LVL |
PROF. BONUS |
FEATURES |
CANTRIPS |
1ST LVL SPELL SLOT |
2ND LVL SPELL SLOT |
3RD LVL SPELL SLOT |
4TH LVL SPELL SLOT |
5TH LVL SPELL SLOT |
6TH LVL SPELL SLOT |
7TH LVL SPELL SLOT |
8TH LVL SPELL SLOT |
1 |
+2 |
Spellcasting, Invigorate |
3 |
2 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
2 |
+2 |
-- |
3 |
3 |
-- |
-- |
-- |
-- |
-- |
-- |
-- |
3 |
+2 |
Mage Tree |
3 |
4 |
2 |
-- |
-- |
-- |
-- |
-- |
-- |
4 |
+2 |
Ability Score |
4 |
4 |
3 |
-- |
-- |
-- |
-- |
-- |
-- |
5 |
+3 |
-- |
4 |
4 |
3 |
2 |
-- |
-- |
-- |
-- |
-- |
6 |
+3 |
-- |
4 |
4 |
3 |
3 |
-- |
-- |
-- |
-- |
-- |
7 |
+3 |
Mage Tree |
4 |
4 |
3 |
3 |
1 |
-- |
-- |
-- |
-- |
8 |
+3 |
Ability Score |
4 |
4 |
3 |
3 |
2 |
-- |
-- |
-- |
-- |
9 |
+4 |
-- |
4 |
4 |
3 |
3 |
3 |
1 |
-- |
-- |
-- |
10 |
+4 |
Mage Tree |
5 |
4 |
3 |
3 |
3 |
2 |
-- |
-- |
-- |
11 |
+4 |
-- |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
-- |
-- |
12 |
+4 |
Ability Score |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
-- |
-- |
13 |
+5 |
-- |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
-- |
14 |
+5 |
Ability Score |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
-- |
15 |
+5 |
Mage Tree |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
16 |
+5 |
-- |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
17 |
+5 |
Elemental Mastery |
5 |
4 |
3 |
3 |
3 |
2 |
1 |
1 |
1 |
18 |
+5 |
Mage Tree |
5 |
4 |
3 |
3 |
3 |
3 |
1 |
1 |
1 |
19 |
+5 |
Ability Score |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
1 |
1 |
20 |
+5 |
Arcane Mastery |
5 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
1 |
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CLASS FEATURES
Hit Dice: 1d8 per level
HP: 8 + Con modifier (at additional levels, add 1d8)
Proficiencies: Light Armor, Quarterstaffs
Saves: Wis and Con
Skills: Arcana, Herbalism
Equipment: Start with the following- Acolyte's Staff & No Armor
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MAGE TREE
At 3rd level, you choose an archetype that you strive to emulate in your spells and studies. Choose Spirit Healer, Shapeshifter, or Arcane Warrior.
SPIRIT HEALER Not all entities of the fade are demonic. Spirit Healers mend flesh and heal disease just as easily as calling down thunder or fireballs, making them indispensable members of a party.
SHAPESHIFTER The Circle may deny teaching such power, but the rare art of shapeshifting hides in all corners of Thedas. Mastery of their bodies allows mages an extra layer of protection, even in human form. Some mages see it as a form of self-mastery, while others use it as a method of survival; a physical bag of tricks that enable the mage to be unpredictable in battle.
ARCANE WARRIOR Among the ancient elves, there were mages who trained their magical arts to augment their martial prowess. They channeled magical power through their weapons and bodies, becoming terrors on the battlefield. Most consider these skills lost forever, but they may still linger in forgotten corners of the world.
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*BLOOD MAGE* Every mage feels the lure of blood magic. Originally learned from demons, these dark rites convert life into mana, giving the mage command over the minds of others. It comes with a price; a blood mage must sacrifice their own health (or the health of another) to fuel these abilities.
CLASS FEATURES
Hit Dice: 1d8 per level
HP: 8 + Con modifier (at additional levels, add 1d8)
Proficiencies: Light Armor, Quarterstaffs
Saves: Wis and Con
Skills: Arcana, Herbalism
Equipment: Start with the following- Acolyte's Staff & No Armor
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- Invigorate: Once per day when you finish a short rest, you can choose an expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level mage, you can recover up to two levels worth of spell slots, either a 2nd-level spell slot or two 1st-level spell slots.
- Elemental Mastery: Choose a 1st-level and a 2nd-level spell. You can cast these spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal. After a long rest, you can exchange one or both of the spells you chose for different spells of the same levels.
- Arcane Mastery: Choose two 3rd-level spells as your signature spells, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal. After a long rest, you can exchange one or both of the spells you chose for different spells of the same levels.
MAGE TREE
At 3rd level, you choose an archetype that you strive to emulate in your spells and studies. Choose Spirit Healer, Shapeshifter, or Arcane Warrior.
SPIRIT HEALER Not all entities of the fade are demonic. Spirit Healers mend flesh and heal disease just as easily as calling down thunder or fireballs, making them indispensable members of a party.
- Lifeward- At level 3, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level.
- Group Heal- At level 7, evoke healing energy that can restore a number of hit points equal to five times your level. Choose any allies within 30 feet of you, and divide those hit points among them. This feature can restore an ally to no more than half of its hit point maximum.
- Starting at level 10, choose a second option from the Mage Tree. Able to cast Heal once per long rest without expending a spell slot.
- Cleansing Aura- At level 15, when you or an ally within 30 feet of you takes poison, fire, ice, lightning, or earth damage, you can use your reaction to grant resistance to that character against that instance of the damage.
- Restoration- At level 18, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12.
SHAPESHIFTER The Circle may deny teaching such power, but the rare art of shapeshifting hides in all corners of Thedas. Mastery of their bodies allows mages an extra layer of protection, even in human form. Some mages see it as a form of self-mastery, while others use it as a method of survival; a physical bag of tricks that enable the mage to be unpredictable in battle.
- Spider Shape- At level 3, the shapeshifter can transform into a giant spider, gaining a bonus to nature resistance. The mage has advantage to fire, ice, lightning, and earth attacks while in spider form.
- Spider: AC 12, HP (2d12), Speed 30ft
- Str 11 (+0), Dex 14 (+2), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 3 (-4)
- Bite: +4 to hit, reach 5ft, 1d6 piercing damage, and the target must succeed on a DC 9 Con saving throw or take 21d4 poison damage.
- Bear Shape- At level 7, the shapeshifter can transform into a bear, gaining bonuses to nature resistance as well as the bear's slam and claw abilities. The mage has advantage to fire, ice, lightning, and earth attacks while in bear form.
- Bear: AC 12, HP (4d10), Speed 20ft
- Str 11 (+0), Dex 11 (+0), Con 12 (+1), Int 5 (-3), Wis 8 (-1), Cha 3 (-4)
- Bite: +4 to hit, reach 5ft, 3d12 piercing damage, and the target must succeed on a DC 9 Con saving throw or be grappled
- Slam: +5 to hit, reach 5 ft, 2d12 bludgeoning damage, and the target must succeed on a DC 12 Con saving throw or be knocked prone
- Starting at level 10, choose a second option from the Mage Tree. Animals have disadvantage on entropy and spirit spells cast by you.
- Flying Swarm- At level 15, the shapeshifter's body explodes into a swarm of stinging insects that inflict damage on nearby foes. While in this form, the swirling cloud of insects is immune to range attacks and enemies have disadvantage on physical attacks against you, but you do have disadvantage on fire spells targeted at you.
- Swarm: AC 18, HP (6d8), Speed 30ft
- Str 1 (-5), Dex 19 (+5), Con 8 (-1), Int 10 (+0), Wis 10 (+0), Cha 3 (-4)
- Swarm: +4 to hit, reach 5ft, 2d12 piercing damage, and the target must succeed a DC 12 Con saving throw or take 4d10 poison damage.
- Drake- At level 18, mastery of the shifter's ways allows the mage to take the form of the fearsome drake. Drakes are a distant cousin of the wyvern, and are known as fierce and cunning warriors. It is an action to take flight.
- Drake: AC 16, HP (7d12), Speed 40ft (ground) or 90ft (flight)
- Str 19 (+5), Dex 13 (+2), Con 17 (-1), Int 13 (+1), Wis 12 (+1), Cha 6 (-2)
- Bite: +9 to hit, reach 5ft, 2d6+4 piercing damage, and the target must make a DC 14 Str save or be grappled.
- Claw: +9 to hit, reach 5ft, 2d8+2 slashing damage
- Fire Breath: The shifter can breath fourth a cone of fire, which spreads fourth in a 30 ft cone dealing 6d10 fire damage, and a character caught in the cone must make a DC 18 Con save. A save takes half damage (any creature held in the Drake's mouth at the time is not entitled to a save).
ARCANE WARRIOR Among the ancient elves, there were mages who trained their magical arts to augment their martial prowess. They channeled magical power through their weapons and bodies, becoming terrors on the battlefield. Most consider these skills lost forever, but they may still linger in forgotten corners of the world.
- Combat Magic- At level 3, the mage gains proficiency with longswords, daggers, and shields. When your weapon of choice is selected, you can choose to spend a short rest bonding your weapon with the Fade. Once bonded, you cannot be disarmed from your weapon/shield unless you are incapacitated. If it/they are on the same plane of existence as you, you can summon your weapon/shield to your hand instantly as a bonus action. You may use your spell modifier as your attack.
- Aura of Might- At level 7, when you cast a spell as an action, you can make one weapon attack as a bonus action.
- Starting at level 10, choose a second option from the Mage Tree. You learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit an enemy, that enemy has disadvantage on their next save throw it makes against a spell you cast before the end of your next turn.
- Shimmering Strike- At level 15, you can now attack twice instead of once (e.g. one spell and one weapon attack, two spells, or two weapon attacks).
- Fade Shroud- At level 18, you assume the form of an ancient force of nature, taking on the glowing appearance of those arcane warriors that walk the Fade. This can only be used once every long rest. Using your action to open up to the Fade, for one minute, you gain the following benefits:
- At the start of each of your turns, you regain 10 HP
- Whenever you cast a spell that has a casting time of 1 minute, you can cast it as a bonus action instead
- Every enemy within 10ft of you has disadvantage on save throws against your spells.
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*BLOOD MAGE* Every mage feels the lure of blood magic. Originally learned from demons, these dark rites convert life into mana, giving the mage command over the minds of others. It comes with a price; a blood mage must sacrifice their own health (or the health of another) to fuel these abilities.
- Starting at level 10, the blood mage can sucks the life-force from an ally. Choose an ally and roll 2d6; the ally takes that as damage, which you regain that as HP.
- Blood Sacrifice- At level 15, the blood of all enemies in a 15ft radius of you boils within their veins, inflicting severe damage. This requires 1d12 HP as a sacrifice from you or another. All enemies within range take 3d12 darkness damage. Affected enemies stand twitching, unable to move unless they pass a DC 14 Con save roll; lasts one minute. Creatures without blood are immune.
- Blood Control- At level 18, the blood mage forcibly controls the target’s blood, making the target an ally of the caster unless it passes a mental resistance check. This requires 1d12 HP as a sacrifice from you or another. The target must pass a DC 16 Con save or be controlled by the blood mage for 10 minutes. If the target resists, it takes 4d10 darkness damage from the manipulation of its blood. Creatures without blood have advantage on the save, and it does require the blood of the caster (or another with blood) for the spell to be cast on bloodless creatures.