True Mage (5e Subclass)

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True Mage[edit]

Wizard Subclass

anna-vasilyeva-wizard-ed-f.jpg
The Wizard by Anna Vasilyeva

True mages are paragons of arcane magic, the image conjured by the minds of the common folk when they are asked to describe a wizard. They are the elderly mystics, who live in isolated towers, with a long and pointy hat on their heads and an owl on his shoulder, using a staff adorned with runes and gems. True mages are archaic and traditional, rejecting the flashy and modern approach to magic, for a more ancient form of arcane studying. They use familiars not as scouts, but as advisors and companions, who share the burden of the knowledge and act as true assistants for these mages.

Familiars of true mages, for that very reason, are gifted with powerful abilities and a supernatural high intellect, as they share a portion of the Wizard's mind and are infused with knowledge and power. They are soulmates for these wizards, and are a welcomed companion on a otherwise solitary pursuit. True mages are also known for the restless pursuit of magic, and some risk their health and life in order to uncover arcane secrets. They can draw far more arcane knowledge using their own stamina to do so, using a forgotten method of exhaustive magic.

As a True Mage progresses in his path of magical knowledge, he narrows his studies in a specific school of magic, to reach true mastery over a single art. Only by walking this narrow path of specialization, they are able to deconstruct the magic to its smallest parts, and the masters over this style are able to use the weave in its raw and unchanged form.

This is an adaptation from a 3.5e homebrew. For the 3.5e version, look at [1]

Bonus Languages

Starting at 2nd level, you learn one exotic language, from the following: abyssal, celestial, deep speech, draconic, infernal, sylvan and primordial. You how to read, speak and write on the chosen language.

True Familiar

Also at 2nd level, you can obtain a true familiar. You add find familiar to your spellbook, if you don't have it already.

Your familiar is smarter and stronger than the regular counterparts. It has an Intelligence score equal to half your Intelligence score plus your proficiency bonus, and it adds your proficiency bonus to its AC, and use your saving throws, instead of its owns, if yours is higher. It has the same amount of hit dice than you, and have an amount of hit points equal to half your maximum.

The familiar can attack on its own turn, using your spell attack bonus.

Whenever your familiar makes a Dexterity saving throw to halve the damage from a spell or effect, it takes no damage on a success or half damage on a failure.

If you cast a spell that targets yourself, your familiar is also affected if it is within 5 feet of you at the time of the casting. If the spell has the duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “Self” on his familiar (as a touch spell) instead of on himself.

Finally the range of your telepathic communication with your familiar increases to 1 mile, rather than 100 feet.

The familiar also gains additional benefits as you gain levels in this class, as shown below:

  • Kindred Speech (6th level). The familiar can speak with animals (as per speak with animals spell) at will, with beasts of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers).
  • Spell Resistance (10th level). The familiar has advantage on saving throws against spells, and spell attacks have advantage against the familiar.
  • Scry on Familiar (14th level). You can cast "scrying" targeting your familiar once, without spending a spell slot or without needing any components. You can't do it again until you finish a long rest.
Magic Fatigue

At 6th level, you can exert an extreme effort, in order to cast spells even when your magic potential depletes. When you cast a spell, you can choose to do it without spending a spell slot. To do so, make a Constitution saving throw against a DC of 10. On a success, you cast the spell. On a failure, you lose your action, don't cast the spell and suffer 1 level of exhaustion per level of the spell you attempted to cast.

Regardless of the case, the DC increases by 5 each time you use this feature. The DC returns to 10 when you finish a long rest.

Signature Style

At 10th level, you can choose to devote yourself to a specific school of magic, specializing yourself on it. You spend half the gold and time to write spells from the chosen school on your spellbook. Also, whenever you attempt to counterspell or dispel a spell from your signature style, you add your proficiency bonus to the check.

You also have advantage on any Intelligence checks made to understand, recall information or research spells from the chosen type, and in Wisdom checks to perceive spells from that type.

In addition, you can cast five levels of spells from your chosen school, without spending spell slots. You can use this feature on a single casting of a 5th-level spell, five castings of 1st-level spells or anything in between. Once you spend the five levels of spells, you can't use this feature again until you finish a long rest.

Spell Burn

At 14th level, you can convert your arcane energy in a blast of pure magical power. You can choose to target a single creature within 150 feet or an area with one of the following shapes: 60-foot cone, 120 by 5 feet line or 30-foot radius. As an action, you can spend a spell slot of your choice. The target, or all creatures in the area (depending on the chosen target) must succeed on a Dexterity saving throw.

If you choose an area, all creatures take damage equal to 3d6, plus 1d6 per level of the spell slot you spend. If you choose a single creature, you cause 6d6 damage, plus 2d6 per level of the spell slot spent. On a success, the target take half damage. The damage is force.

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