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Mage

Class • WC5E

Mage Class Features

As a Mage, you gain the following class features when you reach the specified Mage levels. These features are listed in the Mage Features table.

Spell Slots per Spell Level
LevelProficiency BonusFeaturesSorcery PointsCantripsPrepared Spells123456789
1+2Magic Sense-422--------
2+2Font of Magic2443--------
3+2Subclass34642-------
4+2Ability Score Improvement (Level 4)45743-------
5+3-559432------
6+3-6510433------
7+3-75114331-----
8+3Ability Score Improvement (Level 8)85124332-----
9+4-951443331----
10+4-1061543332----
11+4-11616433321---
12+4Ability Score Improvement (Level 12)12616433321---
13+5-136174333211--
14+5-146174333211--
15+5-1561843332111-
16+5Ability Score Improvement (Level 16)1661843332111-
17+6-17619433321111
18+6Spell Mastery18620433331111
19+6Epic Boon19621433332111
20+6Signature Spells20622433332211

Level 1: Magic Sense

Your studies taught you how to sense residual magical energy. You can sense when a spell was cast within the last hour at your current location and see writing created or used by magic that is hidden to others. As long as you understand the language you can also decipher and read it. Additionally you can create hidden magical writing in any language you know.

Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Level 1: Spellcasting (Mage)

As a student of arcane magic, you have learned to cast spells.

Cantrips. You know three Mage cantrips of your choice. Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Mage cantrip of your choice.

When you reach Mage levels 4 and 10, you learn another Mage cantrip of your choice, as shown in the Cantrips column of the Mage Features table.

Spellbook. Your magical apprenticeship culminated in the creation of a unique book: your spellbook. It is a Tiny object that weighs 3 pounds, contains 100 pages, and can be read only by you or someone casting Identify. You determine the book’s appearance and materials, such as a gilt-edged tome or a collection of vellum bound with twine.

The book contains the level 1+ spells you know. It starts with six level 1 Mage spells of your choice.

Whenever you gain a Mage level after 1, add two Mage spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown in the Mage Features table. The spells are the culmination of arcane research you do regularly.

Spell Slots. The Mage Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To do so, choose four spells from your spellbook. The chosen spells must be of a level for which you have spell slots.

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 for which you have spell slots. For example, if you’re a level 3 Mage, your list of prepared spells can include six spells of levels 1 and 2 in any combination, chosen from your spellbook.

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 finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with spells from your spellbook.

Spellcasting Ability. Intelligence is your spellcasting ability for your Mage spells.

Spellcasting Focus. You can use an Arcane Focus or your spellbook as a Spellcasting Focus for your Mage spells.


Expanding and Replacing a Spellbook

The spells you add to your spellbook as you gain levels reflect your ongoing magical research, but you might find other spells during your adventures that you can add to the book. You could discover a Mage spell on a Spell Scroll, for example, and then copy it into your spellbook.

Copying a Spell into the Book. When you find a level 1+ Mage spell, you can copy it into your spellbook if it’s of a level you can prepare and if you have time to copy it. For each level of the spell, the transcription takes 2 hours and costs 50 GP. Afterward you can prepare the spell like the other spells in your spellbook.

Copying the Book. You can copy a spell from your spellbook into another book. This is like copying a new spell into your spellbook but faster, since you already know how to cast the spell. You need spend only 1 hour and 10 GP for each level of the copied spell.

If you lose your spellbook, you can use the same procedure to transcribe the Mage spells that you have prepared into a new spellbook. Filling out the remainder of the new book requires you to find new spells to do so. For this reason, many mages keep a backup spellbook.

Level 2: Font of Magic

You can tap into the wellspring of magic within yourself. This wellspring is represented by Sorcery Points, which allow you to create a variety of magical effects.

You have 2 Sorcery Points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Mage Features table. You can’t have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.

You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.

Converting Spell Slots to Sorcery Points. You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required).

Creating Spell Slots. As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Mage level you must be to create a slot. You can create a spell slot no higher than level 5.

Any spell slot you create with this feature vanishes when you finish a Long Rest.

Creating Spell Slots

Spell Slot LevelSorcery Point CostMin. Mage Level
122
233
355
467
579

Level 2: Metamagic

Because your magic flows from within, you can alter your spells to suit your needs; you gain two Metamagic options of your choice from “Metamagic Options” later in this class’s description. You use the chosen options to temporarily modify spells you cast. To use an option, you must spend the number of Sorcery Points that it costs.

You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.

Whenever you gain a Mage level, you can replace one of your Metamagic options with one you don’t know. You gain two more options at Mage level 10 and two more at Mage level 17.

Level 3: Subclass

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

Level 4: Ability Score Improvement (Level 4)

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at levels 8, 12, and 16.

Level 8: Ability Score Improvement (Level 8)

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at levels 12 and 16.

Level 12: Ability Score Improvement (Level 12)

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify. You gain this feature again at level 16.

Level 16: Ability Score Improvement (Level 16)

You gain the Ability Score Improvement feat (see chapter 5) or another feat of your choice for which you qualify.

Level 18: Spell Mastery

You have achieved such mastery over certain spells that you can cast them at will. Choose a level 1 and a level 2 spell in your spellbook that have a casting time of an action. You always have those spells prepared, and you can cast them at their lowest level without expending a spell slot. To cast either spell at a higher level, you must expend a spell slot.

Whenever you finish a Long Rest, you can study your spellbook and replace one of those spells with an eligible spell of the same level from the book.

Level 19: Epic Boon

You gain an Epic Boon feat (see chapter 5) or another feat of your choice for which you qualify.

Level 20: Signature Spells

Choose two level 3 spells in your spellbook as your signature spells. You always have these spells prepared, and you can cast each of them once at level 3 without expending a spell slot. When you do so, you can’t cast them in this way again until you finish a Short or Long Rest. To cast either spell at a higher level, you must expend a spell slot.