regain all 5th level and below spells from a short rest and can regain all spells from a long rest. The number of spells you have is equal to the number provided on the mage chart. Mages also gain more attunement slots for magic items (as indicated on the chart) giving a mage easier use of contained magic.


At 1st level, you know four cantrips of your choice from the Mage Spell List. You learn more Mage Cantrips of your choice at higher levels, as shown in the Cantrips column of the Mage table.

Mage Journal

At 1st level, you have a journal with three 1st level Mage spells of your choice. Your journal keeps all your spells(besides cantrips) and must be kept safe. You meditate on your journal to learn all your spells back and if you lose your journal it takes three long rests to recreate it (that means not having spells besides cantrips for three long rests). You can copy spells you find written down or that are sold to you in your Journal, if the spell is bought it takes two hours to copy down into your journal and learn, if the spell is found it takes 3 hours and 50 gold of inks and materials needed to copy the spell.

Ritual Casting

You can cast a Mage spell as a ritual if that spell has the ritual tag and you have the spell in your Journal.

Casting Spells

Unlike other spellcasting classes, the Mage uses magic very differently. A Mage at first level has three spells, the number of spells a mage has is shown on the Mage table. When a mage uses one of their spells they cannot cast it again until after a short or long rest, the magic leaves their mind and goes freely. You regain certain level spells after a short Rest(at 1st level you regain all 3rd level spells and below, you will be given features that build upon this) and you regain all spells after a long rest. Cantrips never leave your body. In higher levels, you will gain features that will allow you to regain spells easily and quickly during and out of combat.

Spellcasting Ability

Charisma is your spellcasting ability for your Mage spells, since you learn your spells by commune with the Weave. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma Modifier
  • Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus

You can use an arcane focus (see chapter 5, ”Equipment”) as a spellcasting focus for your Mage spells. Your mage journal works as a Spellcasting Focus.

Magical Recovery[edit]

Starting at 1st level you can look at your Mage Journal and regain one 3rd level, two 2nd level spells, or three 1st level spells. You can use this feature once per day.

Mage Focus[edit]

When you reach 2nd level, you choose a mage focus, giving you a vision of your future self and what it takes to become that. Your Mage focus can be that of the Warrior, Protector, Saint, or the Serpent, all detailed at the end of the class description. Your choice grants you features at 2nd, 6th, 14th, and 18th Levels.

Extra Action[edit]

At 3rd, 9th, and 15th Level you are given an extra action. This means at third level you will have 2 actions and at 15th level you will have 4 actions.

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 your choice by 2 or 2 ability scores by 1. You cannot increase an ability score above 20 using this feature.


At 5th level, you are able to regain all 6th level and below spells from a short rest and can use a bonus action to find a spell in your Mage Journal to regain that is 3rd level or below 4/1 day to use.

Magical Awareness[edit]

Starting at 7th level, you can cast spells once that you have seen being cast twice in a 24 hour time period as long as the components are only verbal. To ever use this ability you must make an arcana or perception check vs. the caster’s spell save DC each time you see a spell being cast, you must succeed this check to determine if you have seen the spell being cast. At 10th level you can now cast spells with both verbal and somatic components, you can also add spells to your Mage Journal after only seeing it cast 4 times in a 48 hour time period as long as the components are only verbal. At 13th level, you can cast any spells you see cast twice in a 24 hour time period just once, you can now add any spells you see cast 4 times in a 48 hour time period as long as their components are either verbal or somatic(or both). At 20th level you can cast any spells you see being cast in a 24 hour time period just once, you can also add any spells you see cast three times in a 48 hour time period into your journal as long as the components are verbal or somatic(or both).

Quick Study[edit]

At 11th level During a short rest, you can regain all your spells 7th level and below and can use a bonus action to find a spell in your Mage Journal to regain that is 5th level or below 3/1 day. After a long rest, you can add 1d4 temporary cantrips meaning you can turn 1d4 of your 2nd level spells into cantrips for 1 hour.

Simple Casting[edit]

At 17th level you are able to cast all your 1st level spells as if they are cantrips. This also allows your Magical Recovery feature to upgrade so now you can recover one 4th level, two 3rd level, or three 2nd level spells.

Favorite Spells[edit]

When you reach 20th level, you start to effortlessly remember certain spells. Choose one 4th level that will now be used as a cantrip. You will always know this spell and you never have to regain it, it acts as a cantrip like your 1st level spells. Also if you have a magic item of Uncommon or Common rarity that requires attunement you can use it without it taking up an attunement slot(if you do not have said magic item this feature will apply when you get one), this magic item once chosen cannot be swapped out unless it is lost in some way(sold, stolen, destroyed, or lost) in which case then you can choose a different magic item in its place.

Mage Focuses[edit]

A vision arrived to you as you slept. You saw yourself at your maximum capabilities. The weave is directing you to your destiny. What is your destiny? How will you grasp it? Follow the Weave and let it take you down your destined path.

The Warrior[edit]

The warrior mage knows how to destroy, it runs in a Warrior’s blood. You are no pacifist, you fight the fight and you win the battles. The Weave knows you are meant to destroy your foes and the foes of the weave, it’s your true calling. You have no fear of death, the weave knows all and it has put you here. Let the fires and lightning bolts of the Warrior Mage run rampant through their enemies. Warrior Mages are found in the front of the fight, not afraid to be hurt as they throw fireballs and conjure blades to destroy their foes.

Warrior Strong[edit]

Beginning at 2nd level, you can add your Charisma modifier to your AC.

Warrior Weapon[edit]

At 2nd level, you can summon a spectral weapon to use in combat 3 times a day, the spectral weapon can be any weapon of your choice and you add your proficiency bonus + Charisma modifier to attack rolls on it. This spectral weapon lasts an hour or till you dispel it.

Warrior Extended Spells[edit]

You may not have picked these spells but once you have reached the level specified you will have these spells. These do not count on the mage chart but are used the same as any other Mage spell.

1st Mage Armor, Witch Bolt
2nd Flaming Sphere, Scorching Ray
3rd Lightning Bolt, Sleet Storm
4th Blight, Stoneskin
5th Cloudkill, Cone Of Cold

Warrior Speed[edit]

At 6th level, your speed is increased by 5ft + your Charisma modifier.

Adrenaline Rush[edit]

Starting at 14th level, When you drop to ¼ maximum hit points you are bumped back up to ½ max hit points and have advantage on attack rolls. This can be used once a day and the advantage lasts 1 minute

Warrior Ferocity[edit]

Starting at 18th level, you can use Warrior Ferocity to get advantage on attack rolls and give attack rolls against you disadvantage for 1 minute. You can tap into your Warrior Ferocity once a day.

The Protector[edit]

The Protector Mage knows how to stand guard against the dangers of this world. The Protector doesn’t destroy or create but instead merrily protects what has been made from being destroyed. You can find Protector Mages creating force fields around their allies as they heal or serving as the bodyguard to wealthier people. A Protector deals little damage of his/her own but instead traps the enemy or guards his/her allies against danger. The Weave has shown you your purpose, don’t ignore it and destroy nor should you break away to create, your purpose is to Protect.

Protector of the Weave[edit]

At 2nd level, you are given the ability to put a magical barrier around a party member within 30ft of you giving a +2 to armor class and the ability to add proficiency bonus when rolling spell saves. This barrier lasts up to 1 minute.

Protector Extended Spells[edit]

You may not have picked these spells but once you have reached the level specified you will have these spells. These do not count on the mage chart but are used the same as any other Mage spell.

1st Mage Armor, Shield
2nd Find Traps, Web
3rd Counterspell, Wind Wall
4th Wall of Fire, Hallucinatory Terrain
5th Animate Objects, Wall Of Stone

Cuffs of the Guardian[edit]

At 6th level, you can use the Cuffs of the Guardian ability once per day. This ability allows you cuff a target's hands(making them unable to make actions) or feet(making them unable to move) together, this takes concentration and lasts for a maximum of 1 minute. The target is able to make a Strength saving throw against your Spell Save DC when you cast it at the start of his turn, if it succeeds he loses his turn and is free next round and if it fails the target loses its turn and must try again next round.

Protector of the Light[edit]

At 14th level, your Protector of the Weave and Cuffs of the Guardian abilities are upgraded. Now your Protector of the Weave ability gives a +4 instead of a +2 to AC. Your Cuffs of the Guardian ability now allows you to cuff a target's hands and feet together making them completely immobile(once per day and strength saving throw rules still apply).

The Woven Armies[edit]

At 18th level, you can summon the spectral soldiers of the Weave to form a barrier between you and your enemies. You are given the ability to place them in any way you want with a maximum amount of soldiers being 10. The spectral soldiers cannot attack but your enemies are unable to pass the barrier they create unless they kill the soldiers(to make and keep the barrier no soldier can be more than 5ft from another). Each Spectral soldier has an AC of 14 and 40 hit points. Your barrier has a maximum duration of 1 hour. You can use this ability ⅓ days.

The Saint[edit]

The Saint Mage strengthens the weak, cures the sick, and mends the damaged. The Weave sees your true nature, you are not the destroyer of lands but instead, you are the healer. You do not sit behind barriers and shields keeping yourself safe instead you run into the battle and keep your party kicking. The Saint Mage has been chosen by the weave, and the Saint Mage is you. Do not kill the weak or destroy what is built, create life and hope on the battlefield. It is your Destiny.

Halo of Life[edit]

At 2nd level you see a halo floating above your head. The halo has a health pool equal to double your maximum hit points and you can use it as an action to fire beams of light that heal your allies within 30 ft of you, you can also use it as a bonus action to heal yourself.

Saint Extended Spells[edit]

You may not have picked these spells but once you have reached the level specified you will have these spells. These do not count on the mage chart but are used the same as any other Mage spell.

1st Cure Wounds, Healing Word
2nd Aid, Lesser Restoration
3rd Create Food and Water, Mass Healing Word
4th Death Ward, Aura of Life
5th Greater Restoration, Mass Cure Wounds

Saint’s Sacrifice[edit]

At 6th level, If a party member or any NPC reaches 0 hit Points a Saint Mage can use a reaction to give them half the Saint Mage’s current hit points(rounded up) at the cost of losing those hit points(if an NPC reaches 0 hit points and you have 20 current hit points the NPC would be given +10 hit Points and you lose -10 hit Points). You can use this five times a day.

The Rings of a Saint[edit]

At 14th level, you find Rings similar to your halo around your wrists and ankles. Each Ring around your wrist has a Healing pool equal to half your maximum hit points(meaning, added together, the rings around your wrist have a pool equal to your maximum hit points)and you can use to heal party members(within 15 ft) and yourself, once the healing pools are empty it takes 1 day to refill them. The rings around your ankles give you a plus 10ft to your speed.

Circle of the Woven[edit]

At 18th level, you are able to use the Circle of the woven. The circle of the Woven has a diameter of thirty feet and shines bright with light. Non-hostiles and Allies inside the circle get +2 hit Points at the start of their turn and hostiles inside get -2 hit Points at the start of their turn. Undead Hostiles lose -3 Hit Points at the start of their turn instead of -2. Inside the circle your rings and halo allow you to hover 10ft in the air. The Circle lasts 1 minute and can be used ⅓ days.

The Serpant[edit]

The Serpent Mage wasn’t made to blindly destroy but instead was made to use their wit to win battles. You rarely see Serpent Mages but they’re out there, they hide in plain sight waiting for the most opportune time to strike. The Serpent is a trickster and is known for their ability to plan ten steps ahead. The Weave sees your talent for pranks and deceits, it has led you to this path masked in shadow. You will not disappoint, how could you when the Serpent life is so fun. Serpent Mages are known for triple or even sometimes quadruple crossing people and organizations. If a Serpent Mage is putting interest in you beware the possibility of an ambush.


At 2nd level, you begin to mist walk. When hidden or at half maximum hit points you can mist walk, you become a humanoid mist that cannot be hurt by anything besides magic items or spells. When you use the mist walk Ability all that you carry falls to the ground(when mistwalker ends your armor and belongings fly onto you), you can no longer use physical items(this means you have no armor, weapons, or Mage Journal which means you cannot regain spells when in mist form) but you can cast cantrips. Mist Walking lasts 1 minute and can be done once a day.

Serpant Extended Spells[edit]

You may not have picked these spells but once you have reached the level specified you will have these spells. These do not count on the mage chart but are used the same as any other Mage spell.

1st Disguise Self, Unseen Servant
2nd Invisibility, Silence
3rd Nondetection, Blink
4th Mordenkainen’s Private Sanctum, Polymorph
5th Mislead, Telekinesis


Starting at 6th level, you can make two copies of yourself to confuse your enemies. The copies speak when you speak move when you move but cannot do any damage of their own. While displaced attack rolls against you have disadvantage and you have advantage on spell saves. Your AC is buffed by 3 when you are Displaced(if your ac is 17 before displacement it becomes 20 while displacement is active). Displacement can be used once a day and lasts for 1 minute or until you are hit.

The Serpent[edit]

Beginning at 14th level, you can summon a Constrictor Snake to fight alongside you and your allies. The Constrictor Snake stays until it is killed and can be summoned once every two days.


When you reach 18th level, you are able to shapeshift into enemies of equal to or of one size difference(so if you are of medium size you can change into anything of a small, medium, or large size) when hidden. Once you have changed into this form you stay it until you are hit or choose to dispel it for a maximum of 1 minute. As the creature, all attacks on your enemies have a sneak attack bonus(an extra 1d6 added to your damage roll). After you hit an enemy if there is at least one hostile within 10ft you can make the hit enemy roll an intelligence save against your Dexterity to see if they attack one of the hostiles instead.

Mage Spell List[edit]


Acid Splash, Blade Ward, Dancing Lights, Fire Bolt, Friends, Mage Hand, Mending, Message, Minor Illusion, Prestidigitation, Ray of Frost, Thorn Whip, True Strike

1st Level

Burning Hands, Mage Armor, Charm Person, Comprehend Languages, Cure Wounds, Detect Magic, Disguise Self, Faerie Fire, Find Familiar, Healing Word, Purify Food and Drink, Shield, Thunderwave, Unseen Servant, Witch Bolt

2nd Level

Aid, Barkskin, Blindness/deafness, Calm Emotions, Darkness, Darkvision, Enlarge/Reduce, Find Steed, Find Traps, Flame Blade, Flaming Sphere, Invisibility, Lesser Restoration, Levitate, Scorching Ray, Silence, See Invisibility, Spike Growth, Web

3rd Level

Animate Dead, Blink, Clairvoyance, Create Food and Water, Counterspell, Dispel Magic, Fear, Fireball, Fly, Lightning Bolt, Mass Healing Word, Nondetection, Sleet Storm, Water Breathing, Water Walk, Wind Wall

4th Level

Arcane Eye, Aura of Life, Blight, Confusion, Death Ward, Dimension Door, Dominate Beast, Evard’s Black Tentacles, Fire Shield, Greater Invisibility, Hallucinatory Terrain, Ice Storm, Leomund’s Secret Chest, Mordenkainen’s Private Sanctum, Polymorph, Stone Skin, Wall Of Fire


Animate Objects, Awaken, Bigby’s Hand, Cloudkill, Cone of Cold, Conjure Elemental, Dominate Person, Greater Restoration, Insect Plague, Mass Cure Wounds, Mislead, Raise Dead, Telekinesis, Teleportation Circle, Wall Of Force, Wall Of Stone


Chain Lightning, Create Undead, Circle of Death, Conjure Fey, Flesh to Stone, Mass Suggestion, Otiluke’s Freezing Sphere, Otto’s Irresistible Dance, Sunbeam, True Seeing, Wall Of Ice, Wall of Thorns, Wind Walk


Conjure Celestial, Delayed Blast Fireball, Etherealness, Finger of Death, Fire Storm, Mordenkainen’s Magnificent Mansion, Mordenkainen’s Sword, Prismatic Spray, Regenerate, Resurrection, Teleport


Demiplane, Dominate Monster, Earthquake, Feeblemind, Power Word Stun, Sunburst, Telepathy, Tsunami


Astral Projection, Meteor Storm, Power Word Kill, Time Stop, True Polymorph, Wish


Prerequisites. To qualify for multiclassing into the battlefield trickster class, you must have a Charisma and a Intelligence score higher than 13.

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!