Dnd mage

Dnd mage DEFAULT

Source: Unearthed Arcana 79 - Mages of Strixhaven
Classes: Sorcerer, Wizard

Using This Subclass

Upon selecting the Mage of Quandrix subclass, you gain two features: Quandrix Spells and Functions of Probability.

In this subclass’s features, any reference to your class refers to the class from which you gained the subclass. If you’re a sorcerer, the magic of Quandrix is part of your sorcerous origin, and if you’re a wizard, the college represents your arcane tradition.

When you subsequently reach a level in your class that gives you a subclass feature, you gain one feature of your choice from the options presented here. Each feature has a class level prerequisite, as noted beneath its name. You must meet that prerequisite to gain the feature.

Quandrix Spells

Level 1+ Mage of Quandrix Feature

You learn the cantrip guidance and the 1st-level spell Guiding Bolt. You learn additional spells when you reach certain levels in this class, as shown on the Quandrix Spells table.

Each of these spells counts as a class spell for you, but it doesn’t count against the number of spells you know. If you are a wizard, you can add these spells to your spellbook upon learning them, without expending any gold, and prepare them as normal.

Quandrix Spells

Functions of Probability

Level 1+ Mage of Quandrix Feature

By iterating on the mathematical patterns of reality, you can nudge chance to tilt around a creature. When you cast a spell using a spell slot that targets at least one creature, you can choose that creature or another creature within 30 feet of it (including yourself) and add one of the following effects:

Diminishing Function. The chosen creature must succeed on a Wisdom saving throw against your spell save DC, or the creature must roll a d6 and subtract the number rolled from the next attack roll it takes before the start of your next turn.

Supplemental Function. Once before the start of your next turn, the chosen creature can roll a d6 and add the number rolled to an attack roll or a saving throw of its choice. The creature can roll the d6 after rolling the d20 but must decide before any effects of the roll occur.

Velocity Shift

Level 6+ Mage of Quandrix Feature
You learn to manipulate kinetic formulas and alter the velocity of another creature. When a creature you can see starts its turn or moves to a space within 30 feet of you, you can use your reaction to force the creature to make a Charisma saving throw against your spell save DC, which it can choose to fail. On a failure, the creature is teleported to an unoccupied space of your choice that you can see within 30 feet of you.

You can use your reaction in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Null Equation

Level 10+ Mage of Quandrix Feature
Through careful calculations, you beset your enemies with abstract equations that reduce their might. Once per turn, immediately after dealing damage to a creature, you can force the creature to make a Constitution saving throw against your spell save DC. On a failure, the creature has disadvantage on Strength and Dexterity saving throws, and its weapon attacks deal only half damage. These effects last until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Quantum Tunneling

Level 14+ Mage of Quandrix Feature
Your mathematical expertise extends to altering the foundational equations of your very being. You gain resistance to bludgeoning, piercing, and slashing damage.

Additionally, you can move through other creatures and objects as if they were difficult terrain, but you take 1d10 force damage for every 5 feet you move while inside another creature or object. If you end your turn inside a creature or an object, you are shunted into the nearest unoccupied space you last occupied.

Sours: http://dnd5e.wikidot.com/multisubclass:mage-of-quandrix-ua

[Top 3] D&D Best Mage Builds of All Time

I love writing about my favorite D&D class, the Mage! I have played many campaigns as a mage, and I have always tried some other types of magic. Keep reading to find out which 3 magic styles, I believe, are the best! 

For the purposes of keeping this article concise, I am only going to focus on what to pick up, and not really discuss the other options because the skills and spell list are extremely long, and neither you, nor I, have an attention span long enough for that!

Venture forth and discover what this article has to offer you!

3. Bladesinger

In the heat of battle

What a great way to start things off! If you haven’t ever heard of this class before, let me enlighten you. A bladesinger is, traditionally, an elf that has mastered a form of swordplay that is rooted in magic. 

This is an awesome class to play as because you can lop off limbs with your sword and melt their face with a handful of fire! A wizard who can engage in melee is a nice way to switch up your playstyle.

Excels in

Melee and Magic. Mastering two sides of combat is super powerful!

Dexterity prowess 

Multiclass into a Dueling/Fighting class

ASI’s and Feats:

Human Variants or High Elves are best for this build. 

Really focus on the Dex and Intelligence stats. This Wizard uses Dex a ton for attack rolls and AC. Obviously, we need intelligence for the spell side of this build.

Wizard/Bladesinger class features. I will keep this concise to just the good ones so neither of us loses our mind!

  • Spellcasting gives you a HUGE spell list to choose from
  • Arcane Recovery allows you to get spell slot recovery on short rests 
  • Training in War and Song gives you the proficiencies you need to melee
  • Bladesong allows your Int modifier to be added to your AC, +10ft on move speed, acrobatics advantage, Int modifier to concentration saves
  • Song of Victory increases your attacks per round. Super effective with dual wielding
  • Spell Mastery gives at will access to all 1st and 2nd level spells. Super popular, and extremely effective!
  • With the Bladesinger, you may only get 1 Feat, so the best one is to take an ability score improvement in the Dexterity skill.

Spells:

We have arrived at our most lengthy part of this discussion: Spells. Again, we are only focusing on the ones you should pick up and not mentioning the ones you shouldn’t or any left over spells. You will find that you will need to take more spells than this list shows. Focus on these first, then pick other spells that match your play style:

  • Cantrips - Minor Illusion, Booming Blade, Green Flame Blade, Lightning Lure
  • Level 1 spells - Detect Magic, Find Familiar, Tasha’s Hideous Laughter
  • Level 2 spells - Suggestion, Phantasmal Force
  • Level 3 spells… Things just got real! - Blink, Counter Spell, Fireball, Haste, Hypnotic Pattern, Leomund's Tiny Hut, Vampiric Touch, Erupting Earth
  • Level 4 spells - Arcane’s Eye, Evard's Black Tentacles, Greater Invisibility, Polymorph
  • Level 5 spells - Animate Objects, Rary's Telepathic Bond, Transmute Rock
  • Level 6 spells (Now we are about to dominate) - Contingency, Magic Jar
  • Level 7 spells - Force Cage, Mordenkainen's Magnificent Mansion, Plane Shift, Simulacrum, Reverse Gravity
  • Level 8 spells - Antipathy/Sympathy, Clone, Maze
  • Level 9 spells - Wish, Shapechange, True Polymorph, Prismatic Wall

Equipment:

  • Light armor! Again, we focus on AC here. 
  • One handed martial weapon. I recommend a 1 handed sword of any variant you choose

Beware! This wizard will melt your brain!

This is a beautiful baddie, in my humble opinion. This is a master level, jack-of-all-trades wizard! The reason why I call it that is because it has all the right spells for all the right situations. This character has seen battle, hardships, success, and everything in between. 

Excels in

  • Generalization. Having a ton of resources at your disposal
  • Strategy in combat
  • Being able to control the battlefield and deal damage

ASI’s and Feats:

I believe a High Elf is best to base this build on.

We are focusing on the Intelligence state. Max that as much as possible, then move on to Dexterity. Remember, we are a caster, so things like strength and charisma are no gos. 

Class features we need. Remember, these are obtained at different levels:

  • School of Divination subclass gives you Portent. It allows you to roll 2 d20’s each day and record them. You can replace any roll with your recorded values if you choose!
  • Expert Divination helps in spell slot regen. Regain slots if you cast a divination spell at 2nd level or higher
  • Third Eye gives you these 4 abilities that you can switch out every short rest - darkvision, ethereal sight, greater comprehension, and see invisibility
  • Greater Portent gives you 3 d20’s to roll each day! Replaces Portent
  • Spell Mastery gives access to all 1st and 2nd level spells
  • Just like the Bladesinger, you may only get one feat, so you can pick one of these - lucky, alarm, warcaster, or resilient 

Spells:

  • Cantrips - fire bolt, mage hand, minor illusion, toll the dead
  • Level 1 spells - shield, detect magic, find familiar, Tasha’s Hideous Laughter, magic missile
  • Level 2 spells - detect thoughts, hold person, invisibility, misty step, phantasmal force, suggestion
  • Level 3 spells - blink, counterspell, dispel magic, fireball, haste, hypnotic pattern, lightning bolt
  • Level 4 spells - banishment, confusion, dimension door, Otiluke’s resilient sphere, polymorph
  • Level 5 spells - Bigby’s Hand, dominate person, geas, hold monster, modify memory, telekinesis, wall of force
  • Level 6 spells - disintegrate, flesh to stone, magic jar, mass suggestion, Otto’s irresistible dance
  • Level 7 spells - forcecage, reverse gravity, plane shift, prismatic spray, simulacrum
  • Level 8 spells - dominate monster, feeblemind, maze
  • Level 9 spells - foresight, meteor swarm, true polymorph, wish

Equipment:

  • Robe of the Archmage which gives +2 spell saves 
  • Staff of Swarms gives the insect cloud buff 4x per day. It pretty much gives you the darkness and devil sight combo

1. Tormented Divine Soul Mage

She's so pretty, yet so deadly

This is my all time FAVORITE build! This combines Sorcerer with a few levels in the Warlock subclass. The eldritch blast from the Warlock subclass is such a beast because of the eldritch blast spell. AND you get to take advantage of the Divine Soul spells (which we will cover later).

The reason why I love this build is because I can switch between DPS and utility. This is my favorite play style!

*For this build to work, you need to take the Divine Soul background*

Excels in

  • DPS with spells like eldritch blast and searing ray
  • Utility 
  • Some healing spells (which is nice if you are the only mage in the party)

ASI’s and Feats:

I always use a half-elf for this particular build.

  • We need to focus on Charisma for this one. Then you can choose Dexterity or Constitution for the secondary stat.
  • Elven Accuracy gives you +1 on Charisma
  • ASI +2 Charisma later in your leveling
  • Warcaster gives you advantage on constitution saves (why we focus on constitution as our secondary stat) and you can use a wand or staff with a shield

Check out these feats! You can pick out of these 2: Lucky - reroll a critical fail or Polearm Master - interesting, i know, but it allows you to make an attack of opportunity with a quarterstaff (mage staff) when someone enters your range

Spells:

  • Cantrip - eldritch blast, toll the dead, sacred flame, guidance
  • Level 1 spell - shield, hex, healing word
  • Level 2 spell - mirror image, scorching ray, spiritual weapon
  • Level 3 spell - fireball, haste, blink, revivify
  • Level 4 spell - polymorph, greater invisibility, death ward, freedom of movement
  • Level 5 spells - mass cure wounds
  • Level 6 spells - heroes feast, heal
  • Level 7 spells - reverse gravity, conjure celestial
  • Level 8 spells - holy aura
  • Level 9 spells - wish

Equipment:

  • Staff of Power gives you a +2 to your AC, +2 spell hit, +2 on saving throws
  • Robe of the Archmage, again, a beastly +2 to spell saves
Sours: https://www.gamersdecide.com/articles/topdd-best-mage-builds-all-time
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Become a student of magic in this installment of Unearthed Arcana! This playtest document presents five subclasses for Dungeons & Dragons. Each of these subclasses allows you to play a mage associated with one of the five colleges of Strixhaven, a university of magic. These subclasses are special, with each one being available to more than one class.

We’ll release a playtest survey on this website soon. When we do, please let us know what you think of these options. Your feedback can help shape future D&D books!

This Is Playtest Content

The material in Unearthed Arcana is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your D&D campaign but not refined by final game development. They are not officially part of the game. For these reasons, material in this column is not legal in D&D Adventurers League events.


Material

UNEARTHED ARCANA: Mages of Strixhaven

Critical Role: Call of the Netherdeep
Sours: https://dnd.wizards.com/articles/unearthed-arcana/strixhaven
Which School of Magic is best for you in Dungeons \u0026 Dragons 5e?

Source: Unearthed Arcana 79 - Mages of Strixhaven
Classes: Bard, Warlock, Wizard

Using This Subclass

Upon selecting the Mage of Lorehold subclass, you gain two features: Lorehold Spells and Ancient Companion.

In this subclass’s features, any reference to your class refers to the class from which you gained the subclass. If you’re a bard, the College of Lorehold counts as your college; if you’re a warlock, the magic of the college serves as your patron; and if you’re a wizard, the college represents your arcane tradition.

When you subsequently reach a level in your class that gives you a subclass feature, you gain one feature of your choice from the options presented here. Each feature has a class level prerequisite, as noted beneath its name. You must meet that prerequisite to gain the feature.

Lorehold Spells

Level 1+ Mage of Lorehold Feature
You learn the cantrip Sacred Flame and the 1st level spell Comprehend Languages. You learn additional spells when you reach certain levels in this class, as shown on the Lorehold Spells table.

Each of these spells counts as a class spell for you, but it doesn’t count against the number of spells you know. If you are a wizard, you can add these spells to your spellbook upon learning them, without expending any gold, and prepare them as normal.

Ancient Companion

Level 1+ Mage of Lorehold Feature
You learn to call on the spirits of the ancient dead and house them temporarily in the remnants of old statues, so they may remain longer on this plane to bolster your studies and aid you in battle.

Whenever you finish a short or long rest, you can call forth and bond with one such spirit, who comes to inhabit a Medium, freestanding statue within 10 feet of you to serve as your ancient companion. See this creature’s game statistics in the Ancient Companion stat block, which uses your proficiency bonus (PB) in several places. When you bond with your ancient companion, choose the type of spirit you bond with: Healer, Sage, or Warrior. Your choice of spirit determines certain traits in its stat block. The statue determines the spirit’s appearance.

The ancient companion is friendly to you and your companions and obeys your commands. In combat, the companion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the companion can take any action of its choice, not just Dodge.

As an action, you can touch the ancient companion and expend a spell slot of 1st-level or higher. The ancient companion regains a number of hit points equal to 10 times the level of spell slot expended.

The companion perishes when it drops to 0 hit points, when you bond with a new ancient companion at the end of a short or long rest, or when you die. When the companion perishes, the spirit within returns to its plane of origin, and the statue becomes an inert object.

Ancient Companion
Medium construct, Any Alignment
Armor Class: 14 (natural armor) + 2 (Warrior only)
Hit Points: 5 + 5 times your level in this class (the companion has a number of Hit Dice [d8s] equal to your level in this class)
Speed: 30 ft.
STRDEXCONINTWISCHA
14 (+2)9 (-1)15 (+2)14 (+2)14 (+2)11 (+0)
Saving Throws: Con +2 plus PB, Int +2 plus PB, Wis +2 plus PB
Skills: History +2 plus PB, Perception +2 plus (PB × 2)
Damage Immunities: poison
Condition Immunities: charmed, exhaustion
Senses: passive Perception 12 + (PB × 2)
Languages: speaks and understands the languages you speak
Challenge: &#;
Proficiency Bonus: equals your bonus
Ancient Fortitude. If damage reduces the companion to 0 hit points, it can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the companion drops to 1 hit point instead.
Sage’s Counsel (Sage Only). While within 15 feet of the companion, you and your allies gain a +2 bonus to Intelligence and Wisdom checks.
Actions
Spirit Strike.Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + 2 + PB force damage.
Healer’s Light (Healer Only). The companion chooses a creature it can see within 15 feet of itself and flares with invigorating light. The creature gains 1d8 + PB temporary hit points.
Reactions
Warrior’s Protection (Warrior Only). When a creature within 5 feet of the companion makes a Strength or Dexterity saving throw, the companion imposes itself between the creature and the danger. The creature can roll a d4 and add the number rolled to the saving throw.

Lessons of the Past

Level 6+ Mage of Lorehold Feature
Through your studies, you learn how to better listen and take to heart the teachings of history. When you bond with your ancient companion, you gain the following additional benefits depending on the type of spirit you chose:

  • Healer. Your hit point maximum increases by an amount equal to your level in this class, and you gain the same number of hit points. When you regain hit points from a spell, you regain an additional 1d8 hit points.
  • Sage. You have advantage on ability checks using the Arcana, History, Nature, and Religion skills. Additionally, once per turn, when you deal damage to a creature with a spell of 1st-level or higher, you can deal an additional 1d8 force damage to that creature.
  • Warrior. If you use your action to cast a cantrip, you can make one weapon attack as part of that action. If that weapon attack hits, the target takes an additional 1d8 radiant damage.

When you bond with a new ancient companion of a different type, you immediately lose the benefits of your previous companion and gain the benefits from the new companion’s type.

War Echoes

Level 10+ Mage of Lorehold Feature
By pulling from the magic of the past, you can cause your opponent’s old wounds to resonate anew. Once per turn, when a creature you can see hits a target with an attack roll, you can use your reaction to force the target to make a Wisdom saving throw against your spell save DC. On a failure, the target becomes vulnerable to one of the damage types dealt by the attack. This vulnerability lasts until the end of the target’s next turn and affects the damage dealt by the triggering attack.

You can use your reaction in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

History’s Whims

Level 14+ Mage of Lorehold Feature
Through steeping yourself in the chaotic whims of history, you learn how to briefly channel the wild nature of time itself. As a bonus action, you can enter a state of chronal chaos. When you enter this state, and at the start of each of your subsequent turns while in this state, you gain one of the following benefits of your choice:

  • Luck. You receive brief flashes of the future, steeling yourself against oncoming assaults. Whenever you make a saving throw against an effect that deals damage, you can roll a d6 and add the number rolled to the total.
  • Resistance. You rewind time, knitting together injuries as they occur. You have resistance to bludgeoning, piercing, and slashing damage.
  • Swiftness. Time stutters, slowing others but hurtling you forward. Your movement speed increases by 15 feet, and you do not provoke opportunity attacks.

The benefit lasts until the start of your next turn. You cannot choose the same benefit two rounds in a row.

The state lasts for 1 minute and ends early if you’re incapacitated. Once you use this feature, you can’t use it again until you finish a long rest, unless you expend a spell slot of 4th level or higher to use it again.

Sours: http://dnd5e.wikidot.com/multisubclass:mage-of-lorehold-ua

Mage dnd

Wizard (Dungeons & Dragons)

First appearanceMen & Magic
EditionsAll
(as a standard class)All

The wizard is one of the standard character class in the Dungeons & Dragonsfantasyrole-playing game.[1] A wizard uses arcane magic, and is considered less effective in melee combat than other classes.

Publication history[edit]

Creative origins[edit]

The Magic-User class was inspired by the spell-casting magicians common in folklore and modern fantasy literature, particularly as portrayed in Jack Vance's The Dying Earth short stories, and John Bellairs's novel The Face in the Frost. Gandalf and Saruman from Tolkien's The Lord of the Rings and Merlin of King Arthur fame also influenced this class.[2]

Wizards memorize their spells, then forget them when cast in the fashion of magicians from Jack Vance's Dying Earth series of novels.[3]

Dungeons & Dragons[edit]

In the original version of the game, magic-user was one of the base character classes.[1] Magic-User was one of the three original classes, the other two being Fighting Man (renamed Fighter in later editions) and Cleric.[4][5]:&#;18&#;

The Magic-User was physically weak and vulnerable, but compensated for this with the potential to develop powerful spellcasting abilities. In practice a mid- to high-level Magic-User was a combination intelligence gatherer and walking artillery, gathering information about possible dangers not yet seen and augmenting the physical combat abilities of the other classes with potentially devastating long range and area attacks.

The term "Magic-User" was invented for the original Dungeons & Dragons rules developed by Gary Gygax and Dave Arneson (in order to avoid cultural connotations of terms such as "wizard" or "warlock"[citation needed]).

Advanced Dungeons & Dragons 1st edition[edit]

The magic-user was one of the standard character classes available in the original Player's Handbook.[6]:&#;84–85&#; The magic-user was presented as one of the five core classes in the original Players Handbook.[7]:&#;&#; "Magic-User" continued to be used in the first edition Advanced Dungeons & Dragons (AD&D) rules.

The 1st Edition of AD&D also included a subclass of the magic-user called the illusionist,[8] which had different spell lists, different experience level tables, and slightly fewer maximum hit dice (10 instead of 11). Gnomes were also able to become illusionists, even though only human, elves, and half-elves could become magic-users. Magic-user spells and illusionist spells were for the most part separated and had little overlap. Of all the AD&D classes, only the magic-user had spells of the 8th and 9th levels; all other spell-casting classes were limited to spells of up to 7th level.

Dungeons & Dragons[edit]

"Magic-User" continued to be used in the basic Dungeons & Dragons rules set.

Advanced Dungeons & Dragons 2nd edition[edit]

Alteration Illusion Enchantment
Divination Conjuration
Invocation Necromancy Abjuration

The mage, as part of the "wizard" group, was one of the standard character classes available in the second edition Player's Handbook.[6]:&#;84–85&#; The second edition of AD&D discarded the term "Magic-User" in favor of "mage".

The second edition Player's Handbook gives a few examples of mages from legend and myth: Merlin, Circe and Medea.[9]

In this edition, the mage became an all-purpose wizard who could cast any wizardly spell, including many only available to illusionists in the first edition, like color spray and chromatic orb. The wizard spell list was unified, and illusionists became one of many specialist wizard types who focussed on a specific "school" of magic. The other specialists were abjurers, conjurers, diviners, enchanters, invokers, necromancers and transmuters. As a trade-off for various bonuses with magic from their chosen school, specialists became unable to cast spells from one or more "opposition" schools. Aside from school restrictions, all wizards could cast spells from up to 9th level, assuming they had the required intelligence.

The Complete Wizard's Handbook was published in , written by Rick Swan.[6]:&#;&#; It detailed the schools of magic (illusion, necromancy etc.) and the careers a wizard might have (such as alchemist or treasure-hunter), added new spells to the wizard list, and introduced rules for spell research, adjudicating illusions, and casting spells in unusual conditions.[6]:&#;&#; The book also introduced wizard "kits": character packages with role-playing hooks linked to game benefits and limitations. Examples of wizard kits include the Academician, the Anagokok, the Amazon Sorceress and the Witch.[10]

The Tome of Magic () introduced elementalists, specialist wizards who focussed on spells related to one of the classical elements of air, earth, fire or water, and wild magic, which promised greater power at the cost of a built-in chance of backfire and other side effects.

Dungeons & Dragons 3rd edition[edit]

The 3rd edition renamed the mage to "Wizard". The term "magic user" is rarely used in the current edition of the game, and when it is used it is usually a synonym for an arcane spellcaster or for an arcane spellcasting character class.

A similar paradigm of spell schools was retained for the 3rd edition of D&D as well. Despite removing the restrictions on race/class combinations, D&D edition retained the gnomish affinity for becoming illusionists by making illusionist (not wizard) the gnome's favored class. This was dropped in the edition in favor of bard.

Dungeons & Dragons 4th edition[edit]

The wizard is available as a character class in the game's fourth edition. The wizard utilizes the Arcane power source and is a Controller, which means the wizard focuses on multi-target damage spells, as well as debuffing foes and altering the battlefield's terrain.

The mage is a similar class offered in the Essentials sourcebook Heroes of the Fallen Lands. Instead of implement mastery, the mage focuses on a primary and secondary school of magic. Mages have access to all the same wizard powers, however. The bladesinger, witch, and sha'ir were also released as alternative wizard classes.

Spell schools are initially absent in 4th edition but were reintroduced with the Dungeons & Dragons Essentials supplement, allowing wizards to gain advantage when casting the spells of two schools of their choosing.[11][12] The spell schools introduced are Enchantment, Evocation, Illusion, Necromancy, and Nethermancy (corresponding to the Shadow subschool of the Illusion school from the previous editions). The spells of other classical schools are present in the form of utility spells (like True Seeing being available but not being specifically named a Divination spell) or spell descriptors (like Conjuration or Summoning). However, since 4th edition does not use a Vancian spellcasting system, the benefits of mastering or being an expert in a school work quite differently.[12]

Dungeons & Dragons 5th edition[edit]

The wizard has been included as a character class in the 5th edition Player's Handbook. Players must choose an Arcane Tradition for their wizard character at second level, each of which represents one of the eight schools of magic: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy and transmutation.[13]

SchoolEmphasisName
AbjurationBlocking, banishing, protectingAbjurer
ConjurationProduce creatures or objects from another planeConjurer
DivinationUnderstanding the past, present and futureDiviner
EnchantmentEntrancing and beguilingEnchanter
EvocationRaw combative power and damageEvoker
IllusionSensory deception and trickeryIllusionist
NecromancyCurses, creating undead thrallsNecromancer
TransmutationChanging energy and matterTransmuter

Several sourcebooks since the launch of 5th edition have expanded the number of Arcane Tradition options. Sword Coast Adventurer's Guide () added the Bladesinging tradition which was originally exclusive to elves and half-elves. Xanathar's Guide to Everything () added one additional arcane tradition: War Magic. This subclass focuses on empowering spells and enhancing a wizard's defense to prepare them for war. Explorer's Guide to Wildemount () added 15 new Dunamancy spells and two additional arcane traditions: Chronurgy and Graviturgy.[14]Tasha's Cauldron of Everything () reprinted an updated version of the Bladesinger and added one new tradition: Order of Scribes.[15] This version of the Bladesinging tradition removed the Forgotten Realms specific racial restrictions and revised several spells.[16][17] On these changes, Lead Rules Designer Jeremy Crawford said: "We decided that if we're going to bring in Bladesinging, then we should bring in the cantrips that we originally designed to go along with that subclass. So that's the main reason those cantrips appear in this book. Then, in the process of bringing them over, we decided to make a few tweaks to those spells so that the wording would better align with our original design intent".[16]

Spell preparation and casting[edit]

See also: Magic in Dungeons & Dragons §&#;Spellcasting game mechanics

Wizards cast their spells by using their acquired magical knowledge (augmented by their Intelligence score) and experience. In particular, they learn most new spells by seeking out magical writings and copying them into their spellbooks, a method that allows them (unlike sorcerers) to master any number of permissible spells once they find them, assembling a broad and versatile arsenal of power. Many wizards see themselves not only as spell casters but also as philosophers, inventors, and scientists, studying a system of natural laws that are for the most part unknown and undiscovered. Once the 3rd edition introduced skills to D&D, wizards' best skills became those that involved either magic or other scholarly or applied knowledge such as history, nature, and geography.

Mechanic Description
Memorization / Preparation In order to prepare spells from their spellbooks, wizards need comfortable quiet areas to study. The spell is read, spoken, or memorized up until the trigger. This is the easiest and most efficient way to cast arcane magic as a wizard because it means the wizard needs only to perform the trigger element of the spell when the need arises to cast it. There may be a temporal limit in spell casting and this could be the reason why wizards can only cast a certain number of spells of various degrees in one day. A weakness of wizards is that they cannot cast an arcane spell that they have not prepared, so they are extremely vulnerable if caught in a situation they did not expect. To minimize this, wizards often develop their problem-solving ability to anticipate which spells may be most useful.[18]
Casting When the need calls for a certain spell to be cast, wizards will allow their thoughts to retreat back into their consciousness in order to obtain it. When they find the spell they want, wizards will then complete the trigger sequence. This is the common view of a wizard casting: voicing several strange words, utilizing some arcane component, and perhaps making some sort of quirky hand movement. In actuality every part of the sequence must be exact or else the wizard may miscast, misfire, cast an entirely different spell, or cast nothing at all.[18]
Resting Wizards need to rest prior to spell casting. This may be in the form of sleep or meditation. A short or long rest can allow a wizard to recover spell slots, however in later editions, wizards "are always capable of using some minor magics, meaning you’ll never see a wizard forced to take up a crossbow".[19]
Unprepared and Daily spells, and Rituals (4th edition) In the 4th edition, wizards only needed to prepare their most powerful attack spells, those which could be used only once a day, and their utility spells. Generally, a wizard had two spells to choose from for each daily and utility power slot; however the Expanded Spellbook and the "Remembered Wizardry" feats increased this number to three or four with both, and non-wizard spells, including those from wizard-exclusive feats, paragon paths and epic destinies, could not be swapped out in this way. Their less powerful spells could be used per encounter or at will, without preparation or selection beforehand. In addition, wizards performed most noncombat magics (such as opening locks, specialized healing, or transportation) through extended rituals requiring many minutes of work though no particular preparation. Although rituals were not exclusive to Wizards, they were one of the two PHB classes who gained Ritual Casterfeat automatically as a class feature, and were the only one of the eight classes which learned free rituals as they increased in level.

School specialization[edit]

See also: Magic in Dungeons & Dragons §&#;Schools of magic

Wizards may specialize in one or more of eight schools of magic, choosing their specialty at 1st level. Specialization was introduced in the 2nd Edition of D&D (although the 1st Edition included the Illusionist as a separate class similar to wizards). In Edition , specialist wizards can prepare one extra spell from their chosen school per spell level each day, while as a consequence of their more focused studies, they also give up the use of two schools of magic other than Divination (note: specialists in Divination only give up one school). There is the "Master Specialist" that allows a wizard even greater power in one school, but it also further reduces their range of spells to choose from.

The eight schools of magic are:

  • Abjuration: spells of protection, blocking, and banishing. Specialists are called abjurers.
  • Conjuration: spells that bring creatures or materials. Specialists are called conjurers.
  • Divination: spells that reveal information. Specialists are called diviners.
  • Enchantment: spells that magically imbue the target or give the caster power over the target. Specialists are called enchanters.
  • Evocation: spells that manipulate energy or create something from nothing. Specialists are called evokers.
  • Illusion: spells that alter perception or create false images. Specialists are called illusionists.
  • Necromancy: spells that manipulate life or life force. Specialists are called necromancers.
  • Transmutation: spells that transform the target. Specialists are called transmuters.

Some spells do not fall into these schools, and are called Universal spells. These spells are available to all wizards, and this "school" cannot be taken as a specialty school or given up for another specialty.

Campaign settings[edit]

Dark Sun[edit]

Dark Sun world wizards include defilers, whose powers come at the expense of the ecosystem; preservers, who wield magic in concert with the environment; and illusionists, specialists in illusory effects who may be either defilers or preservers. Owing to the scarcity of natural resources, few wizards have access to books made of paper pages and hard covers; instead, they record their spells with string patterns and complex knots.[20]

Dragonlance[edit]

Wizard specialization was introduced in the AD&D book Dragonlance Adventures () where Krynn wizards were "divided into good (white), neutral (red), and evil (black) variants. Slightly different spheres of magic [were] available to these different classes" which was a preview into spell specialization for wizards that was later introduced in 2nd Edition. This supplement also introduced the idea of Krynn wizards being impacted by the phases of the moons.[21]

Reception[edit]

For the edition, Dungeons & Dragons For Dummies recommended the sorcerer over the wizard as a starting arcane spellcaster: "Where the sorcerer approaches spellcasting more as an art than a science, working through intuition rather than careful training and study, the wizard is all about research. For this reason, the wizard has a wider selection of spells to call upon, whereas the sorcerer tends to be a specialist. As such, the sorcerer is slightly easier to play".[22] However, in Dungeons and Dragons 4th Edition For Dummies, the wizard is now the example starting arcane spellcaster: "Spellcasting can be tricky, but every party needs a spellcaster, and the rewards for playing one can be high. If you want to play a character with a mysterious nature and a selection of powerful spells at the ready, then the wizard is the class for you".[23]

Gus Wezerek, for FiveThirtyEight, reported that of the 5th edition "class and race combinations per , characters that players created on D&D Beyond from" August 15 to September 15, , wizards were the 3rd most created at 9, total. Elf (2,) was the most common racial combination followed by human (2,) and then gnome (1,).[24]

Screen Rant rated the wizard class as the most powerful class of the base 12 character classes in the 5th edition. "The squishiest of all classes gets the number one slot. [] But while it’s true that a gentle breeze could knock over a wizard, with the number of spells they have, their ability to strike back more than makes up for it. [] Playing a Wizard can be a bit complicated at first, but with their ability to learn pretty much any spell, it’s worth it. Players wanting to play these cats should keep in mind that one of the most important things about playing Wizards is just making sure they have the right spells prepared. That’s probably half of the battle with this class".[25]

James Hanna, for CBR, highlighted that the 5E Bladesinger subclass from Sword Coast Adventurer's Guide () had weaker action economy compared to other melee-spellcasters such as the Paladin or the Eldritch Knight Fighter since the "Bladesinger essentially had to choose whether to use two attacks or cast one cantrip for slightly higher damage". However, the revised version of the subclass in Tasha's Cauldron of Everything () has a more "flexible action economy" since the Extra Attack feature now allows the Bladesinger to cast a cantrip with one of their attacks. Hanna wrote, "As Wizards, it makes sense that they should have greater control over their spellcasting than Eldritch Knights, and now they do. The rule means that a Bladesinger can cast Green-Flame Blade or Booming Blade, then make their extra attack too. Or, they could cast True Strike to gain advantage on the second attack, and the list goes on".[26] Christian Hoffer, for ComicBook, highlighted that changes to the cantrips originally released with the Bladesinger subclass essentially nerf the Booming Blade cantrip in multiple ways by preventing synergy with features such as the spell sniper feat, the shadow blade spell and sorcerer Twinned or Distant metamagic options.[17][27]

See also[edit]

References[edit]

  1. ^ abLivingstone, Ian (). Dicing with Dragons, An Introduction to Role-Playing Games (Revised&#;ed.). Routledge. ISBN&#;.
  2. ^DeVarque, Aardy. "Literary Sources of D&D". Archived from the original on Retrieved
  3. ^"The four cardinal types of magic are the relatively short spoken spell (as in Finnish mythology or as found in the superb fantasy of Jack Vance) The basic assumption, then, was that D & D magic worked on a 'Vancian' system and if used correctly would be a highly powerful and effective force." Gygax, Gary (April ). "The Dungeons and Dragons Magic System". The Strategic Review. TSR Hobbies, Inc. II (2): 3.
  4. ^Tresca, Michael J. (), The Evolution of Fantasy Role-Playing Games, McFarland, p.&#;62, ISBN&#;
  5. ^Shannon Appelcline (). Designers & Dragons: The '70s. Evil Hat Productions. ISBN&#;.
  6. ^ abcdSchick, Lawrence (). Heroic Worlds: A History and Guide to Role-Playing Games. Prometheus Books. ISBN&#;.
  7. ^Ewalt, David M. (). Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It. Scribner. ISBN&#;.
  8. ^Turnbull, Don (December – January ). "Open Box: Players Handbook". White Dwarf (review). Games Workshop (10):
  9. ^Cook, David (). Player's Handbook. TSR. ISBN&#;.
  10. ^Rolston, Ken (May ). "Role-playing Reviews". Dragon. Lake Geneva, Wisconsin: TSR (#): 74–
  11. ^Cogburn, Jon; Hebert, Neal (). "Chapter Expressing the Inexpressible". Dungeons and Dragons and Philosophy: Raiding the Temple of Wisdom. Chicago: Open Court Pub. pp.&#;– ISBN&#;. OCLC&#;
  12. ^ abD&D Rules Compendium (4E). Rob Heinsoo, Andy Collins, James Wyatt, Jeremy Crawford. Renton, WA: Wizards of the Coast. ISBN&#;. OCLC&#;CS1 maint: others (link)
  13. ^"Keeping it Classy | Dungeons & Dragons". Retrieved
  14. ^Stoddard, Brandes (March 26, ). "Explorer's Guide to Wildemount Review". Tribality.
  15. ^Turney, Alexandria (). "All 30 D&D Subclasses In Tasha's Cauldron Of Everything". ScreenRant. Retrieved
  16. ^ abRyan, Jon (October 30, ). "D&D: An Inside Look at Tasha's Cauldron of Everything". IGN. Retrieved November 2,
  17. ^ abHoffer, Christian (October 29, ). "Dungeons & Dragons Spell Gets Nerfed in Upcoming Expansion". ComicBook.com. Retrieved
  18. ^ ab"Dungeons & Dragons 5E wizard class explained". Dicebreaker. Retrieved
  19. ^Nelson, Samantha (September 23, ). "The new Dungeons & Dragons is more streamlined but no less of a challenge". AV Club. Retrieved
  20. ^Swan, Rick (September ). "Role-playing Reviews". Dragon. Lake Geneva, Wisconsin: TSR (#): 65–
  21. ^Appelcline, Shannon. "Dragonlance Adventures (1e) - Product History". DriveThruRPG. Retrieved
  22. ^Slavicsek, Bill (). Dungeons & Dragons for Dummies. Baker, Richard (Lynn Richard). Hoboken, NJ: Wiley. p.&#; ISBN&#;. OCLC&#;
  23. ^Slavicsek, Bill (). Dungeons and Dragons 4th Edition For Dummies. Baker, Richard (Lynn Richard). Hoboken, NJ: Wiley. pp.&#;51– ISBN&#;. OCLC&#;
  24. ^Wezerek, Gus (). "Is Your D&D Character Rare?". FiveThirtyEight. Retrieved
  25. ^"Dungeons And Dragons: Ranking All Of The Base Classes, From Least To Most Powerful". ScreenRant. Retrieved
  26. ^Hanna, James (). "Dungeons & Dragons: New Errata Make the Bladesinger SO Much Better". CBR. Retrieved
  27. ^Hoffer, Christian (November 12, ). "Dungeons & Dragons Kills the Booming Blade/Shadow Blade Combo Attack". ComicBook.com. Retrieved
Sours: https://en.wikipedia.org/wiki/Wizard_(Dungeons_%26_Dragons)
Which School of Magic is best for you in Dungeons \u0026 Dragons 5e?

Mage (5e Class)

Mage[edit]

Mages are often eager and impatient to become the powerful master of the arcane they believe themselves to be. Beginning early, they pursue reckless powers with occasionally devastating effect, often using what little actual knowledge they have for flavor and utility.

Creating a Mage[edit]

Want to use magic but don't have the patience?[edit]

Mages are spellcasters that often don't have the time or patience to prepare spells every day but lack the innate abilities of a sorcerer. By creating a shortcut to actual memorization, they store a limited number of spells in their mind as a sorcerer would, but also keep the spell effectively "prepared" in a focus. This way they only need a small gesture or word to finish the given spell and don't have to keep track of as much knowledge at once, allowing for free time like no wizard will ever know!

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

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools:
Saving Throws: intelligence, Wisdom
Skills: Choose two

Equipment

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

  • (a) a dagger or (b) a quarterstaff
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • an arcane focus
LevelProficiency
Bonus
Spells KnownCantrips KnownFeatures—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+213Spellcasting, Arcane Bolt2
2nd+213Practice Makes Perfect3
3rd+223Tricks of The Trade Feature42
4th+224Ability Score Improvement43
5th+334&#;432
6th+334Practice Makes Perfect433
7th+345Tricks of The Trade Feature4331
8th+345Ability Score Improvement4332
9th+455&#;43331
10th+456Tricks of The Trade Feature43332
11th+466&#;433321
12th+466Ability Score Improvement433321
13th+577&#;4333211
14th+577Tricks of The Trade Feature4333211
15th+587&#;43332111
16th+588Ability Score Improvement43332111
17th+698Tricks of The Trade Feature433321111
18th+698Efficient Spell433331111
19th+699Ability Score Improvement433332111
20th+699Permanency433332211

Spellcasting[edit]

As a student of magic you gave up using your spellbook years ago. You can snap your fingers and do magic, what use is a dusty old tome? You can figure the rest out as you go.

Cantrips

At 1st level, you know three cantrips which you may choose from the bard, sorcerer, warlock, or wizard spell lists. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Mage table.

When leveling up when gaining a new cantrip, a mage can turn this cantrip into a full new spell this feature can only be used once and at the minimum level of 4.

Casting Spells

The 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 spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare each spell only once, imbuing it into your focus. An effective shortcut around the age-old practice of preparing spells each morning, you can cast each as many times as your spell slots will allow.

Learning Spells of 1st Level and Higher

Each time you gain access to a new level of the spell, you learn a single spell chosen from the bard, sorcerer, warlock, or wizard spell list of the appropriate level.

Much like a wizard writing spells in their spellbook, you may use scrolls or other tomes you find along your way to change the imbued spells in your focus, but your focus may only carry one spell of each level.

Spellcasting Ability

You use Charisma as your spellcasting ability for your Mage spells since the power of your spells relies on your ability to project your will into the world. You use your Charisma whenever a spell calls for your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a mage spell cast and for setting an attack roll for one.

Spellcasting Focus

You can use an Arcane Focus as a spellcasting focus (See PH page ) for your mage spells.

Arcane Bolt[edit]

Your signature and masterpiece.

At 1st level, you gain Arcane Bolt as a bonus spell which you may cast without using a spell slot. For purposes of Counterspell etc, this spell's level is equal to your proficiency bonus.

Casting time: 1 action

Range: feet

Components: Somatic

Duration: Instantaneous

Make a spell attack against a creature you can see within range. On a hit, Arcane Bolt deals a number of damage dice to the target equal to half your proficiency bonus rounded up. Each time you cast Arcane Bolt, choose a unique damage type among acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, and thunder. You must complete a short or long rest before you can cast arcane bolt with the same damage type again.

Starting at 1st level, roll d6 for damage. Increase the damage die size by one at 6th (d8), 11th (d10) , and 15th level (d12).

Imbuing and Casting Spells[edit]

The 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 spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare each spell only once, imbuing it into your focus. As an effective shortcut around the age-old practice of preparing spells each morning, you can cast each as many times as your spell slots will allow.

When you find a spell of 1st level or higher of a spell list you can imbue, if it is of a level for which you have a spell already imbued you can spare the time to decipher and prepare it in place of your current spell of the same level. This process involves deciphering the written spell and the channeling of magic between your focus and the object in which the found spell is inscribed. You perform the ritual over the course of 1 hour, which can be done during a short rest. At the ritual's completion, you have imbued the found spell in your focus and can cast it as such. The source of the inscribed spell (scroll, spellbook, etc.) now contains the spell that you had prepared previously, no longer imbued.

Practice Makes Perfect[edit]

You have been figuring things out on your own ever since you abandoned your spellbook, and you've got a good method now.

At 2nd level, choose a skill or a tool. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.

At 6th level, you can choose another skill or a tool proficiency to gain this benefit.

Tricks of the Trade[edit]

Not being up to the usual study of schools and books, the Mage sets about a different means of getting by. Picking and choosing to find the best path for themselves.

At 3rd, 7th, 10th, 14th, and 17th levels, a mage can choose to gain a feature of any subclass from a fullcaster class, as long as a character with that subclass could do so at that level or lower, ignoring any other prerequisites associated to attaining a given feature.

A feature which grants access to a single spell automatically grants it as a bonus spell. You must still have your focus in order to cast such a spell.

A feature which grants access to more than one spell (Warlock patron spells, druid circle spells, etc) does not grant bonus spells, but if you choose such a feature you may choose from the spells it provides when learning spells of a new level.

Features which go off of levels in a class are substituted with levels in mage and progress as normal.

Alternatively, you can take feats instead of taking features. You must still meet the prerequisites of these feats.

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 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.

Efficient Spell[edit]

At 18th level, casting some spells has simply become second nature.

When imbuing your focus, you may now have up to two spells that are reduced by one spell level. Each of those spells counts as being one spell level lower for figuring which spell slot to spend when casting it, but not for what spells you know.

If done on a 1st level spell, the spell becomes a cantrip that takes no slot or material components unless the spell is cast at higher levels for increased effect. Reducing a 1st level spell to a cantrip is permanent, as cantrips cannot be unlearned.

Permanency[edit]

You have been imbuing spells in your focus for so long that you don't even have to think about it much to get the magic flowing.

At 20th level, you may cast a spell which requires concentration and keep it permanent without concentrating. Alternatively, you can cast any spell which targets yourself and keep it permanent with the same conditions. Any condition that would end the spell other than time or concentration will still end it. If the spell would be forcibly dispelled or negated through means such as Counterspell or Dispel Magic, your opponent must roll for success no matter what level of spell slot they used to counter or dispel, if the spell slot your opponent used to counter or dispell your spell is equal to or lower than the spell level, the roll is made with disadvantage. The DC for your permanent spell equals 12 + the spell’s level. If the spell would be suppressed, such as by an Antimagic Field, You may roll vs. your spellsave DC using your spellcasting modifier. On a success, the spell is not suppressed and cannot be suppressed for 1 minute.

You may only have one permanent spell active at a time. Casting a second permanent spell ends the first.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Mage class, you must meet these prerequisites: Charisma 13

Proficiencies. When you multiclass into the Mage class, you gain the following proficiencies: Daggers, Quarterstaffs


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Built for use with the Voidhaven campaign setting.
Sours: https://www.dandwiki.com/wiki/Mage_(5e_Class)

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