Mage
Hit Points
Hit Dice: d8 per Mage level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 + your Constitution modifier per mage level after first
Proficiences
Armor: Light Armor
Weapons: Simple weapons
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose 2 from Arcana, Deception, Insight, Perception, Persuasion, and Religion
Overview & Creation
Mages use their natural affinity and mana combined with their Grimoire's to cast spells. These spells can be used to engage in combat, support allies, or heal those who need assistance. Generally a Mage's duty is to his king and his country.
Class Features
Upon every level up you will gain points to spend on certain skills in order to enhance your magic. You can use these points to Meditate (gaining additional mana points when you level up), Learn (learning a new spell and inscribing it into your Grimoire), or Enhance (allows you to enhance certain spells to buff the effects or lower the cost).
Mage Points gained per level:
1: +1
2: +1
3: +1
4: +1
5: +2
6: +2
7: +2
8: +2
9: +2
10: +3
11: +3
12: +3
13: +3
14: +3
15: +3
16: +4
17: +4
18: +4
19: +4
20: +5
Starting Equipment
Dagger
Dungeoneer's Pack/Explorers Pack
Pendant/Wand (Optional)
Staff/Simple Weapon (Optional)
Spellcasting
A pool of mana points is what fuels you magic and is determined by your Race and background. You start with 5 Mana Points (MP) and gain 5 at every level up. Your casting is stat is your Wisdom.
Subclass Options
Brawler
At 3rd level you are able to use your fighting prowess more effectively with your mana. You may choose once per day to increase your speed from a spell by an additional 10ft or increase the damage dealt by reinforced punches and kicks by 5 for every mage level above 2.
Starting at 7th level you may use the Mana Skin feat to go into a fit of rage increasing your base speed and damage by 10. this ability requires the same amount of mana as the Mana Skin feat.
Starting at 12th level any object infused with your mana and thrown at an enemy adds 3d8 of damage from your elemental affinity to the throw. This ability costs 25 mana points.
Starting at 16th level you may summon an elemental golem surrounding yourself. This golem has half your hitpoints but double your damage. Once the golem is defeated you need a turn to recover from the experience. This can be used once per long rest and requires 200 mana points.
Weapons Master
At 3rd level any attack with a summoned weapon deals an additional d6 of elemental damage for every level above 2.
At 7th level you may attack twice with summoned weapons instead of dealing elemental damage.
At 11th level you may use the Dual Cast feat to summon 2 weapons at once.
At 15th level weapons cost no mana to upkeep once summoned.