One can think of this as a mix of other systems magical classes. It has its core traits but the capability to specialize over time by reducing your spell points to take evocations, features, and artifices.
This class acts in place of most other games sorcerer, wizard, mage, warlock, and classes of that nature.
This class may use D&D spell lists and will include additional spells in the future.
To take a level into this class you must have a 13 or higher in either intelligence, wisdom, or charisma.
The class has a hit dice of 1d6 per level.
At level 1 hit points = 4 + constitution modifier
At levels higher than 1 hit points = 1d6 + constitution modifier per level
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, Deception, History, Intimidation, Investigation, Nature, and Religion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a component pouch or (b) an arcane focus
(a) a scholar's pack or (b) a dungeoneer's pack
Leather armor, any simple weapon, and two daggers
When starting or taking any level into the mage class you must focus your magical talent and skill in a direction through a part of your mind. This can be the intellectual (intelligence), wise (wisdom), or charismatic (charisma) paths. These paths may also be referred to as your casting affinity.
When choosing your affinity all non-constitution spell casting for that character will now be done using the affinities corresponding score.
Affinities may restrict or allow certain features and spells from that character.
You may cast using a score you choose than your affinity a number of times per day equal to your levels in the mage class.
Your spell save difficulty / DC that some spells may use is equal to 8 + your proficiency + your ability score.
Your spell attack modifier is your affinity score modifier + your proficiency score.
Each affinity has a different method of tracking spells but by reducing your maximum spell points by 1 you may select a different method of spell tracking.
The Mage uses spell points. Mages gain an additional 1d6 + 1 spell points per level.
Only Charisma and Wisdom Affinities need a focus for spells.
Each affinity uses a different spell list. For now you may use the wizard spell list from D&D but once our lists are complete they will be hyper linked under these bullets.
Wisdom Affinity Spell List
Intelligence Affinity Spell List
Charisma Affinity Spell List
Cantrips. These are the spells most central to each mage that they can use without consuming any components and are done faster than other spells of similar nature. These spells do not need to be prepared by mages.
At 1st level, you know any 3 cantrips wizard spell list.
At levels 4 8 11 14 16 18 and 20 you may add one more cantrip from any spell list to your known cantrips.
Features at later levels may add spells or other cantrips to your known cantrips.
Intellectual casters may prepare a number of spells equal to their intelligence modifier x 6. Ritual spells do not need to be prepared.
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and 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 spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.
Learning Spells of 1st Level and Higher
Each time you gain a level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.
These casters may prepare a number of spells equal to their wisdom modifier x 5 and may change prepared spells each time they meditate. They can add any 1 spell to their spell book each time the level up.
Wisdom caster may meditate. This can be a done in myriad of ways but must be done in the same way each time after it is done for the first time. The only requirement is that is must be done over the course of 2 hours and their concentration can not be broken.
Meditation for some can be finding a place deep in the woods and laying on the branches as they hear chirps of birds. For another this may be sitting in a quiet space akin to a temple.
During meditation a wisdom caster who has successful perceived and tracked a spells within the last 24 hours may instead of changing prepared spells learn a new spell.
Spells that can considered successfully perceived are those that have been attained and can be studied such as spells on a scroll or spells they have seen occur and taken an action to attend to twice within the last 24 hours. Attending to a spell involves 1 action and passing a perception check of 18 + the spell's level.
These caster may prepare a number spells equal to their charisma modifier x 6 and may change all prepared spells each time they interact with a bonded creature. They may also add 3 spells to their known spells each time they bond with a creature and 1 spell each time they level up.
Bonds Of Magic. These are the primary avenue of tracking magic of those with a charisma affinity. They attach their magic to the magical bond between themselves and other creatures easing the burden. Bonds may be made by spending a days (20 - charisma score) with another creature. When doing so they must have a positive relationship (which is determined by the GM). Upon bonding with a creature you may also learn any spells that creature knows.
Bonds may be severed if they relationship is made negative. (Which is determined by the GM).
From here on features in the pull down tabs of the page (including this pull down) will be those that be can attained in exchange for reducing the number of spell points you character has. Each has a level requirement and some may have affinity requirements.
Any features bought with spell points are permanent and permanently reduce your spell point maximum.
Student of Schools (Intelligence Affinity): By reducing your spell point maximum by 1 spell point you may begin your journey on a traditional arcane study of one of the schools of magic (ex: abjuration). By doing so you may consider all of the spells from that school known spells. This feature can be taken multiple times.
That person from linguistics (Not Wis. Affinity): Reduce you spell point maximum by 2 and learn an additional language. This feature can be taken multiple times.
Agonizing Magic (Charisma Affinity): In exchange for reducing your spell point maximum by 1 spell point, you may add your charisma modifier in damage when casting offensive cantrips.
Magical Tinkering (Not Wisdom Affinity): At the cost of reducing spell point total by 1, you've learned how to invest a spark of magic into mundane objects. You have also gained access to artificer spells and may learn 2 artificer cantrips. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
You may choose to make a pact with another being from another plane known as your Patron from then on. This is done in exchange for an amount of your magical energy every day. This exchange reduces your spell point maximum by 3 spell points at first but an additional 3 at levels 6, 10, and 14. Any of the "Otherworldly Patrons" from the warlock list are acceptable.
Pact of the Blade
You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Pact of the Chain
You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own.
Pact of the Tome
Your patron gives you a grimoire called a Book of Shadows. When you gain this feature, choose three cantrips from any class's spell list. While the book is on your person, you can cast those cantrips at will. They are considered warlock spells for you, and they needn't be from the same spell list. They don't count against your number of cantrips known.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
Pact of the Talisman
Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest.
If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die.
Pact of the Star Chain (UA)
Prerequisite: Seeker Patron
The Seeker grants you a chain forged from starlight, decorated with seven gleaming motes of brightness. While the chain is on your person, you know the Augury spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
Additionally, you can invoke the Seeker’s power to gain advantage on an Intelligence check while you carry this item. Once you use this ability, you cannot use it again until you complete a short or long rest.
If you lose your Star Chain, you can perform a 1-hour ceremony to receive a replacement from the Seeker. The ceremony can be performed during a short or long rest, and it destroys the previous chain. The chain disappears in a flash of light when you die.
The exact form of this item might be different depending on your patron. The Star Chain is inspired by the Greyhawk deity Celestian.
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Magical Armor: You may cast the spell Mage Armor at will on yourself expanding no components, points, or slots. Taking this feature will reduce your spell point maximum by 4.
Infusing Magic: By reducing your spell points by 2 maximum, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
Infusions Known: When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Infusing an Item: Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies. If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.
Gain the ability to take meta feats multiple times.
Hadar's Hand: Reducing your maximum spell points by 3, you may move a target 10 feet closer or 5 ft. farther when hitting them with a cantrip.
Elemental Specialist: By reducing your maximum by 25, you may unlock a elemental specialist.
You gain 1 additional attunement slots.
Beguiling Presence: Taking this feature reduces your spell point maximum by 2 and gains you proficiency in deception and persuasion.
Beast Speech and Comprehension: By reducing your spell point maximum by 3 and taking this feature you may speak with and comprehend all animals that do no speak formal languages.
You may magically tie your spell book or magical focus to you each time you wake from a rest costing 5 spell points. Doing so will transport it into your hands each time it leaves your eye sight if it is more than 10 ft. away from you.
Hellish sight: By reducing your spell point maximum by 4, you may gain 120 ft of magical dark vision.
Ascendant Steps: You can cast the spell levitate at will expanding no spell slots, points, or components. This costs 2 spell points.
Shaman Tree (Charisma Affinity): In exchange for 45 spell points, you may unlock the shaman tree. Ask GM before taking this feature.
You may now take a feature outside of your affinity but must reduce your spell point maximum by 5 more than the requirement listed for that feature.
Mask of Many Faces (Charisma Affinity): You may reduce your total maximum by 4 or 6 spell points and gain either disguise self or alter self as an at will spell. Using it does not consume any spell points, slots, or components.
Combative Constructs Tree: In exchange for 50 spell points you may unlock the combative constructs tree.
Alchemy Tree: In exchange for 50 spell points you may unlock the alchemy tree.
You gain another additional attunement slots.
NA
Magic Mind. Reducing your spell point max by 7 you may gain proficiency in concentration checks and constitution saves to do so.
You may upgrade this feature reducing your maximum by an additional 6 spell points to gain proficiency in all constitution saves.
Elder Vision (Wisdom Affinity): By reducing your spell point maximum by 6 you may cast Detect Magic at will without expending any components, points, or spell slots.
Necromancy Tree: In exchange for 80 spell points, you may learn the necromancy mage tree.
Using arcane seals you may place spells into an item over 5 minutes. This delicate process must not be interrupted or the spell points and time is wasted. Only 1 spell can be placed in an item at a time.
NA
You may reduce the cost of any single spell you know by 2 spell points permanently.
All the spells. You may reduce your spell point maximum by 2 and learn a spell outside of your spell list.
You may add your affinity modifier to damage or increase a save by 1/2 your affinity modifier and increasing the cost of the spell by 1d4 Spell Points.
Spell Mastering: Upon taking this feature you lose 6 spell points. In exchange you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
Gain a third additional attunement slot.
NA
Your special spell is reduced in cost by 3 instead of 2.
Witch Sight (Not Int. Affinity): Taking this feature reduces your maximum spell points by 5 and in turn allows you to see the true form of any shape changer and be aware if it is disguising itself magically or otherwise.
Gain a fourth and final additional attunement slot getting you max attunements to 7.
Signature Spells: When you take this feature, you gain mastery over two powerful spells and can cast them with little effort and reduce your maximum spell points by 8. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
Wishful Thinking (Wisdom Affinity): Add the wish spell to your spell list if it is not already in your list. This spell is always prepared.
Later Class Goals
Complete Feature Trees (generally about 6 features)
Add Armor and Weapon specific magics.