Isaac Ward
First Post
Mage 5e class
Hit Dice: 1d6 per Mage level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Mage level after 1st
Starting Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: none
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Starting Equipment
You start with the following items, plus anything provided by your background.
• (a) a Quarterstaff or (b) a Dagger
• (a) a Scholar's Pack or (b) an Explorer's Pack
• A Recipe Book
Alternatively, you may start with 4d4 x 10 gp to buy your own Equipment.
1 Spell Craft, Fast Casting
2 Archtype
3
4 Ability Score Increase
5
6 Archtype
7
8 Ability Score Increase
9
10 Archtype
11
12 Ability Score Increase
13
14 Archtype
15
16 Ability Score Increase
17
18 Mastery
19 Ability Score Increase
20 Archmastery
MP Gained per Level: 30 MP at first level, plus 30 for each level thereafter.
Spell Craft: A mage can cast any Spell Recipe they have prepared and have enough MP to cast. Spell Recipes may be prepared during a short or long rest. A mage can prepare a number of Spell Recipes equal to (1/2 Mage Level) + Int modifier, minimum 1.
Spell save dc: 8+prof+intelligence modifier
Spell Attack: prof+intelligence modifier
Fast casting: A mage can cast a Spell Recipe they don't have prepared by paying double the mp cost of the Spell Recipe, and succeeding at an Arcana check equal to half the adjusted MP cost of the spell. Any reoccurring costs after the first expenditure of mp are paid for at their normal mana cost.
3 Archtypes
Rogue
2- Expertise in 1 skill or tool, sneak attack 1d6
6- Sneak attack 2d6, Cunning Action
10- Expertise 1 skill or tool, Evasion, sneak attack 3d6
14- Reliable talent, Sneak attack 4d6
Fighter
2- Crit 19-20, Fighting style
6- Extra Attack
10- Action surge
14- Crit 18-20, extra attack 2.
Wizard
2- Magic initiate feat
6- 1 third or second level spell 1/day, one additional use of first level spell from MI.
10- 2 aditional cantrips, additional use of 6th LvL ability.
14- learn 6th lvl spell 1/day
18th Level: Mastery
Make one spell recipe that costs 20mp or less. You always have this recipe prepared, and it doesn't count against your total number of prepared recipes. Casting this recipe costs 0mp.
20th kevel: Archmastery
Make one spell recipe that costs 30mp or less. You always have this recipe prepared, and it doesn't count against your total number of prepared recipes. Casting this recipe costs half its normal mp cost.
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Spell Recipe System
Basics
-A Spell Recipe must have at least one of each of the following Ingredients: Target, Range, Challenge, Effect and Casting Time. It may also have up to 1 material component, 1 verbal component, and 1 somatic component. The total MP Cost of a Spell Recipe is the sum of its Ingredient's MP cost.
Target
-Caster: -1 mp
-Creature: 1 mp
-Object: 0mp
Note: If a Spell Recipe contains multiple Targets, the highest Target MP Value is paid. Example: If a Spell Recipe Targets both a creature and the Caster, the Target MP Value is 1. If a Spell Recipe Targets two creatures, the Target MP Value is still 1, as it isn't cumulative.
Range
-Bolt: 1mp/30 feet, additional bolts cost 2 mp/30 feet. Damage is evenly divided amongst all bolts, whether they hit or miss. The number of Bolts can't exceed the Caster's Proficiency Bonus. Each additional Bolt may select a different target, or a target already being selected.
Example: If spell has two bolts that both travel 60 feet, the Range Ingredient would cost 6 mp. If one Bolt hit and one Bolt missed, and the damage rolled was 6, the Bolt that hit would deal 3 damage.
-Touch: 0mp, can only target 1 enemy or object.
Challenge
-Caster: 0mp
-Saving Throw for Half damage: 3mp
-Saving Throw for No damage: 1 mp
-Spell Attack: 2mp
-No Save/Attack: Double spell cost after calculating recipe without Challenge. The spell automatically hits and the effect occurs. Can only be used with damage/healing effects.
Effects
-Damage/Healing:
1d4: 1mp
1d6: 2mp
1d8: 3mp
1d10: 4mp
1d12: 5mp
(Number of dice in a damaging/healing effect can't exceed the Mage's level. When determining Damage/Healing cost, increase the mp cost by 1 for every die used after the first. For example, 2d4 costs 3 mp, 2d6 costs 5 mp, 3d10 costs 14. Also, if a target of a spell saves against the spell for half damage, round damage down.)
Damage types:
Bludgeoning, piercing, slashing- 0mp
Fire, Cold, Lightning, Force- 1mp
Radiant, Necrotic, Poison, Thunder- 2mp
Psychic- 3mp
(Note: Your DM may allow you to use nondamaging elemental effects like lighting a campfire with Fire magic or amplifying your voice with Thunder magic, and these should generally cost 1 less mp than their normal cost. For effects like these, your DM has final say.)
-Movement: 1mp/10 pounds moved, when moving 9 pounds or less the cost is 0 mp. Range of movement is 1 mp/30 feet, 29 or less feet of movement costs 0 mp.
Status Effects
-Charmed: 1mp/round, if you or an ally attacks the charmed creature, charm ends. Can be saved against at the beginning of each of the targets turns in combat.
-Frightened: 1 mp/round. Can be saved against at the beginning of each of the targets turns in combat.
-Invisible: 1mp/round, attacking drains 1 mp from mana pool or ends spell, caster's choice.
-Sleep: 20mp/5d8 effect. If the total dice rolled for this effect exceeds the targets current HP, the target falls unconscious.
-Teleport: 1mp/30 feet. Willing target is teleported without error a number of feet equal to the effect purchased. Location of teleportation must be in the casters line of sight.
Casting Time
-Bonus Action: 3mp
-Reaction: 2mp
-Action: 0mp
-1 minute: -1 mp from spell total
-1 hour: -5 mp from spell total
Note: Spells that are cast as a bonus action or reaction must be prepared, and cannot be quick-cast.
Recipe Aids
-Material Component worth 1 gold or more: -1 1mp cost
Note: Component pouch and Arcane Focus fulfill the same requirement as a unique material component of 1 gold or higher, but do not stack with that material component.
-Material component worth 1 platinum or more: -5 mp cost
-Material component worth 10 platinum or more: -10 mp cost
-Verbal component: -2 mp
-Somatic component: -1 mp
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This is essentially an alpha build of the class, I've done some minimal balance vs. The wizard class. I'm by no means a professional content balancer, so any comments or constructive criticism is welcome.
Hit Dice: 1d6 per Mage level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Mage level after 1st
Starting Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
Armor: none
Weapons: daggers, darts, slings, quarterstaffs, light crossbows
Tools: none
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Starting Equipment
You start with the following items, plus anything provided by your background.
• (a) a Quarterstaff or (b) a Dagger
• (a) a Scholar's Pack or (b) an Explorer's Pack
• A Recipe Book
Alternatively, you may start with 4d4 x 10 gp to buy your own Equipment.
1 Spell Craft, Fast Casting
2 Archtype
3
4 Ability Score Increase
5
6 Archtype
7
8 Ability Score Increase
9
10 Archtype
11
12 Ability Score Increase
13
14 Archtype
15
16 Ability Score Increase
17
18 Mastery
19 Ability Score Increase
20 Archmastery
MP Gained per Level: 30 MP at first level, plus 30 for each level thereafter.
Spell Craft: A mage can cast any Spell Recipe they have prepared and have enough MP to cast. Spell Recipes may be prepared during a short or long rest. A mage can prepare a number of Spell Recipes equal to (1/2 Mage Level) + Int modifier, minimum 1.
Spell save dc: 8+prof+intelligence modifier
Spell Attack: prof+intelligence modifier
Fast casting: A mage can cast a Spell Recipe they don't have prepared by paying double the mp cost of the Spell Recipe, and succeeding at an Arcana check equal to half the adjusted MP cost of the spell. Any reoccurring costs after the first expenditure of mp are paid for at their normal mana cost.
3 Archtypes
Rogue
2- Expertise in 1 skill or tool, sneak attack 1d6
6- Sneak attack 2d6, Cunning Action
10- Expertise 1 skill or tool, Evasion, sneak attack 3d6
14- Reliable talent, Sneak attack 4d6
Fighter
2- Crit 19-20, Fighting style
6- Extra Attack
10- Action surge
14- Crit 18-20, extra attack 2.
Wizard
2- Magic initiate feat
6- 1 third or second level spell 1/day, one additional use of first level spell from MI.
10- 2 aditional cantrips, additional use of 6th LvL ability.
14- learn 6th lvl spell 1/day
18th Level: Mastery
Make one spell recipe that costs 20mp or less. You always have this recipe prepared, and it doesn't count against your total number of prepared recipes. Casting this recipe costs 0mp.
20th kevel: Archmastery
Make one spell recipe that costs 30mp or less. You always have this recipe prepared, and it doesn't count against your total number of prepared recipes. Casting this recipe costs half its normal mp cost.
-----
Spell Recipe System
Basics
-A Spell Recipe must have at least one of each of the following Ingredients: Target, Range, Challenge, Effect and Casting Time. It may also have up to 1 material component, 1 verbal component, and 1 somatic component. The total MP Cost of a Spell Recipe is the sum of its Ingredient's MP cost.
Target
-Caster: -1 mp
-Creature: 1 mp
-Object: 0mp
Note: If a Spell Recipe contains multiple Targets, the highest Target MP Value is paid. Example: If a Spell Recipe Targets both a creature and the Caster, the Target MP Value is 1. If a Spell Recipe Targets two creatures, the Target MP Value is still 1, as it isn't cumulative.
Range
-Bolt: 1mp/30 feet, additional bolts cost 2 mp/30 feet. Damage is evenly divided amongst all bolts, whether they hit or miss. The number of Bolts can't exceed the Caster's Proficiency Bonus. Each additional Bolt may select a different target, or a target already being selected.
Example: If spell has two bolts that both travel 60 feet, the Range Ingredient would cost 6 mp. If one Bolt hit and one Bolt missed, and the damage rolled was 6, the Bolt that hit would deal 3 damage.
-Touch: 0mp, can only target 1 enemy or object.
Challenge
-Caster: 0mp
-Saving Throw for Half damage: 3mp
-Saving Throw for No damage: 1 mp
-Spell Attack: 2mp
-No Save/Attack: Double spell cost after calculating recipe without Challenge. The spell automatically hits and the effect occurs. Can only be used with damage/healing effects.
Effects
-Damage/Healing:
1d4: 1mp
1d6: 2mp
1d8: 3mp
1d10: 4mp
1d12: 5mp
(Number of dice in a damaging/healing effect can't exceed the Mage's level. When determining Damage/Healing cost, increase the mp cost by 1 for every die used after the first. For example, 2d4 costs 3 mp, 2d6 costs 5 mp, 3d10 costs 14. Also, if a target of a spell saves against the spell for half damage, round damage down.)
Damage types:
Bludgeoning, piercing, slashing- 0mp
Fire, Cold, Lightning, Force- 1mp
Radiant, Necrotic, Poison, Thunder- 2mp
Psychic- 3mp
(Note: Your DM may allow you to use nondamaging elemental effects like lighting a campfire with Fire magic or amplifying your voice with Thunder magic, and these should generally cost 1 less mp than their normal cost. For effects like these, your DM has final say.)
-Movement: 1mp/10 pounds moved, when moving 9 pounds or less the cost is 0 mp. Range of movement is 1 mp/30 feet, 29 or less feet of movement costs 0 mp.
Status Effects
-Charmed: 1mp/round, if you or an ally attacks the charmed creature, charm ends. Can be saved against at the beginning of each of the targets turns in combat.
-Frightened: 1 mp/round. Can be saved against at the beginning of each of the targets turns in combat.
-Invisible: 1mp/round, attacking drains 1 mp from mana pool or ends spell, caster's choice.
-Sleep: 20mp/5d8 effect. If the total dice rolled for this effect exceeds the targets current HP, the target falls unconscious.
-Teleport: 1mp/30 feet. Willing target is teleported without error a number of feet equal to the effect purchased. Location of teleportation must be in the casters line of sight.
Casting Time
-Bonus Action: 3mp
-Reaction: 2mp
-Action: 0mp
-1 minute: -1 mp from spell total
-1 hour: -5 mp from spell total
Note: Spells that are cast as a bonus action or reaction must be prepared, and cannot be quick-cast.
Recipe Aids
-Material Component worth 1 gold or more: -1 1mp cost
Note: Component pouch and Arcane Focus fulfill the same requirement as a unique material component of 1 gold or higher, but do not stack with that material component.
-Material component worth 1 platinum or more: -5 mp cost
-Material component worth 10 platinum or more: -10 mp cost
-Verbal component: -2 mp
-Somatic component: -1 mp
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This is essentially an alpha build of the class, I've done some minimal balance vs. The wizard class. I'm by no means a professional content balancer, so any comments or constructive criticism is welcome.