Mage Student (5e Class)

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Table of Contents[edit]

Class Summary[edit]

Mage Students are currently studying at an Academia so they may join The International Ministry of World Wide Magic Inc, and become a member one of their departments to explore the mythical and fantastical. The International Ministry of World Wide Magic Inc is a large company dedicated to discovering and mastering all aspects of the magical world, of which was explored only out of necessity before, but exploring all that the old myths hold is no easy task, so the company has split into 20 main branches, each dedicated to studying a different path of the magical world.

Creating a Mage Student[edit]

When making a Mage Student, consider these things about your character: How did they obtain their powers? Why are they at this Academia? What is their goal in The Ministry? These traits will shape how your character will act during the story, so consider them carefully before finalising a Mage Student. First off, Intelligence should be your highest stat, followed by Constitution, and then Dexterity. Hope the world is with you, that's about as much as you can do.

Class Features[edit]

As a Mage Student, you gain the following features:

Class Features

As a Mage Student you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Wands, Staffs, Grimoires
Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Choose two from Arcana, Animal Handling, Insight, Persuasion, Religion, Nature, Survival, and Perception.

Equipment

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

  • (a) a wand or (b) a staff or (c) a grimoire
  • (a) Alchemist's Tools or (b) Calligrapher's Supplies
  • (a) a quarterstaff or (b) a pair of brass knuckles
  • (a) a Scholar's Pack or (b) an Explorer's Pack
  • (a) Painter's Tools or (b) a gaming set
  • If you are using starting wealth, you have 10 gp in funds.

Table: The Mage Student

Level Proficiency
Bonus
Features Cantrips Known Spells Known Mana
1st +2 Magic Types, Spellcasting 2 2 5+Con
2nd +2 Familiar 1 1 10+Con
3rd +2 Department 1 1 15+Con
4th +2 Ability Score Improvement, placeholder 1 1 20+Con
5th +3 placeholder 1 1 25+Con
6th +3 placeholder, placeholder 1 1 30+Con
7th +3 placeholder 1 1 35+Con
8th +3 Ability Score Improvement, placeholder 1 1 40+Con
9th +4 placeholder 1 1 45+Con
10th +4 placeholder, placeholder 1 1 50+Con
11th +4 1 1 55+Con
12th +4 Ability Score Improvement, placeholder 1 1 60+Con
13th +5 placeholder 1 1 65+Con
14th +5 placeholder 1 1 70+Con
15th +5 placeholder, placeholder 1 1 75+Con
16th +5 Ability Score Improvement 1 1 80+Con
17th +6 1 1 85+Con
18th +6 1 1 90+Con
19th +6 Ability Score Improvement 1 1 95+Con
20th +6 placeholder 1 1 100+Con

Magic Types[edit]

Magic Types are an aspect of a person's soul that affects their mana, causing their spells to manifest differently, causing effects such as the creation of elements. To determine what magic type your character possesses, roll a d20, and follow the table below.

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18-20
Wind Earth Fire Healing Poison Psychic Creation Illusion Lightning Love Morph Sound Shield Strength Blade Shadow Holy Re-Roll

Familiar[edit]

Through magic prowess, lineage, or even fear, an otherwordly being has bound itself to your soul, becoming your "Familiar"

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17-20
Dragons Birds Plants Demons Elementals Spirits Blobarts Felines Canines Reptiles Fish Weapons Undead Insects Slimes Woodland Re-Roll

Spellcasting[edit]

Either from birth or through early education, you have learned how to manifest your mana into physical effects, known as spells.

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