Mind Mage (5e Class)

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Mind Mage[edit]

The Mind Mages of the world aren't usually as flashy as other casters, manipulating the senses and minds of those around you or using your own mind to change the world around you.

Creating a Mind Mage[edit]

Illus. Michael C. Hayes
Quick Build

You can make a Mind Mage quickly by following these suggestions. First, choose your Mind Mage specialty and that specialty's Spellcasting ability should be your highest ability score, followed by Dexterity. Second, choose the Faceless background. Third, choose a Light Crossbow and an Explorer's Pack.

Class Features

As a Mind Mage you gain the following class features.

Hit Points

Hit Dice: 1d8 per Mind Mage level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Mind Mage level after 1st


Armor: Light Armor
Weapons: Simple Weapons
Tools: Thieves' tools
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Animal Handling, Deception, Insight, Investigation, Perception, Persuasion, Sleight of Hand and Stealth


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

  • (a) a Light Crossbow and 20 bolts or (b) a Shortsword
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • Leather Armor, a Dagger, and Thieves' Tools
  • If you are using starting wealth, you have 4d4 x 10 in funds.

Table: The Mind Mage

Level Proficiency
Mind Points Features Disciplines Known Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Spellcasting, Mind Mage Specialty - 4 2
2nd +2 2 Mind Points, Mental Disciplines 2 4 3
3rd +2 3 Mental Blockage, Specialty Feature 2 4 4 2
4th +2 4 Ability Score Improvement 2 5 4 3
5th +3 5 2 5 4 3 2
6th +3 6 3 5 4 3 3
7th +3 7 Mental Blocking II, Specialty Feature 3 5 4 3 3 1
8th +3 8 Ability Score Improvement 3 5 4 3 3 2
9th +4 9 3 5 4 3 3 3 1
10th +4 10 3 6 4 3 3 3 2
11th +4 11 Mental Blocking III, Specialty Feature 3 6 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 4 6 4 3 3 3 2 1
13th +5 13 4 6 4 3 3 3 2 1 1
14th +5 14 4 6 4 3 3 3 2 1 1
15th +5 15 4 6 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 5 6 4 3 3 3 2 1 1 1
17th +6 17 Specialty Feature 5 6 4 3 3 3 2 1 1 1 1
18th +6 18 5 6 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 6 4 3 3 3 3 2 1 1 1
20th +6 20 6 6 4 3 3 3 3 2 2 1 1

Mind Mage Specialty[edit]

At 1st level, you choose a Mind Mage Specialty, the source of your magical power. Choose between Telepath, Psion, or Illusionist. In addition to granting features at 1st, 3rd, 7th, 11th and 17th levels, your choice determines your Spellcasting ability.



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

Preparing and Casting Spells

The Mind Mage table shows how many spell slots you have to cast your 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. You prepare the list of mind mage spells that are available for you to cast, choosing from the mind mage spell list. When you do so, choose a number of mind mage spells equal to your spellcasting ability modifier + your mind mage level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability

Your spellcasting ability for your mind mage spells depends on your Mind Mage Specialty. Intelligence is the spellcasting ability for Telepath mind mages. Wisdom is the spellcasting ability for Psion mind mages. Charisma is the spellcasting ability for Illusionist mind mage. You use the denoted ability whenever a spell refers to your spellcasting ability. In addition, you use your ability modifier for that ability when setting the saving throw DC for a mind mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier
Spell attack modifier = your proficiency bonus + your spellcasting ability modifier
Spellcasting Focus

Mind mages have the special power to use their mind as a spellcasting focus as long as they have a free hand.

Mind Points[edit]

Starting at 2nd Level, you have 2 mind points, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more mind points than shown on the table for your level. You regain all spent mind points when you finish a Long Rest.

Mental Disciplines[edit]

After training with your mental magic you have learned a few things that you can do to enhance your magic. Choose one of the Disciplines to learn, which are listed at the end of the class description. You gain new Mental Disciplines when you gain certain Mind Mage levels, as shown in the Disciplines Known column. If the Discipline requires a saving throw, it uses your spell save DC.

Mental Blockage[edit]

At 3rd Level, you have learned to block mental magic against you. You have resistance to psychic damage and you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

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. As normal, you can't increase an ability score above 20 using this feature.

Mental Blocking II[edit]

At 7th Level, your mental blocking ability has improved to block Divination magic. You have immunity to psychic damage and you are hidden from Divination magic. You can't be targeted by such magic or perceived through magical Scrying sensors.

Mental Blocking III[edit]

At 11th Level, your magical knowledge has excelled to the point of predicting and reflecting your enemies spells. You have advantage on saving throws against spells cast by a creature you can see and whenever you are targeted by a spell that deals psychic damage, the caster takes damage equal to the damage they would have dealt to you.

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A Telepath Mind Mage has a deep understanding of how the brain works and how to unlock it's secrets using their magic.

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A Psion Mind Mage uses their power to change and manipulate the world around them, using their magic to defeat their enemies by animating objects or creating storms.

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An Illusionist Mind Mage likes messing with people's perception of reality, creating realistic looking and feeling illusions and even allowing them to interact with the world.

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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6th Level

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7th Level

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8th Level

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9th Level

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Prerequisites. To qualify for multiclassing into the Mind Mage class, you must meet these prerequisites: Intelligence, Wisdom, and Charisma of 10 or higher, with at least one being 13 or higher.

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Light Armor and Thieves' Tools

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