Mage

The Mage is pure intellect made manifest a scholar of the unseen who bends the fabric of reality through knowledge and preparation. Where others rely on steel or instinct, the Mage wields study, calculation, and arcane mastery. Mages do not stumble upon power they pursue it. Through careful research, stolen tomes, and relentless curiosity, they expand their spellbooks and reshape the world one incantation at a time.

Class Overview

Base HP Unit: 5
Rest Recovery Dice: 1d6

Proficiencies

Weapons: Simple Weapons

Armor: None

Skills

At Level 1, you gain 4 Skill Points to distribute among:
Lucidity, Willpower, Arcana, History, Insight, Investigation, Medicine, Nature, and Religion.


Base Class Features


Level 1

Spellbook Spellcasting

You learn magic through study and written knowledge rather than instinct.

You begin at Level 1 knowing 5 spells and 3 cantrips of your choice from the Arcane Magics Grimoire.

You may learn:

Spells and cantrips from the Arcane Magics Grimoire

Spells and cantrips from the Black Magics or High Magics Grimoires

You may learn one new spell of your choice each time you level up.

Adding a spell or cantrip to your spellbook requires:

100 gold pieces worth of common magical supplies

At least one hour of study

Spellcasting Ability: Intelligence
Spell Save DC: 8 + Arcana + INT
Spell Attack Modifier: INT

Mana Restore

Once per day during a short rest, you may regain a number of Mana Points equal to your Mana Spend Limit.

At Level 6, you may use this feature twice per day.

Bookworm

When you find written magical material during an adventure, you may select one spell you have not yet learned from that material.

By reading it during a long rest before sleep, you instantly learn it without needing downtime study.


Level 2

Community Library

You have advantage on Charisma (Deception) checks made to convincingly present fabricated knowledge as though it were a legitimate scholarly fact.


Level 6

Arcane Methodology

When casting a spell that affects an area, you may choose a number of creatures up to your Intelligence modifier within that area.

Those creatures automatically succeed on their saving throw against that spell.