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Best Magicians Guide – 5e Subclass

The magician’s life is seldom worldly. The closest a magician is to ordinary life is when he works as a sage or teacher in a library or university, teaching others the secrets of the multiverse. Other magicians sell their services as fortune tellers, serving in the military, or leading a life of crime or domination.
But the lure of knowledge and power calls even the least daring wizards to abandon the safety of their libraries and laboratories to venture into lost cities and ruined ruins.
Most magicians believe that their counterparts from ancient civilizations knew secrets of magic that have been lost for ages, and that discovering those secrets will reveal the path to a power greater than any magic available in the present age.

Class features

Hit points

Hit Dice: 1d6 per Mage level.
Hit points at first level: 6 + your Constitution modifier.
Hit Points at higher levels: 1d6 (or 4) + your Constitution modifier for each Mage level after the first level.

Competences

Armor: None.
Weapons: Daggers, Darts, Slingshots, Staffs, Light Crossbows.
Utensils: None.
Saving rolls: Intelligence, Wisdom.
Skills: Choose two from: Arcane, History, Research, Medicine, Insight, and Religion

Team

You start with the following equipment, in addition to the equipment granted by your background:
– a) A Staff or b) A Dagger.
– a) Bag of Components or b) Arcane Focus.
– a) Scholar’s Team or b) Explorer’s Team.
– A Book of Spells.


Spellcasting

As a student of arcane magic, you have a spell book containing spells that show the first glimpses of true power.

Cheats

At 1st level, you know three tricks of your choice from the Mage’s spell list. You learn additional Magician tricks of your choice at higher levels, as shown in the Known tricks column of the Magician table.

Spell Book

At the first level, you have a spell book containing six spells of your choice from level 1 of the wizard’s spell list. The book does not contain tricks. New spells copied into your book must be of a spell level you can prepare.

Prepare and cast spells

The Wizard table shows how many spell slots you have to cast your spells of level 1 or higher. To cast one of those spells, you must spend one space of that spell’s level or higher. You recover all the spaces for spent spells when you finish a long rest.
You prepare the list of Mage spells you are able to cast by choosing them from the Mage spell list. When you do, choose a number of Mage spells equal to your Intelligence modifier + your Mage level (minimum one spell). Spells must be of a level for which you have spell clearance.
For example, if you are a level 3 Wizard, you have four spaces for level 1 and two for level 2 spells. With an Intelligence of 16, your list of prepared spells can include six level 1 or 2 spells, in any combination. If you prepare the level 1 Magic Missile spell , you can cast it using a level 1 or 2 space. Casting the spells does not remove it from your list of prepared spells.
You can change the list of spells prepared when you finish a long rest. Preparing a new spell list takes time to study your spell book and memorize the gestures and spells you need to perform to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting feature

Intelligence is your characteristic for casting your Magician spells, since you learn spells through dedicated study and memorization. You use your Intelligence each time a spell references your characteristic to cast spells. Additionally, you use your Intelligence modifier when setting the save roll CD for a Mage spell you cast and when you make an attack roll with one.

Spell save CD = 8 + your proficiency bonus + your Intelligence
mod Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual release

You can cast a wizard spell as a ritual if the spell has the term ritual and you have it in your spellbook. You don’t need to have it ready.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your wizard spells.

Learning 1st level spells and higher

Every time you gain a wizard level, you can add two spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell spaces, as shown in the wizard table. Throughout your adventures, you can find other spells to add to your spellbook (see sidebar: Your spellbook)


Arcane Recovery

You have learned to regain some of your magical energies by studying your Spellbook. Once a day when you finish a short break, you can choose which spell slots you want to recover. Spell spaces can have a combined level equal to half your wizard level (rounding up), although none of the spell spaces can be level 6 or higher. For example, if you are a level 4 wizard, you can retrieve up to two levels in spell spaces. You can recover either two level 1 spell spaces or one level 2 spell space


Arcane Tradition

When you reach level 2, you choose an arcane tradition, which determines your magic practice through one of the eight existing magic schools: Abjuration, Divination, Alteration, Conjuration, Enchantment, Evocation, Illusion, Necromancy or Transmutation. Your choice provides traits of your chosen school at level 2, and again at levels 6, 10, and 14.


Feature enhancement

When you reach the 4th level, and again at the 8th, 12th, 16th, and 19th level, you can increase a characteristic score of your choice by 2, or you can increase two characteristic scores of your choice by 1. As a general rule, you cannot increase a characteristic score above 20 using this trait.


Spell Mastery

At level 18, you have achieved such a degree of mastery over certain spells that you can cast them at will. Choose a level 1 wizard spell and another level 2 wizard spell that is in your Spellbook. You can cast those spells at their lowest level without spending a spell slot when you have it ready. If you want to cast the spell at a higher level, then you must spend a spell slot in the usual way. By spending 8 hours of study, you can exchange one or both of the spells you have chosen for different spells of the same levels.


Signature Spell

When you reach level 20, you gain mastery over two powerful spells and can cast them with very little effort. Choose two wizard level 3 spells from your spell books as your signature spells. You always have these spells ready, they don’t count towards the number of prepared spells you can have prepared, and you can conjure them once each at level 3 without spending spell spaces. When you do this, you cannot do it again unless you finish a short or long break. If you want to cast one of these spells at a higher level, you must spend a spell slot in the normal way.


Arcane Traditions

The study of witchcraft is ancient, dating back to the earliest discoveries of mortals. It is firmly established in the world, with various traditions dedicated to its complex study.
The most common arcane traditions in the multiverse revolve around magic schools. Magicians across the ages have cataloged thousands of spells, grouping them into eight categories called Schools, as described in Chapter 10. In some places, these traditions are literally Schools. Elsewhere, they are more like academic branches, with rival faculties vying for students and funds. Even magicians who train apprentices in the solitude of their own towers use the division of magic into Schools as a learning resource, since the spells of each School require mastery of different techniques.

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