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Mage Class Details

Core Mage Traits

Primary Ability Constitution
Hit Point Die D8 per Mage level
Saving Throw Proficiencies Constitution and Charisma
Skill Proficiencies Choose 2: Animal Handling, Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Survival
Weapon Proficiencies Blowgun, Boomerang, Club, Dagger, Dart, Light Hammer, Net, Sickle, Sling, Whip
Armor Training None
Tool Proficiencies None
Starting Equipment 50 gp

The Mage represents an attempt to make a full spellcaster that is quantitatively as powerful as a 2024 player class but is qualitatively very poor.

Becoming a Mage…

As a Level 1 Character

  • Gain all the traits in the Core Mage Traits table.
  • Gain the Mage's level 1 features, which are listed in the Mage Features table.

As a Multiclass Character

  • Gain the following traits from the Core Mage Traits table: Hit Point Die.
  • Gain the Mage's level 1 features, which are listed in the Mage Features table. See the multiclassing rules to determine your available spell slots.
  • A character with levels in this class cannot have levels in another class that provides the Spellcasting or Pact Magic feature.

Mage Features

Level Proficiency Bonus Class Features Free Casting Prepared Spells Spell Slots Slot Level
1 +2 Spellcasting, Magical Recovery, Unarmored Defense — 2 2 1
2 +2 — — 3 5 1
3 +2 Free Casting, Mage Subclass 1 3 8 1
4 +2 Ability Score Improvement 2 4 11 1
5 +3 — 7 4 11 1
6 +3 — 12 4 11 1
7 +3 — 12 5 11 2
8 +3 Ability Score Improvement 12 6 11 2
9 +4 — 12 6 11 2
10 +4 Subclass Feature 13 7 11 2
11 +4 — 13 8 11 2
12 +4 Ability Score Improvement 13 8 11 2
13 +5 — 13 9 11 3
14 +5 Resilient Survivor 13 10 11 3
15 +5 — 13 10 11 3
16 +5 Ability Score Improvement 13 11 11 3
17 +6 — 13 11 11 3
18 +6 — 13 11 11 3
19 +6 Epic Boon 13 12 11 4
20 +6 Subclass Feature 13 13 11 4

Mage Class Features

As a Mage, you gain the following features.

Level 1: Spellcasting

You have learned to cast spells. The information below details how you use the rules on spellcasting with Mage spells, which appear in the Mage spell list later in the class’s description.

Spell Slots. The Mage Features table shows how many spell slots you have to cast your Mage spells of levels 1–4. The table also shows the level of those slots, all of which are the same level. You regain all expended Spellcasting spell slots when you finish a Long Rest.

For example, when you’re a level 7 Mage, you have eight level 2 spell slots. To cast the level 1 spell Witch Bolt, you must spend one of those slots, and you cast it as a level 2 spell.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Mage spells. Spellfire Flare and Hellish Rebuke are recommended.

The number of spells on your list increases as you gain Mage levels, as shown in the Prepared Spells column of the Mage Features table. Whenever that number increases, choose additional Mage spells until the number of spells on your list matches the number in the table. The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach level 8, for example, you learn a new Mage spell, which can be of levels 1–2.

If another Mage feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Mage spells for you.

Changing Your Prepared Spells. Whenever you gain a Mage level, you can replace one spell on your list with another Mage spell of an eligible level.

Spellcasting Ability. Constitution is the spellcasting ability for your Mage spells.

Level 1: Magical Recovery

At the end of a Short Rest, you regain expended Spellcasting spell slots but no more than a number equal to half your maximum (round up). Once you use this feature, you can’t do so again until you finish a Long Rest.

Level 1: Unarmored Defense

While you aren’t wearing any armor or holding a shield, your base Armor Class equals 10 plus twice your Proficiency Bonus.

Level 3: Free Casting

You can cast a Mage spell you have prepared without expending a spell slot. You can use this feature once and you regain all expended uses when you finish a Long Rest. You gain additional uses when you reach certain Mage levels, as shown in the Free Casting column of the Mage Features table.

Level 3: Mage Subclass

You gain a Mage subclass of your choice. A subclass is a specialization that grants you features at certain Mage levels. For the rest of your career, you gain each of your subclass’s features that are of your Mage level or lower.

Like the 2014 Cleric, the subclass doesn't add any power to the class — just versatility

Level 4: Feat

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Mage levels 8, 12, and 16.

Level 10: Mage Subclass Feature

You gain your Mage level 10 subclass features.

Level 14: Resilient Survivor

You gain proficiency in Strength, Dexterity, Intelligence, and Wisdom saving throws.

Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.

Level 20: Mage Subclass Feature

You gain your Mage level 20 subclass features.

Mage Spell List

This section presents the Mage spell list. The spells are organized by spell level and then alphabetized.

Level Spells
1 Absorb Elements, Cause Fear, Command, Create or Destroy Water, Cure Wounds, Earth Tremor, Fog Cloud, Healing Word, Hellish Rebuke, Spellfire Flare, Tasha's Caustic Brew, Tasha's Hideous Laughter, Wardaway
2 Air Bubble, Blindness/Deafness, Cloud of Daggers, Dust Devil, Heat Metal, Hold Person, Magic Weapon, Spray of Cards, Tasha's Mind Whip, Vortex Warp, Warp Sense
3 Antagonize, Ashardalon's Stride, Cacophonic Shield, Catnap, Conjure Barrage, Dispel Magic, Erupting Earth, Fly, Hunger of Hadar, Laeral's Silver Lance, Mass Healing Word, Spirit Guardians, Spirit Shroud, Syluné's Viper, Thunder Step
4 Arcane Eye, Aura of Life, Aura of Purity, Backlash, Banishment, Blight, Charm Monster, Conjure Minor Elementals, Compulsion, Confusion, Control Water, Death Ward, Dimension Door, Divination, Dominate Beast, Doomtide, Elemental Bane, Fabricate, Freedom of Movement, Giant Insect, Grasping Vine, Greater Invisibility, Guardian of Faith, Hallucinatory Terrain, Leomund's Secret Chest, Locate Creature, Mordenkainen's Faithful Hound, Mordenkainen's Private Sanctum, Otiluke's Resilient Sphere, Polymorph, Raulothim's Psychic Lance, Shadow of Moil, Sickening Radiance, Spirit of Death, Stone Shape, Stoneskin, Summon Aberration, Summon Greater Demon, Wall of Fire