Final Fantasy 5e:                         A Companion Guidebook for use with       The Dungeons and Dragons Player's                              Handbook

Black Mage

A tiefling clad in black robes with silver trimming stands calmly before a restless horde of blood-thirsty goblinoids. Suddenly, as if on que, they dash towards her in a monstrous wave. With a few skillful gestures and a murmured word, a large fireball erupts in their midst, engulfing the monsters in a massive fiery explosion, that leaves nothing behind but ash.

A half-elven male laughs joyously as he taps into the primeval source of his arcane power. His eyes glow blue and he begins to levitate, signs that his mastery of air magic is growing.

Black Mages are supreme magic-users, defined and united as a Job by the spells they cast. Drawing on the subtle Weave of magic that permeates the cosmos, Black Mages cast spells with a myriad of effects. From bursts of explosive fire, arcing lightning, or blistering cold, to conjuring monsters from other planes of existence. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds. Black Mages wield incredibly destructive powers, and careless use of this power could set the world on a path to destruction

Masters of the Arcane

 Black Mages live and die by their spells, everything else is secondary. Their power grows as they experiment with magic and grow in experience. They typically learn new spells from other Black Mages, or from powerful or ancient creatures that are steeped in elemental magic.

Researchers of the Planes

  In order for a mage to don the Black, they must gain an understanding of the Inner Planes. Typically, initiates study the basics of all the Planes of existence, in order to draw knowledge and power from them, but true Black Mages after a long period of medidtation and experimentation choose a single Plane from which to draw energy and to unlock greater power.

Creating a Black Mage

Black Mages are earnest in their desires and reasons for learning magic. More often than not, it is in the pursuit of power or out of sheer curiousity. You must know why you are pursuing this power, or why you are curious about magic. You must also decide where you began to dip your toes into the world of magic. Did you join a church dedicated to the gods of magic? Perhaps you enrolled in a academy or army which provides the proper materials to train Black Mages. Maybe you were taken peronally under the wing of a mentor who has mastered the Art.

Black Mage

Level Proficiency Bonus Magic Points Features Spells Known Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 0 Spellcasting, Planar Specialization 2 3 2
2nd +2 2 Font of Magic, Specialization Feature 3 3 3
3rd +2 3 Metamagic 4 3 4 2
4th +2 4 Ability Score Improvement 5 4 4 3
5th +3 5 - 6 4 4 3 2
6th +3 6 Specialization Feature 7 4 4 3 3
7th +3 7 - 8 4 4 3 3 1
8th +3 8 Ability Score Improvement 9 4 4 3 3 2
9th +4 9 - 10 4 4 3 3 3 1
10th +4 10 Additional Metamagic 11 5 4 3 3 3 2
11th +4 11 - 12 5 4 3 3 3 2 1
12th +4 12 Ability Score Improvement 12 5 4 3 3 3 2 1
13th +5 13 - 13 5 4 3 3 3 2 1 1
14th +5 14 Specialization Feature 13 5 4 3 3 3 2 1 1
15th +5 15 - 14 5 4 3 3 3 2 1 1 1
16th +5 16 Ability Score Improvement 14 5 4 3 3 3 2 1 1 1
17th +6 17 Additional Metamagic 15 5 4 3 3 3 2 1 1 1 1
18th +6 18 Specialization Feature 15 5 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 16 5 4 3 3 3 3 2 1 1 1
20th +6 20 Archmagi 16 5 4 3 3 3 3 2 2 1 1

Quick Build

You can make a black mage quickly by following these suggestions. First make Intelligence your highest ability score, following with Wisdom. Second take the scholar background. Third, take the firebolt, ray of frost, prestidigitation or thunderclap cantrips.

Class Features

As a black mage, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per black mage level
  • Hit Points at 1st Level: 8 + your Constituion modifier
  • Hit Points at Higher Levels: 1d8 (or 4) + your Constituion modifier per black mage level after 1st

Proficiencies


  • Armor: None
  • Weapons: daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, 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 dungeoneer’s pack or (b) an explorer’s pack
  • Two daggers

Spellcasting

Years of researching the nature of elemental magic and the Planes has bestowed on you the ability to cast a vast array of arcane spells.

Cantrips

At 1st level, you know three cantrips of your choice from the black mage spell list. You learn additional black mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the black mage class table.

Spell Slots

The black mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these black mage spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the black mage spell list.

You learn an additional black mage spell of your choice at each level except 12th, 14th, 16th, 18th, and 20th. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the black mage spells you know and replace it with another spell from the black mage spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your black mage spells, since the power of your magic comes from your connection and understanding of planar energy. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a black mage spell you cast and when making an spell attack roll with one.

Spell Save DC: = 8 + your proficiency bonus + your Intelligence modifier

Spell Attack Modifier: = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

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

Planar Discipline

You choose the discipline you belong to as a black mage. Your discipline represents from which Elemetal plane, Para-elemental plane, or quasi-elemental plane from which you draw forth arcane power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th leveI.

Font of Magic

At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by Magic Points (MP), which allow you to create a variety of magical effects.

Magic Points

At second level you have 1 magic point and you gain one additional magic point every time you level up, to a maximum of 20 at level 20. You can never have more magic points than shown on the table for your level. You regain all expended magic points when you finish a long rest.

Flexible Casting

You can use your Magic Points to regain expended spell slots, or you can sacrifice spell slots to gain additional MP.

Creating Spell Slots

You can transform unexpended Magic Points into a spell slot as a Bonus Action on your turn. This temoprary spell slot vanishes at the end of a long rest. The Creating Spell Slots table below shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.


Creating Spell Slots
Spell Slot Level MP Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Metamagic

At 3rd level, you gain the ability to twist your Spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.


Distant Spell When you cast a spell that has a range of 5 feet or greater, you can spend 1 magic point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 magic point to make the range of the spell 30 feet.

Energy Substitution When you cast a spell that deals acid, cold, fire, lighting, poison, or thunder damage, you can spend 1 magic point to change the spell's damage type to that of your Planar Specialization.

Focused Spell When you cast a spell that requires concentration, as a reaction to taking damage you may spend 2 magic points to gain advantage on the Constitution saving throw you make to maintain concentration on it.

You can use Focused Spell even if you have already used a different Metamagic option during the casting of the spell.

Maximized Spell When you cast a spell of 1st-5th level that deals damage, you can spend a number of magic points equal to twice the spell's level to deal maximum damage with the spell to one affected target of your choice.

Non-lethal Spell When cast a spell that reduces a creature to 0 hit points, you can spend 1 magic point to knock the creature out, rendering it unconscious, rather than deal a killing blow.

Tenacious Spell When a creature attempts to counter or dispel a spell you are or have cast, you may use your reaction to spend 2 magic points. If you do, you may increase your spell's DC by 2.

Ability Score Improvement

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.

Archmagi

At 20th level, you can create spell slots up to 9th level using your Font of Magic feature. If you you create a 9th-level spell slot this way, you can't do so again for 7 days.

Creating Spell slots of 6th Level or Higher
Spell Slot Level MP Cost
6th 09
7th 10
8th 11
9th 13

Channeling such powerful magic can be quite taxing. Whenever you create a spell slot of 6th level or higher, you must succeed on a Constitution saving throw with DC equal to 10 + the created spell slot's level or suffer one level of exhaustion and immediately take necrotic damage equal to twice the created spell slot's level. This damage ignores resistance and immunity.

Planar Specialization

Every black mage has learned to harness and manipulate the powerful energies of the various Elemental Planes to fuel their spells. However, each black mage eventually chooses a single Plane, or element to specialize in, unlocking greater powers as their bodies become more and more attuned to the raw planar energy.

Specialization Spells

 Each specialization has a list of spells that you gain at the black mage level noted in the specialization description. Once you gain a specialization spell, you always know it, and it doesn't count against the number of spells you know.

If you have a specialization spell that doesn't appear on the black mage spell list, the spell is nonetheless a black mage spell for you.

Fire

Your draw power from the eternal flames of the Elemental Plane of Fire. The fiery energy within you seethes, demanding to be unleashed. You sometimes find yourself absentmindedly feeding fires, and you can’t bear to allow a fire to sputter out. You feel most comfortable while holding a lit torch or sitting in front of a campfire.

Specialization Spells
Black Mage Level Spells
1st absorb elements, burning hands
3rd flaming sphere, scorching ray
5th fireball, flame arrows
7th fire shield, wall of fire
9th flame strike, immolation

Fire Speaker

You can speak, read, and write Ignan

Knowing this language allows you to understand and be understood by those who speak it and Primordial.

Ignite

At 1st level, you begin the process of becoming attuned to elemental fire magic. At 1st level, you can use a bonus action on your turn to set fire a single non-magical item of your choice that is within 10 feet as long as it is not being worn or carried, immediately before or after you cast a spell of 1st level or higher.

Fire Adept

At 6th level you become adept at manipulating the power of the Plane of Fire. You gain resistance to fire damage. In addition, whenever you cast a spell of 1st level or higher that deals fire damage, blazing magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take additional fire damage equal to half your black mage level.






Fire Journeyman

At 14th level your mastery of fire magics matures. You can now add your Intelligence modifier to the damage of all of your cantrips and spells that deal fire damage. This damage bonus applies to one damage roll of a spell, not multiple rolls. Additionally, spells and cantrips you cast ignore resistance to fire damage.

Fire Mage

At 18th level, you gain immunity to fire damage. In addition, any spell or effect you create ignores resistance to fire damage and treats immunity to fire damage as resistance to fire damage.

Water

Your draw power from the swirling currents of the Elemental Plane of Water. You find yourself uncomortable if you are away from the sea for long periods of time. You also feel compelled to bathe daily. While it is possible for a Water Mage and a Fire Mage to work together, there is always an inherent sense of wariness between them.

Specialization Spells
Black Mage Level Spells
1st create or destroy water, fog cloud
3rd melf's acid arrow, snilloc's snowball swarm
5th tidal wave, water walk
7th control water, watery sphere
9th conjure elemental, maelstrom

Tide's Embrace

At 1st level, you gain the ability to to breathe underwater, and you have a swim speed equal to your walking speed.

Water Adept

At 6th level, your arcane mastery over water improves. As a action you can create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 1d10 bludgeoning damage, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.


Water Journeyman

At 14th level, you attunment to the Plane of Water deepens. Your swim speed increases to 60 feet, and you gain resistance to fire damage. You also gain the ability to defend yourself by momentarily assuming a watery form.

When you are hit by an attack that causes you to take bludgeoning, piercing, or slashing damage, you can use your reaction to reduce that damage by an amount equal to half your black mage level, and then you can instantly move up to 15 feet without provoking opportunity attacks. Once you use this special feature, you can't use it again until you finish a short or long rest.

Water Mage

Starting at 18th level, as an action you magically transform yourself into your watery form for an extended period. In this form, you have resistance to all damage except for lightning damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object.

You can remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you dismiss it as a bonus action.

Lightning

You draw power from the surging electric storms of the Quasiplane of Lightning. The electric energy within you yearns to be unleashed. You find yourself aways feeling restless, as if you have too much energy, this often causes you to have jerky, twitchy motions whenever you are not casting a spell.

Specialization Spells
Black Mage Level Spells
1st fog cloud, thunderwave
3rd gust of wind, shatter
5th call lightning, sleet storm
7th conjure minor elementals, storm sphere
9th conjure elementals, synaptic static

Lightning Caller

You can speak, read, and write Auran.

Knowing this language allows you to understand and be understood by those who speak it and Primordial.

Thunderous Rebuke

At 1st level, you can thunderously rebuke attackers. When a creature within 10 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Lightning Adept

At 6th level you become adept at manipulating the power of the Qausiplane of Lightning. You gain resistance to lightning and thunder damage. Additionally when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you.

Lightning Journeyman

At 14th level your mastery of storm magics matures. You can now add your Intelligence modifier to the damage of all of your cantrips and spells that deal lightning or thunder damage. The damage bonus applies to one damage roll of a spell, not multiple rolls. In addition, spells and cantrips you cast ignore resistance to thunder and lightning damage.


Lightning Mage

At 18th level you are suffused with elemental Lightning. You gain Immunity to thunder and lightning damamge. You also permamently gain a flying speed equal to your current walking speed.

Ice

You draw power from the frigid winds and snows of the Paraplane Ice. This power comes at a cost. Your touch is like ice, and you almost always exhale visibly cold breath. Your connection to the primeval winter grants you a mastery of cold magic that few can match, and leaves you with a savagery that fewer still can withstand.

Specialization Spells
Black Mage Level Spells
1st armor of agathys, ice knife
3rd snilloc's snowball swarm, hold person
5th hunger of hadar, sleet storm
7th fire shield, ice storm
9th cone of cold, hold monster

Frostbite

At 1st level, you can channel the boreal power of the plane of Ice. You can move across snow and other non-magical icy surfaces without penalty and without leaving tracks.

Additionally, as a reaction on your turn, you can you can rebuke attackers with bitter cold. When a creature within 5 feet of you that you can see hits you with an attack, you can spend use your reaction to cause the creature to make a Constitution saving throw. The creature takes 2d8 Cold damage on a failed saving throw, and half as much damage on a successful one.

Ice Adept

At 6th level you become adept at manipulating the power of the Paraplane of ice. You gain resistance to cold damage. Additionally whenver you damage a creature with a spell that deals cold damage, their movement is reduced by 10 feet until the end of your next turn.

Ice Journeyman

At 14th level your mastery of freezing magics matures. As an action you can draw on the bitter cold of the Plane of Ice. Each creature of your choice that you can see within 20 feet of you must make a Constitution saving throw against your spell save DC. Creatures that fail their saving throw take 6d6 Cold damage, and are Restrained, while creatures that succeed only take half damage and are not Restrained. A Restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is frozen solid and rendered Incapacitated for a number of rounds equal to half your Intelligence modifier. Once you use this feature you can not do so again until you finish a long rest.

Master of Winter

At 18th level you gain matery of the frozen power within. You gain immunity to cold damage. In addition, any spell or effect you create ignores resistance to cold damage and treats immunity to cold damage as resistance to cold damage.

Black Mage Spell List

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Firebolt
  • Frostbite
  • Green-Flame Blade
  • Gust
  • Light
  • Lightning Lure
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Prestidigitation
  • Produce Flame
  • Ray of Frost
  • Shape Water
  • Shocking Grasp
  • Thunderclap
1st Level
  • Absorb Elements
  • Burning Hands
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Create or Destroy Water
  • Detect Magic
  • Disguise Self
  • Earth Tremor
  • Expeditious Retreat
  • Feather Fall
  • Find Familiar
  • Fog Cloud
  • Ice Knife
  • Mage Armor
  • Magic Missile
  • Longstrider
  • Ray of Sickness
  • Shield
  • Silent Image
  • Sleep
  • Thunderwave
  • Witchbolt
    2nd Level
  • Aganazzar's Scorcher
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Continual Flame
  • Darkness
  • Dragon's Breath
  • Dust Devil
  • Earthbind
  • Flame Blade
  • Flaming Sphere
  • Gust of Wind
  • Invisibility
  • Knock
  • Levitate
  • Maximilian's Earthen Grasp
  • Melf's Acid Arrow
  • Mind Spike
  • Mirror Image
  • Misty Step
  • Nystul's Magic Aura
  • Phantasmal Force
  • Pyrotechnics
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Snilloc's Snowball Swarm
  • Warding Wind
  • Web
3rd Level
  • Animate Dead
  • Blink
  • Call Lightning
  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Erupting Earth
  • Fear
  • Fireball
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Leomund's Tiny Hut
  • Lightning Bolt
  • Magic Circle
  • Melf's Minute Meteors
  • Phantom Steed
  • Protection from Energy
  • Sending
  • Sleet Storm
  • Thunderstep
  • Tidal Wave
  • Wall of Sand/Water
  • Water Walk
4th Level
  • Banishment
  • Confusion
  • Conjure Minor Elementals
  • Control Water
  • Dimension Door
  • Elemental Bane
  • Fire Shield
  • Greater Invisibility
  • Ice Storm
  • Locate Creature
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Polymorph
  • Sickening Radience
  • Stoneskin
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Animate Objects
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Control Winds
  • Creation
  • Far Step
  • Flame Strike
  • Immolation
  • Insect Plague
  • Passwall
  • Planar Binding
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Transmute Rock
  • Wall of Force/Light/Stone

6th Level
  • Arcane Gate
  • Chain Lightning
  • Contingency
  • Disintegrate
  • Flesh to Stone
  • Globe of Invunlerability
  • Guards and Wards
  • Investiture of Flame/Ice/Stone/Wind
  • Move Earth
  • Otiluke's Freezing Sphere
  • Scatter
  • Sunbeam
  • Wall of Ice
7th Level
  • Crown of Stars
  • Delayed Blast Fireball
  • Etherealness
  • Fire Storm
  • Forcecage
  • Plane Shift
  • Power Word Pain
  • Prismatic Spray
  • Reverse Gravity
  • Teleport
  • Whirlwind
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Antimagic Field
  • Control Weather
  • Demiplane
  • Earthquake
  • Incendiary Cloud
  • Maze
  • Power Word Stun
  • Sunburst
  • Tsunami
9th Level
  • Astral Projection
  • Gate
  • Imprisonment
  • Mass Polymorph
  • Meteor Swarm
  • Power Word Kill
  • Prismatic Wall
  • Storm of Vengeance

Dragoon

A thunderous roar of echoes across the battle field. Beating its wings furiously, a wyvern swoops down from the sky. Suddenly a man clad in scale mail leaps high into the air and plunges down onto the creature's back, driving a spear into its spine, forcing the creature to the ground.

A half-elf pauses amidts the chaos of a massive battlefield, tightening her grip on her javelin. In a flash she rushes down an opponent, striking with unparalleled ferocity. Those who stood against her that day claim to have seen a dragon sweeping the area with its fiery breath, rather than a simple warrior with a long weapon.

Fearless warriors who stand against dragons, demons, fiends and any other threats who would raise a hand against their homelands, Dragoons use their training to strike with deadly precision, and earth shaking power.

On the world stage, there has been no greater advantage than aerial maneuvers. Many knights throughout history have taken to a form of fighting centered around thin polearms, grand leaps, and shows of acrobatic prowess inspired by dragons and the brave souls who ride upon them.

Scourges of the Sky

Dragoons have trained to take to the sky to rain destruction like those that they seek to hunt. These warriors are able to crash down from the sky using their body weight and their weapons to pulverize all who oppose them.

Pole Arm Specialists

Unlike Fighters who are generalists who can use any kind of weapon, all dragoons specialize in polearms. This focus however doesn't impede their combat prowess. In the hands of a dragoon, every polearm is a deadly tool.

Creating a Dragoon

When creating a dragoon, consider what may have brought them on this path. They may have shown a certain aptitude with lances which allowed them to become a dragoon with ease, or perhaps were born into the role due to the history of their homeland. For example a dragon could have attacked them, or their loved ones, and your dragoon has sworn vengance against all dragonkind

Quick Build

You can make a dragoon quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. Dragoons who focus on throwing weapons, such as javelins or tridents, should make Dexterity higher than Strength. Second, choose
the soldier background.

Dragoon
Level Proficiency Bonus Features Available Jumps Deadly Lancer
1st +2 Fighting Style, Jump 2 -
2nd +2 Deadly Lancer 2 1d6
3rd +2 Dragoon Paradigm 3 1d6
4th +2 Ability Score Improvement, Crippling Strike 3 2d6
5th +3 Extra Attack 3 2d6
6th +3 Paradigm Feature 4 3d6
7th +3 Sweeping Strike 4 3d6
8th +3 Ability Score Improvement 4 4d6
9th +4 Determination(one use) 4 4d6
10th +4 Paradigm Feature 4 5d6
11th +4 Evasion 5 5d6
12th +4 Ability Score Improvement 5 6d6
13th +5 Determination (two uses) 5 6d6
14th +5 Ability Score Improvement 5 7d6
15th +5 Double Jump 5 7d6
16th +5 Ability Score Improvement 6 8d6
17th +6 Paradigm Feature 6 8d6
18th +6 War Cry 6 9d6
19th +6 Ability Score Improvement 6 9d6
20th +6 Perfect Lancer 6 10d6

Class Features

As a dragoon, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per dragoon level
  • Hit Points at 1st Level: 10 + your Constituion modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per dragoon level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, glaives, halberds, javelins, lances, pikes, spears, tridents

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Animal Handling, Athletics, Acrobatics, History, Nature, Perception, Religion, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background

  • (a) scale mail or (b) leather armor
  • (a) a javelin (b) a spear
  • (a) an explorer's pack or (b) a dungeoneer's pack

Fighting Style

You adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Dragoon Saving throws

Some of your Dragoon abilities require your target to make a saving throw to resist certain effects. The saving throw DC is calculated as follows

Dragoon save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Jump

 Beginning at the 1st level you are able to greatly increase your jumping ability. While on solid ground, as an Action you can leap high into the sky. Your base Jump height is equal to 20 + your Proficiency modifier + your Strength modifier in feet. However, Jumping is impossible in rooms with a ceiling lower than 30 ft above the floor unless you are a small creature.

When you Jump, you can also leap forward a number of feet up to your Strength score, however this distance is subtracted from your available movement. When landing after you Jump, you do not take falling damage.

 Once you have Jumped the number of times shown for your Dragoon level in the Jump column of the Dragoon table, you must finish a long rest before you can Jump again.

Deadly Lancer

  At 2nd level you have learned the technique of the falling from the sky to inflict more damage. When you use your Jump feature within your reach of another creature, you may make a melee weapon attack against it. If you do, you provoke no attacks of opportunity until you land, except from flying creatures, and must land within 5 feet of the target. If the attack hits, you deal an additional 1d6 points of damage of your weapon's type. You must be weilding a Dragoon weapon, which are glaives, halberds, javelins, lances, pikes, spears,or tridents.

The amount of the extra damage increases as you gain levels in this class, as shown in the Deadly Lancer column of the Dragoon table.

Dragoon Paradigm

 At 3rd level, you select the focus of your training as a dragoon. You may choose from Monster Hunter, Elemental Lancer, or Valkyries all detailed at the end of the class description.

Ability Score Improvement

  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.

Crippling Strike

 Upon reaching 4th level, you have focused your training to aim for the vital spots of your enemies. When you successfully hit a creature with a dragoon weapon, you can force them to make a Dexterity saving throw. On a failed save you injure either the target's arms or legs (your choice). This ability only works on creatures with limbs, or lack the amorphous trait.

  • Legs: The target's movement speed is halved, and they have disadvantage on Dexterity saving throws and ability checks.

  • Arms: The target makes has Disadvantage on all melee attacks. They also have disadvantage on Strength saving throws and ability checks.

This injury lasts until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Sweeping Strike

  At 7th level you are, able to use your Dragoon weapons like dragon uses its tail. As a bonus action on your turn choose up to 3 creatures within reach. Each creature must succeed on a Dexterity saving throw or be knocked Prone. This ability is only effective against Large or smaller enemies. You can use this feature a number of times equal to your Dexterity modifier (a minimum of once) and you regain any expended uses when you finish a long rest.

Determination

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level.

Evasion

  Starting at 11th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Double Jump

At 15th level, when you reduce a hostile creature to 0 hitpoints with your Deadly Lancer feature, you may use a bonus action to immediately use your Deadly Lancer feature on another creature within reach. Doing so expends another use of your Jump feature as normal.

War Cry

Beginning at the 18th level, as a bonus action you can inspire ferocity within yourself and your allies. Your melee weapon attacks and those of your allies who are within 10 feet of you land critical hits on die results 19 or 20 for a number of rounds equal to half your Strength modifier. This does not overwrite or add to already present critical hit range increases. Once you use this feature, you can’t use it again until you finish a short or long rest.

Perfect Lancer

At 20th level, you have fully mastered taking down your enemies from the skies. You automatically maximize the bonus damage from your Deadly Lancer feature.

Dragoon Paradigm

Dragoons have many features in common, including their emphasis on perfecting their skills, and their deadly approach to combat, but what they choose to focus on shapes them. Some Dragoons focus on hunting specific types of monsters, others turn to the arcane arts to supplement their prowess, while still others dedicate themselves to becoming masters of aerial and ground combat. Your Dragoon Paradigm represents this choice.

Monster Hunter

A Dragoon who has chosen to focus on the utter destruction of monsters begins to walk the path of a Monster Hunter. This type of Dragoon excels at combating all manner of creatures having a rich knowledge of their foes, and the strategies needed to defeat them.

Hunter's Insight

Beginning at 3rd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Creatures
of this type are now your chosen prey.

You have advantage on Wisdom (Survival) checks to track these enemies, as well as on Intelligence checks to recall information about them.

You also learn one language of your choice that is spoken by your chosen prey, if they speak one at all. You also gain a
+2 bonus to damage rolls with weapon attacks against creatures of the chosen type.






Elusive Jump

Beginning at the 6th level, when you are the target of a melee attack, as a reaction you can expend 2 uses of your Jump feature to perform an Elusive Jump. You can immediately leap directly away from the attacker to a point up to half your total base walking speed away. This movement does not provoke attacks of opportunity.

Spineshatter

Starting at 10th level, when you land a successful attack with your Deadly Lancer ability, you may use a bonus action to force it to make a Constitution saving throw. On a failure, the creature is stunned until the end of it's next turn. You may use this feature once between each long rest.

Monster Slayer

At the 17th level you become an unparalleled hunter of your chosen prey. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against your chosen prey. You can choose
to use this feature before or after the roll, but before any effects of the roll are applied.

Elemental Lancer

 Some Dragoons choose to incorporate arcane energy into their fighting styles. Some event, or ritual infuses them with the ability to unleash fercious elemental power against their foes.

Infusion

When you reach third level, you undergo some kind of spell, ritual, or event that permanently imbues you with elemental power. You change the bonus damage of your Deadly Lancer feature to either Acid, Cold, Fire, Lightning, or Poison damage. You also gain resistance to this damage type. Once you make this choice, you can not change it again.

Breath of the Primordials

  Beginning at the 6th level, as a bonus action you may expend an available use of your Jump ability in order to cast the dragon's breath spell on yourself at the 2nd level, however you must always select the same damage type you chose for your Infusion. This ability does not consume a spell slot, nor does it require any material components, however you must maintain concentration on the spell as per normal.

Once you use this feature, you cannot use it again until you finish a long rest. At 10th level you cast this spell at 3rd level, and at the 17th level you cast this spell at 4th level.

Empowered Strikes

 Beginning at 10th level, you can permanently imbue one of your dragoon weapons with arcane power. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

The weapon becomes magical and gains a + 1 to attack rolls, and on a critical hit, deals an extra 1d8 damage of your Infusion type.

Dragonfire Strike

 At 17th level, you are able to perform a Dragonfire Strike. When you are using the Deadly Lancer feature, you may expend a second available use of Jump to enshroud yourself in a corona of your chosen Infusion energy type, striking down with much greater force.

The bonus damage of your Deadly Lancer ability bursts into a sphere. All creatures within a 20 foot radius of your original target must succeed on a Dexterity saving throw, or take the same amount of extra Deadly Lancer damage as the original target. Creatures who succeed only take half damage. Once you use this feature, you can’t use it again until after you finish a long rest.


Valkyrie

A Valkyrie is a Dragoon who has dedicated themselves to mastering both ground-based and aerial combat. Valkyries are known for their incredible Jumping abilities, allowing them to further deepen the myths which surround Dragoons, for their rumored ability to fly.

Bonus Proficiencies

At 3rd level, you gain proficiency with heavy armor.

Piercing Heaven

Beginning at the 3rd level, when you use take the attack action, or use your Deadly Lancer feature if there is a hovering or flying creature within 5 feet of your target, you may roll a second attack roll for that creature as a bonus action. You do not add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Improved Jump

Beginning at the 6th level, your ability to Jump becomes more powerful. Your base Jump height doubles, and when you Jump, you can also leap forward up to 30 feet, however this distance is subtracted from your available movement. Furthermore, your control over your Jumps improves, you are able to jump freely both in doors and outdoors without restriction.

Additionally, you can use your reaction when you fall to briefly sprout ethereal wings. You can reduce any falling damage you take by an amount equal to five times your dragoon level.

Walküren

Beginning at the 10th level, you are able to expend two available Jumps to gain the ability to fly. When you do so, an ethereal pair of wings sprout from your back, and for one minute you gain a flying speed equal to your walking speed.

You melee weapon attacks also deal an additional 1d8 radiant damage for the duration.

Triple Jump

At 17th level your Double Jump ability improves. If you did not reduce the second creature to 0 hit points with your Deadly Lancer ability, you can use your reaction to expend an available use of Jump and strike it again. If the second creature was reduced to 0 hit points, you can use your reaction to instead target a 3rd creature within reach. Once you use this feature, you can't use it again until you finish either a short or long rest.







Red Mage

Eyes sparkling with wonder, a
human wearing well-worn armor,
tinged with crimson accents,
touches the glyphs adorning an
ancient ruin’s wall. He
sheathes his longsword to record
them into his notebook, smiling in satisfaction as he completes his work.

Singing the ancient warsong of her people, an elf
lunges forward with her lightning-wreathed rapier
to dispatch a looming hobgoblin with a strike as
singular and definitive as thunder.

A bright glow surrounds an injured friend for a
brief moment, before grevious wounds begin
to stitch themselves shut. A tiefling smiles as she
lifts her charge up, now fully healed. She murmurs
a quick word of thanks to the gods for their blessing.

Everyone wants to do something . Some people
want to heal and help others, whether by magical or
non-magical means. Some wish to become great
warriors, forging their names in battle and
increasing their martial prowess.

Others wish to become better magicians, learning
new spells or gaining mastery over powers
they already have.

But there are a rare few who wish to do everything
at once. These skilled individuals are known as
Red Mages. These adventurers seek to protect the good in the world by drawing on both white and black magic,
while mixing martial prowess into a flawless
battle style.

Fierce Warriors

Every Red Mage is a warrior at heart. These
mages train with arms and armor to protect what they
hold dear, fight for what they believe in, and get themselves into or out of trouble. For a Red Mage, violence may not be the preferable answer but it’s always a valid back up plan.

Versatile Magicians

  Every Red Mage is a magician. They use their hard earned skills with spellcasting to explore the world, to empower
and heal their companions, and to decimate their
enemies. For a Red Mage, magic is a tool that expands their horizons and their options.

Dedicated Scholars

 Red Mages spend much of their time traveling the world, learning martial skills, while simultaneously moonlighting in the local library, poring through tomes of ancient lore. Most who take this path dabble in all sorts of lore, picking up anything that might aid them in their search for perfection.

Red Mage

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting 3 2
2nd +2 Spellstrike 3 2
3rd +2 Battle Style 3 3
4th +2 Ability Score Improvement 4 3
5th +3 Extra Attack 4 4 2
6th +3 Spell Combat 4 4 2
7th +3 Style Feature 4 4 3
8th +3 Ability Score Improvement 4 4 3
9th +4 4 4 3 2
10th +4 Double Cast 5 4 3 2
11th +4 Style Feature 5 4 3 3
12th +4 Ability Score Improvement 5 4 3 3
13th +5 5 4 3 3 1
14th +5 Martial Prowess 5 4 3 3 1
15th +5 Style Feature 5 4 3 3 2
16th +5 Ability Score Improvement 5 4 3 3 2
17th +6 5 4 4 3 3 1
18th +6 In the Red 5 4 4 3 3 1
19th +6 Ability Score Improvement 5 4 4 3 3 2
20th +6 Red Wizard 5 4 4 3 3 2

Class Features

As an Red Mage, you gain the following Class features:

Hit Points


  • Hit Dice: 1d8 per Red Mage level
  • Hit Points at 1st Level: 8 + your Constituion modifier
  • Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per Red Mage level after 1st

Proficiencies


  • Armor: Light Armor and Shields
  • Weapons: Daggers, Darts, Scimitars, Shortswords, Rapiers, Whips (Finesse Weapons)
  • Tools: None

  • Saving Throws: Wisdom, Dexterity
  • Skills: Choose two from Acrobatics, Arcana, History, Investigation, Medicine, or Religion

    Equipment

You start with the following equipment in addition to the equipment gained by your background. • (a) A rapier or (b) Two Daggers

(a) Padded Armor or (b) Leather Armor

• (a) an arcane focus or (b) a divine focus or (c) a component pouch


Spellcasting

Your time spent learning the intricacies of magic grants you the ability to cast spells

See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this class description for the red mage spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the red mage spell list. You learn additional red mage cantrips of your choice at higher leveis, as shown in the Cantrips Known column of the Red Mage table.

Preparing and Casting Spells

The Red Mage table shows how many spell slots you have to cast your red mage spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of red mage spells that are available for you to cast, choosing from the red mage spell list. When you do so, choose a number of red mage spells equal to your Wisdom modifier + your red mage level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level red mage, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of red mage spells requires time spent in study and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your red mage spells, because you see the wisdom in learning both healing and destructive magics as well as pursuing martial training. You use your Wisdom modifier whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a red mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a red mage spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an arcane focus, a divine focus, or a component pouch (found in chapter 5) as a spellcasting focus for your red mage spells.

Spellstrike

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal necrotic damage to the target, in addition to the weapon's damage.

The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Battle Style

  At 3rd level, you choose a particular style of combat as a red mage. Choose either Spellblade, Universalist or Battle Mage, all detailed below. Your choice grants you additional features at the 7th, 11th and 15th levels.

Ability Score Improvement

 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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Spell Combat

At 6th level, as an extension of learning both martial combat and magic, you learn to cast spells and wield weapons at the same time.

When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Double Cast

By 10th level, your spellcasting has become especially swift. When you cast a spell of 1st level or higher that has a casting time of 1 action, you can use your reaction to change the casting time to 1 reaction. You may not use this feature with a spell greater than 3rd level. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and you regain all expended uses on a long rest.

Martial Prowess

Starting at 14th level, whenever a creature makes an attack roll against you and doesn't have advantage on the roll, you can use your reaction to impose disadvantage on it.

In the Red

Starting at 18th level, you can increase the power of your simpler spells. When you cast a red mage spell of 1st through 3rd-level that deals damage, you can deal maximum damage with that spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it.

Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Red Wizard

At 20th level you unlock the full measure of your magical might. As a bonus action you may unleash this power for 1 minute. For the duration, all of your melee attacks are made at advantage and all targets of your red mage spells have disadvantage on their saving throws. Once you use this feature, you can't use it again until you finish a long rest.

Battle with Style

Each red mage approaches combat differently, some focus their studies on either their swordplay, others on elementary mastery or creating striking synergy with their allies on the battlefield.

Spellblade

You've taken up sword in hand, aiming to weave magic and martial might into a flawless, deadly dance.

Bladesong

Starting at 3rd level, you can invoke a secret rite called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time you choose (no action required).

While your Bladesong is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Wisdom modifier (minimum of +1)
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity (Acrobatics) checks.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Wisdom modifier (minimum of +1)






Reflect

Beginning at 7th level, can conjure up a magical reflective barrier at a moment's notice. If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw.

Enchanted Blade

At 11th level you are so suffused with eldritch might that that all your melee weapon strikes carry arcane power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 necrotic damage.

Teleporting Strike

At 15th level, you gain the ability to pass between the planes in the blink of an eye. When you take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see.

If you attack at least two different creatures with the action, you can make one additional attack with it against a third creature

Universalist

Some Red Mages specialize in a certain area of their abilities, Universalists don't. You dedicate yourself to being able to adapt to any situation.

Bonus Proficiency

When you choose this style at 3rd level, you gain proficiency with medium armor.

Offense or Defense

At 3rd level you learn how to control yourrself and by extension, the flow of combat. During each long rest you can choose to take a -2 penalty on all attack or damage rolls, or to your AC and gain an equal bonus to one of the others, or a + 1 bonus to each of the others. This effect lasts until you take another long rest.

Crimson Sorcery

At 7th level your arcane might improves. When you cast a spell that deals Acid, Cold, Fire, Lightning, Poison, or Thunder damage, you can replace the damage type with another of the options listed. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and you regain all expended uses on a long rest.

Magical Knack

At 11th level you drastically improve your abilty in both dealing and healing damage with spells. Whenever a you cast a spell that deals damage, or casts a spell that heals hit points you can add your Wisdom modifier to the damage healed or dealt.

 A single spell can never gain this extra damage or healing more than once per casting. For example, if a spell lasts for more than 1 round such as Flaming Sphere, it does not gain the benefit of this feature, except on the first round. The bonus from this ability applies only to your red mage spells.

Versatile Spellstrike

At 15th level you learn to change your Spellstrike ability's bonus damage. As a bonus action you can change the damage type from necrotic to any elemental type (excluding Force and Psychic). You must choose what type of damage it will be, before you make your attack.

You can use this feature twice. You regain expended uses when you finish a long rest.

Battle Mage

You've focused on becoming a critical player in battle, coming up with various methods to support your allies to be more effective in battle.

Bonus Proficiency

When you choose this style at 3rd level, you gain proficiency with medium and heavy armor.







Mock

At 3rd level, you have learned to mix magic with your movements to pull the attention of an enemy, allowing your allies to strike. As a reaction you may cry out and distract a target attacking any ally within 30 feet of yourself. The target must succed on a Wisdom saving throw or all melee weapon attacks performed by your allies against the target gain advantage until the start of your next turn. You may use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all expended uses after a long rest.

Defensive Healer

At 7th level your expertise with healing magics allows you to temporarily shield an ally you bring back to consciousness. Whenever you use a spell of 1st level or higher to restore hit points to a creature with 0 hit points, attacks rolls against that creature have disadvantage until the end if its next turn.

Reactive Fighter

Starting from 11th level, your battlefield experience allows you to read your opponent's moves and take advantage of every opening. As an action, you can analyze a creature you can see within 20 feet of you. For 1 minute, whenever the creature makes an attack, you can use your reaction to make a melee weapon attack against that creature if it is within range. Once you use this feature, you must finish a short or long rest before you can use it again.

Blaze of Glory

Starting at 15th level, when you are reduced to 0 hit points by an attacker you can see, even if you would be killed outright, you can use your reaction to move up to your speed toward the attacker and make one melee weapon attack against it, as long as the movement brings it within your reach. You make this attack with advantage. If the attack hits, the creature takes an extra 3d10 fire damage and an extra 3d10 damage of the weapon's type. You then fall unconscious and begin making death saving throws as normal, or you die if the damage you took would have killed you outright.

Once you use this feature, you can't use it again until you finish a long rest.

Red Mage Spell List

Spells in BOLD are unique to this game and detailed descriptors can be found in Chapter Two.
Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Booming Blade
  • Chill Touch
  • Control Flames
  • Create Bonfire
  • Eldritch Blast
  • Firebolt
  • Frostbite
  • Green- Flame Blade
  • Guidance
  • Light
  • Mending
  • Mold Earth
  • Poison Spray
  • Resistance
  • Sacred Flame
  • Searing Smite
  • Shocking Grasp
  • Thaumaturgy
  • Thunderclap
  • Toll the Dead
  • Word of Radiance
    1st Level
  • Absorb Elements
  • Bless
  • Burning Hands
  • Charm Person
  • Chromatic Orb
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic (Ritual)
  • Detect Poison and Disease
  • Disguise Self
  • Divine Favor
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Find Familiar
  • Guiding Bolt
  • Inflict Wounds
  • Mage Armor
  • Magic Missile
  • Sanctuary
  • Silent Image
  • Shield of Faith
  • Thunderwave
2nd Level
  • Alter Self
  • Arcane Lock
  • Blur
  • Branding Smite
  • Calm Emotions
  • Cloud of Daggers
  • Continual Flame
  • Darkvision
  • Dragon's Breath
  • Enhance Ability
  • Find Steed
  • Flaming Sphere
  • Hold Person
  • Lesser Restoration
  • Magic Weapon
  • Maximilian's Earthen Grasp
  • Misty Step
  • Poisoned Volley
  • Prayer of Healing
  • Rope Trick
  • Scorching Ray
  • Shadow Blade
  • Shatter
  • Silence
  • Warding Bond
  • Web
  • Zone of Truth
    3rd Level
  • Beacon of Hope
  • Blinding Smite
  • Blink
  • Counterspell
  • Create Food and Water
  • Daylight
  • Dispel Magic
  • Erupting Earth
  • Fear
  • Fireball
  • Fly
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Leomund's Tiny Hut (Ritual)
  • Lightning Bolt
  • Magic Circle
  • Mass Healing Word
  • Nondetection
  • Phantom Steed (Ritual)
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sleet Storm
  • Speak with Dead
  • Thousand Darts
  • Thunder Step
  • Tiny Servant
  • Tongues
  • Water Breathing (Ritual)
  • Water Walk (Ritual)
4th Level
  • Arcane Eye
  • Aura of Purity
  • Banishment
  • Blight
  • Charm Monster
  • Control Water
  • Death Ward
  • Dimension Door
  • Elemental Bane
  • Find Greater Steed
  • Freedom of Movement
  • Greater Invisibility
  • Guardian of Faith
  • Ice Storm
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Polymorph
  • Staggering Smite
  • Stoneskin
  • Watery Sphere
5th Level
  • Banishing Smite
  • Bigby's Hand
  • Circle of Power
  • Cone of Cold
  • Contact Other Plane (Ritual)
  • Dawn
  • Destructive Wave
  • Dominate Person
  • Far Step
  • Flame Strike
  • Greater Restoration
  • Hold Monster
  • Holy Weapon
  • Mass Cure Wounds
  • Steel Wind Strike
  • Wall of Force
  • Wall of Stone

Time Mage

Letting out a piercing whistle , a stout dwarf draws the attention of many orcs, each one now uninterested in the fleeing prey around them. They bring blade after blade down on him but with preternatural speed the dwarf moves his shield, rapidly deflecting each attack with a grim satisfaction.

A human woman walks calmly towards the incoming horde of orcs, certain that the city must stand if the timeline is to remain intact. Raising one arm out to her side, dark-blue lightning sparks from the surrounding air, solidifying to form a long glowing blue blade ready in her hands. There's no fear or hesitation, she already knows the outcome of this battle.

Time mages, as their names imply are students and manipulators of Time and Space. In combat, these mages let their minor control of temporal magic aid them and hinder their enemies. This magic is powerful, and difficult to control, hence experienced time mages are very rare.

Unique Casters

While not as strong an elemental caster as some other mages, a time mage's manipulation of temporal magics extends beyond any other caster's means.

Harnessing the ability to go brief moments back in time and change the outcomes of certain situations seems god-like but an adept time mage makes it look easy.

A battle between two or more time mages is something almost unbearable to watch because an observer cannot easily follow the actions of combat whist the participants continually change the outcome of every move made against one another.

World Hoppers

Like Black and White Mages, all time mages extensively research the multiverse. Many adventurer time mages actively seek out portals and gateways to the other planes, and exploring all of time and space in their journeys.

Creating A Time Mage

As you create a time mage, think about what got you interested in temporal magic. Were you one of the few who stumbled into the titan Chronos' Sanctum? Were you someone who always felt that time was on their side for some reason? Did you find that the world felt like it moved slower than it should around you?

Talk to your DM about the role
played by time mages in the campaign, and what sort of organizations and NPCs you might have ties to.

Time Mage

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Expedious Recovery 3 2
2nd +2 Rewind the Clock 3 3
3rd +2 Time Mage Archetype 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Expertise 4 4 3 2
6th +3 Archetype Feature 4 4 3 3
7th +3 Hasted Assault 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Wisdom of the Ages 5 4 3 3 3 2
11th +4 __ 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Archetype Feature 5 4 3 3 3 2 1 1
15th +5 Expertise 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Time Lord 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Undo Timeline 5 4 3 3 3 3 2 2 1 1

Quick Build

You can make a time mage quickly by following these suggestions. First, put your highest ability score in Wisdom, followed by Constitution or Dexterity. Second, choose the sage background.

Class Features

As a time mage, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Time Mage level
  • Hit Points at 1st Level: 8 + your Constituion modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constituion modifier per Time Mage level after 1st

Proficiencies


  • Armor: Shields
  • Weapons: Simple weapons, shortswords, hand crossbows
  • Tools: Choose one type of artisan's tools or one musical instrument

  • Saving Throws: Intelligence and Wisdom
  • Skills: Choose two from Arcana, History, Intimidation, Investigation, Nature, Perception, and Religion
    
    

    Equipment

    You start with the following equipment, in addition to the equipment granted by your background:
  • (a) any simple weapon or (b) a shortsword
  • (a) an explorer's pack or (b) a scholar's pack
  • (a) an arcane focus or (b) a component pouch
  • A spellbook

Spellcasting

As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of this class description for the time mage spell list.

Cantrips

At 1st level, you know three cantrips of your choice from the time mage spell list. You learn additional time mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Time Mage table.

Your Spellbook

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil mage's chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find a time-mage spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare 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 mage 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 time mages 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.

Spellbook

At 1st level, you have a spellbook containing six 1st-level time mage spells of your choice. Your spellbook is the repository of the time mage spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Time Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of time mage spells that are available for you to cast. To do so, choose a number of time mage spells from your spellbook equal to your Wisdom modifier + your time mage level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd-level time mage, you have four 1st-level and two 2nd-level spell slots. With a Wisdsom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of time mage spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your time mage spells, since your magic relies on knowing when and when not to act. You use your Wisdom modifier whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a time mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a time mage spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus (found in chapter 5 of the Player's Hanbook) as a spellcasting focus for your time mage spells.

Learning Spells of 1st Level and Higher

Each time you gain a time mage level, you can add two time 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 on the Time Mage table. On your adventures, you might find other spells that you can add to your spellbook (see the "Your Spellbook" sidebar).

Expedious Recovery

 You have learned to regain some of your magical energy by speeding your progress along your own your personal timeline. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your time mage level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level time mage, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Rewind the Clock

  At 2nd level, you gain the ability to go back a brief moment in time. As a reaction, you may re-roll any attack roll, saving throw, or ability check you have just rolled, provided you did not have Disadvantage on the original roll. You must accept the result of the second roll.

At 2nd level you can use this ability once between each long rest. The number of times you can use this ability between short rests increases when you reach certain levels in this class, increasing to twice at 5th level, 3 times at 10th level, and 4 times at 15th level.

Time Mage Archetype

At 3rd level time mages choose a particular way in which they channel or augment their magics.

Ability Score Improvement

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.

Expertise

 At 5th level you've spent countlesslooped hours practicing your skills. Choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 15th level, you can choose another skill proficiency to gain this benefit.

Hasted Assault

Beginning at 7th level, you have learned how to speed up time for yourself making your own movements lightning fast. You add the haste spell to your spellbook if it is not there already. It is always prepared, but doesn't count against your normal number of prepared spells. Your base movement speed is also permanently increased by 10 feet.

Additionally whenever you roll for initiative you get a bonus to your initiative equal to your Wisdom modifier.

Wisdom of the Ages

At 10th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Additionally, you no longer suffer the negative aftereffects of the haste spell when then spell ends or concentration is lost. If you cast the spell in an ally, they gain the same benefit.

Time Lord

At 18th level you are nearning absolute mastery over Time. You gain the following benefits:

  • You add the time stop spell to your spellbook if you do not already know it. You always have it prepared, and it does not count against the number of spells you can prepare each day.
  • You may re-cast one spell of 4th level or lower that you have previously used on the same day without expending a spell slot. You may only benefit from this ability once per long rest.
  • Your aging process has all but halted. You suffer none of the frailty of old age, and you can't be aged magicallly. You can still die of old age, but your natural life-span is increased ten times.

Undo Timeline

Upon reaching 20th level, you gain the ability to undo a specific timeline, taking all actions of up to 8 targets back in time, up to 12 hours prior. All experience and items that were gained within the original timeline are lost.

All spell slots that were expended within that time-frame become refreshed. You can only use this feature once every month.

The stress of using this ability weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days.

Time Mage Archetype

Early in their studies time mages choose a particular way in which they channel or augment their magics.

Clockwork Mechanist

A Mechanist is master of clockwork creations and repitious magic. Through study, trial and error, these time mages have learned to create and maniuplate clockwork constructs, and replicate their precision in their spellcasting.

Clockwork Soldier

Beginning at 3rd level, you have spent many hours developing a minor construct to aid you in battle called a clockwork solider. As an action you can summon this creature into an unoccupied space within 5 feet of you . The clockwork solider is friendly to you and your companions, and it obeys your commands.

The creature's game statistics are located in the Clockwork Soldier stat block. You determine the soldier's appearance.

In combat, the constuct shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you use a Bonus Action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.

If the mending cantrip is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as a Bonus Action.

If the soldier is destroyed, you can craft a new one. This process can only happen during a long rest and takes 8 hours and requires 100 gp worth of mechanical parts, which are consumed.

Once you have used this feature once, you must finish a long rest before doing so again.


Clockwork Soldier

small construct, neutral


  • Armor Class 13
  • Hit Points equal to five times your level in this class + your Wisdom modifier
  • Speed 20 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 11 (+0)

  • Damage Immunities poison, psychic
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine.
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Poisoned
  • Senses darkvision 60 feet, passive Perception 10
  • Languages understands one language of its creator but can't speak

Antimagic Susceptibility. The clockwork soldier is incapacitated while in the area of an antimagic field. If targeted by dispel magic, it must succeed on a Constitution saving throw against the caster's spell save DC or be Incapacitated for 1 minute.
Repairable. As long as it has at least 1 hit point remaining, the soldier regains 2d6 hit points when the mending cantrip is cast on it.
Immutable Form. The soldier is immune to any spell or effect that would alter its form.

Actions (Require your Bonus Action)

Multiattack. The soldier makes two fist attacks or two crossbow attacks.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 1d8 + 3 bludgeoning damage.
Heavy crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 1d10 + 3 piercing damage.

Mechanical Precision

    Beginning at 6th level you can partially freeze an event in time.

After successfully hitting a creature with a melee or ranged spell attack, on your next turn you can choose to forgo making an attack roll, and instead use the same value as your prior attack roll.

This ability can be used sequentially, each subsequent use counting against your total number of available uses. You can not use this feature after a critical hit.

You can use this feature a number of times equal to your Wisdom modifier, between each long rest.

Pendulum

 At 14th level you learn how to impose a sense of regularity in a creature's motions and fortunes. As an action, choose a creature within 60 feet that you can see. The target must make a Wisdom saving throw. On a failure for 1 minute it does not make any d20 rolls for attack rolls, ability checks, or saving throws, but instead follows the sequence of 1, 19, 2, 18, 3, 17, 4, 16, 5, 15.

Once you use this feature, you can’t use it again until you finish a long rest.

Relativist

Relativists are time mages who study the fabric of the universe, and explore the strange relationship between time and space. If ever you meet an eccentric mage, whose first question is "What year is it?" it's probably a Relativist, lost in the flow of ages. As a Relativist your extensive knowledge of metaphysics has given you the ability to manipulate space-time in ways other mages can not.

Time Dilation

When you choose this archetype at 3rd level, you learn to manipulate your personal timeline with proficiency unmatched by other time mages. As a bonus action you can cause time to bend around you, and while doing so you gain the following benefits:

  • Your movement speed increases by 10 feet.
  • You have advantage on melee attack rolls against enemies.
  • Enemies have disadvantage on melee attack rolls against you.

This effect lasts for 1 minute. It ends early if you take damage, or are incapacitated. You can also end the effect as a bonus action. You may use this feature once. You must finish a short or long rest before you are able to do so again.


Fold Space

   At 6th level, you learn how to fold space to shorten the distance between places. As a bonus action you can teleport up to 60 feet to an unoccupied space that you can see. Each creature of your choice that you can see within 5 feet of the space you appear in takes force damage equal to twice your Wisdom modifier (minimum of 1 damage).

You can use this feature a number of times equal to your Wisdom modifier (minimum of once) between each long rest.

Gravity Well

Beginning at 14th level, you can compress vast amounts of temporal energy into a single point.

As an action you can summon a tiny, marble sized black sphere, that apears in a place of your choice within 100 feet of yourself. All creatures and objects within a 30 foot radius of the sphere of must make a Strength saving throw. On a failure, creatures are violently pulled 10 feet towards the sphere and take 10d6 + your Wisdom modifier of force damage. On a sucessful save, creatures only take half damage and are not pulled towards the sphere.

Once you use this feature, you can’t use it again until you finish a long rest.

Eternalist

As an Eternalist, you have come to understand that all of Time is equally real. The past, the present, and the future are as distinct as different places, and you know how to see them all.

Temporal Gleaning

 When you take this archetype at 3rd level, you become able to sometimes glimpse moments in the past and in the future. You gain proficiency in the History skill, and you learn the guidance cantrip. This cantrip does not count against your number of cantrips known, and is treated as a time mage spell for you.

Reactionary Seer

  Beginning at 6th level, you can see the immediate future more clearly. When the result of a spell attack would hit you, as a reaction you may expend a spell slot of equal level to make your opponent re-roll their attack. If the spell slot is 3rd level or lower, your opponent must also pass a Wisdom saving throw or have disadvantage on the new spell attack roll as well.

Temporal Anomaly

At 14th level you gain the ability borrow yourself from the future. As a bonus action you can snatch yourself from from 1 round in the future. Your future self appears in an unoccupied space within 5 feet of your current self.

Your future self acts in immediately after your turn in the initiative order. It has all the resources you had at the moment you summoned it have, except it still has an available action, bonus action, and reaction, and full movement.

Because your future self was previously only a possibility, his or her resources are not depleted as a result of whatever your current self does before it acts (even if your current self dies before it has a chance to act.

However, because the future self is still part of the time stream, the round it spends with you is a round it misses in its own future. Consequently you miss the next round as well. You simply aren't there.

Tampering with the time stream is a tricky business. Here is a round-by-round summary.

Round One

You summon your time duplicate the future self from round two arrives, and you both act normally.

Round Two

The future self-now "you" are snatched back in time to help your past self. During this round, there are no versions of you present.

Round Three

You rejoin the time stream. You arrive in the same location and condition that your future self ended with at the end of the first round. Any resources (spells, damage, magic item charges) that you and your future self used up in round one are gone for real. Record them now. If your original self died, in round one, you are dead when you reappear.

Using this ability stretches time and probability to its limit; more powerful versions of time duplicate are not possible, nor can you snatch a version of yourself from farther in the future.

You can use this feature once between each long rest.

Time Mage Spell List

Spells in BOLD are unique to this homebrew.

Cantrips (0 Level)

  • Acid Splash
  • Dancing Lights
  • Fire Bolt
  • Guidance
  • Light
  • Mage hand
  • Mending
  • Message
  • Poison spray
  • Prestidigitation
  • Ray of frost
  • Resistance
  • Shocking grasp
  • Spare the dying
  • Temporal Lance

1st Level

  • Absorb Elements
  • Alarm
  • Burning Hands
  • Catapult
  • Cause Fear
  • Chromatic Orb
  • Color Spray
  • Comprehend Languages
  • Create or Destroy Water
  • Cure Wounds
  • Detect Magic (Ritual)
  • Disguise Self
  • Earth Tremor
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Find Familiar
  • Gear Shield
  • Ice Knife
  • Identify
  • Illusory Script
  • Inflict Wounds
  • Mage Armor
  • Magic Missile
  • Protection from Evil and Good
  • Shield
  • Silent Image
  • Sleep
  • Snare
  • Tenser's Floating Disk
  • Unseen Servant
  • Zephyr Strike

    2nd Level

  • Aganzzar's Scorcher
  • Alter Self
  • Arcane Lock
  • Augury
  • Blindness/Deafness
  • Blur
  • Cloud of Daggers
  • Continual Flame
  • Darkness
  • Detect Thoughts
  • Dust Devil
  • Earthbind
  • Enhance Ability
  • Flaming Sphere
  • Gentle Repose
  • Heat Metal
  • Hold Person
  • Invisibility
  • Knock
  • Levitate
  • Locate Object
  • Magic Mouth
  • Melf's Acid Arrow
  • Mind Spike
  • Misty Step
  • Mirror Image
  • Phantasmal Force
  • Ray of Enfeeblement
  • Rope Trick
  • Scorching Ray
  • See Invisibility
  • Shadow Blade
  • Shatter
  • Time Step
  • Warding Bond

3rd Level

  • Blink
  • Catnap
  • Clairvoyance
  • Create Food and Water
  • Conjure Barrage
  • Counterspell
  • Daylight
  • Dispel Magic
  • Elemental Weapon
  • Erupting Earth
  • Feign Death
  • Fireball
  • Fly
  • Gaseous Form
  • Gear Barrage
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Leomund's Tiny Hut
  • Lightning Bolt
  • Magic Circle
  • Melf's Minute Meteors
  • Nondetection
  • Plant Growth
  • Protection from Energy
  • Sending
  • Slow
  • Speak with Dead
  • Stinking Cloud
  • Summon Lesser Demon
  • Thunder Step
  • Tongues
  • Vampiric Touch
  • Water Walk

4th Level

  • Arcane Eye
  • Banishment
  • Blight
  • Confusion
  • Conjure Minor Elementals
  • Dimension Door
  • Greater Invisibility
  • Fabricate
  • Fire Shield
  • Freedom of Movement
  • Hallucinatory Terrain
  • Locate Creature
  • Mordenkainen’s Faithful Hound
  • Mordenkainen’s Private Sanctum
  • Otiluke's Resilient Sphere
  • Polymorph
  • Stone Skin
  • Storm Sphere
  • Watery Sphere

5th Level

  • Animate Objects
  • Awaken
  • Bigby's Hand
  • Circle of Power
  • Cloudkill
  • Cone of Cold
  • Conjure Elemental
  • Contact Other Plane
  • Creation
  • Dawn
  • Enervation
  • Far Step
  • Flame Strike
  • Geas
  • Hold Monster
  • Immolation
  • Legend Lore
  • Mislead
  • Modify Memory
  • Planar Binding
  • Scrying
  • Skill Empowerment
  • Synaptic Static
  • Steel Wind Strike
  • Telekinesis
  • Teleportation Circle
  • Wall of Time

6th Level

  • Arcane Gate
  • Chain Lightning
  • Circle of Death
  • Contingency
  • Disintegrate
  • Drawmij's Instant Summon
  • Find the Path
  • Forbiddance
  • Globe of Invulnerability
  • Guards and Wards
  • Investiture of Flame
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Mental Prison
  • Planar Ally
  • Programmed Illusion
  • Sunbeam
  • Time Loop
  • True Seeing
  • Word of Recall

7th Level

  • Crown of Stars
  • Delayed Blast Fireball
  • Etherealness
  • Finger of Death
  • Forcecage
  • Mordenkainen's Magnificent Mansion
  • Mordenkainen's Sword
  • Plane Shift
  • Prismatic Spray
  • Project Image
  • Reverse Gravity
  • Sequester
  • Symbol
  • Teleport

8th Level

  • Abi-Dalzim's Horrid Wilting
  • Antimagic Field
  • Antipathy/Sympathy
  • Clone
  • Control Weather
  • Earthquake
  • Demiplane
  • Feeblemind
  • Incendiary Cloud
  • Maddening Darkness
  • Maze
  • Mighty Fortress
  • Mind Blank
  • Power Word Stun
  • Telepathy

9th Level

  • Astral Projection
  • Foresight
  • Gate
  • Imprisonment
  • Invulnerability
  • Meteor Swarm
  • Power Word Kill
  • Prismatic Wall
  • Psychic Scream
  • Time Stop
  • Wish

Gear Barrage

3rd level conjuration


  • Casting Time: 1 action
  • Range: Self (30 ft. cone)
  • Components: V, S, M (a handful of gears and sprockets worth 5gp)
  • Duration: Instantaneous

You create a burst of magically-propelled gears. Each creature within a 30-foot cone takes 6d6 bludgeoning damage, or half damage with a successful Dexterity saving throw. Constructs must make their saving throw at disadvantage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d6 for each slot level above 3rd.

Gear Shield

1st level abjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a small iron gear)
  • Duration: Concentration, up to 10 minutes

As part of casting this spell you touch a willing creature, and you cause large spectral gears to orbit them. These gears shield the target from incoming attacks, granting a +2 bonus to AC for the duration, without hindering the subject’s movement, vision, or attacks.

Temporal Lance

transmutation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You send glowing rays of temporal energy streaking towards a targets. Each target must make a Charisma saving throw or it's speed is halved (rounding down) and it has disadvantage on Dexterity saving throws until the end of your next turn.

The spell creates more than one lance when you reach higher levels: two lances at 5th level, three lances at 11th level, and four lances at 17th level. You can direct the lances at the same target, though the disadvantage does not stack, or at different ones.


Time Loop

6th-level transmutation


  • Casting Time: 1 action
  • Range: 60 ft
  • Components: V, S, M (a metal loop)
  • Duration: Concentration, up to 1 minute

You capture a creature in a loop of time. One creature within range is teleported to the space where it began its previous turn. The target then makes a Charisma saving throw. If it succeeds, the spell’s effect ends. If it fails, the creature must repeat the actions it took on its previous turn, following the same sequence of moves and actions to the best of its ability.

If the space where the target began its previous turn is occupied or it’s impossible for the target to take the same action (if it cast a spell but it’s now unable to do so, for example), the target is incapacitated.

An affected target repeats the saving throw at the end of its turn, ending the effect on itself on a success. For as long as the spell lasts, the target teleports back to the original starting point at the start of each of its turns and it must repeat the same sequence of moves and actions.

Time Step

2nd-level conjuration


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Instantaneous

You step forward briefly in time. You disappear from your location and reappear at the beginning of your next turn in a location 30 feet of the space you disappeared from. You can't be affected by anything that happens during the interval you're missing, and you aren't aware of anything that happens during that time.

Wall of Time

5th-level abjuration


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: M, V, S (an hourglass)
  • Duration: Concentration, up to 1 minute

You create a wall of shimmering, transparent blocks and rotating but intangible gears on a solid surface within range. You can choose to make a straight wall up to 60 feet long, 10 feet high, and 1 foot thick or a ringed wall that has a 20-foot diameter and is up to 20 feet high and 1 foot thick

Nonmagical ranged attacks that cross the wall vanish into time with no other effect. Ranged spell attacks and ranged weapon attacks made with magical weapons that pass through the wall are made with disadvantage.

A creature that intentionally enters or passes through the wall is affected as if they had just failed their initial saving throw against the slow spell.

                         Appendix: New Races

Bangaa

Only a fool looks at a Bangaa and sees nothing more than a scaly humanoid. Their physical shape notwithstanding, Bangaa have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Bangaa possess a proud, and almost inscrutable mindset, their desires and thoughts driven by a different set of principles than those of warm-blooded creatures. Their desert homes might lie hundreds of miles from the nearest human settlement, but the gap between their way of thinking and that of the smooth-skins is far greater. Despite their harsh outlook, some Bangaa make an effort to understand and, in their own manner, befriend people of other races. Such Bangaa make faithful and skilled allies.

Bestial Society

The Bangaa's reptilian nature comes through not only in their appearance, but also in how they think and act. Bangaa experience a more limited emotional life than other humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure. Bangaa experience most feelings as detached descriptions of creatures and situations.

For exampe Bangaa aren't scared of a troll; instead, they understand that a troll is a fearsome, dangerous creature and react accordingly. They are aggressive toward prey they want to eat, creatures that want to harm them, and so on. Pleasurable people and things make life easier for Bangaa. Pleasurable things should be preserved and protected, sometimes at the cost of the Bangaa's own safety.

Cold and Calculating

Most humanoids describe cold-blooded people as lacking in emotion and empathy. The same label serves as an apt depiction of Bangaa. Lacking any external emotional reactions, Bangaa behave in a distant manner. They don't mourn fallen comrades or rage against their enemies. They simply observe and react as a situation warrants. Bangaa lack meaningful emotional ties to the past. They assess situations based on their current and future utility and importance.

Utility and Survival

The Bangaa mindset might seem unnecessarily cruel, but it helps them survive in a hostile environment. The deserts they inhabit are filled with a staggering variety of threats. Bangaa focus on survival above all, without sentiment. They assess virtually everyone and everything in terms of utility.


Bangaa Names

Bangaa take their names from the Draconic language. They use simple descriptives granted by the tribe based on an individual's notable deeds or actions. For example, Garurt translates as "axe," a name given to a Bangaa warrior who defeated an ore and claimed his foe's weapon. Bangaa make no distinction between male and female in their naming conventions. Each example name includes its translation in parenthesis.

Achuak (green), Aryte (war), Baeshra (animal), Darastrix (dragon), Garurt (axe), Irhtos (secret), Jhank (hammer), Kepesk (storm), Kethend (gem)

Bangaa Traits

Bangaa use the Lizardfolk traits.










Moogles

Moogles are clever folk who are able to handle any tool with ease. Their curiosity is only matched by their mischieviousness. Moogles delight in surprising humans, and their jobs highlight their special talents. Their dexterity makes them the perfect candidates for jobs requiring delicate work. Moogles are delightful creatures and friendly. They enjoy building and creating stuff as well as selling them. Moogles are natural merchants.l.

Flying Fluffballs

Small in stature and deviously quick, moogles are the lightest and smallest of the races. Moogles are covered in short fur, usually white, but some Moogles have changed the color through Magic or other means. Each moogle has an antenna with a Pom-Pom at the end of it, and a pair of small wings. They also have bunny-like ears and whiskers.

On the Wind Far and Wide

Moogles are a very diverse race culturally. They typically adapt to the culture of whichever realm they are present in, keeping small but tight-knit families. Moogles who run the mail service have a wide experience in dealing with many different races and pronouncing odd names. Moogles who prefer more dangerous work rely on their wits, manipulation, and natural dexterity in order to gain an edge.

Common Moogle Names

While most Moogle names start with the letter 'M', this is of course not true for all Moogles.

Female Names: Suzana, Atla, Mogki, Mocchi, Mimoza, Mogrich

Male Names: Montblanc, Mogrich, Mogryo, Stiltzkin, Gumo, Noggy


Moogle Traits

Moogles are small fuzzy creatures that seek a wide variety of professions. They are widespread, and could be found in any location regardless of geography.

Ability Score. Your Dexterity Score increase by two and your Wisdom score increases by 1.

Age. Moogles on average live around 70-80 years.

Alignment. Moogles do not hold to one particular form of alignment, though most are neutral in some respect.

Size. Moogles are on average at about 3 to 4 feet tall. and usually weigh less than 100 lbs. Your size is Small.

Speed. Your base walking speed is 20 feet.

Flight. You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor.

Telepathic Connection. You can telepathically communicate with other Moogles within 100 miles as long as your red pom-poms have touched in the last 24 hours. After this time, you cannot communicate until you touch pom-poms again

Languages. You can speak, read, and write Common.



Nu Mou

The Nu Mou are an elusive group of hunched, doglike creatures. They are among the longest-lived races, but age early; as they approach adolesence, Nu Mou quickly lose suppleness and muscular flexibility, gradually becoming crooked, stooped adults incapable of moving faster than a shuffle. Bound by these physical limitations, they have become first-rate sages and intellectuals, channeling the energy other races put into honing their bodies into sharpening their minds.

Masters and Apprentices

Nu Mou civilization is based upon education to such an extent that ties of learning are considered more important than even ties of blood. Nu Mou are expected to leave their families at an early age and find an older, more experienced mentor of their own accord, training under his tutelage until they are themselves capable of educating others. These mentors do not necessarily have to be Nu Mou themselves; almost any being of exceptional wisdom and learning can step into this role, provided they are willing to adopt the student as one of their own. Neither will every seeker of knowledge be a Nu Mou, as other races often revere the thickskinned beings for their depth of knowledge and aptitude as sorcerors.

A Scholarly Society

A Nu Mou's demeanour is heavily influenced by their teachers. Those taught by other Nu Mou are gentle, almost dispassionate creatures; intellectuals to a fault, they may strike others as distant or impatient. Due to their bodily shortcomings, they have a strong distaste for physical violence, and almost never engage in melee combat. If pressed to defend themselves, they prefer magic or diplomacy, particularly through intellectual bribery. Their enormous wealth of knowledge gives them significant leverage with other races, and they do not shy away from using it if the need arises, though they are careful never to reveal too much at once. Nu Mou get along extrodinarily well with Yukes, another highly magical society.


Nu Mou Traits

Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.

Age. Nu Mous reach maturity around the age of 80 and typically live around 400 years.

Alignment. Most Nu Mou tend to be of a Neutral, or Neutral Good Alignment. Evil Nu Mou are exceptionally rare.

Size. The average Nu Mou stands around 4ft in height, very rarely do they naturally reach 5ft. Your size is Medium.

Speed. Due to their hunched stature, Nu Mou are typically slower than other races. Your base walking speed is 25 feet.

Magical Knack. You gain a cantrip of your choice of your choice, from any class. You use your Intelligence modifier to cast it.

Sage's Wisdom. You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice.

Whenever you make an ability check with the chosen skill or tool, roll a d4, and add the number rolled to the check’s total.

Languages. You can speak, read, and write Common and one other language of your choice

Viera

All Viera have leporine features, including long ears and supple limbs. Females generally wear stilettos, possibly due to the shape of their feet, although there have been exceptions. All viera have silver hair, but some dye theirs to other colors in the case that they live among other races, or to signify a rebellious nature toward their secluded homelands.

Viera can be found mostly in thick forests, their cities built off the very living trees. Many Viera can be seen in and around elven societies. Viera get well along with elves who share a love for the wilderness they live in and are not afraid to back either up when pressured. Separated by clan, the hierarchy of the Viera seem to stem from both spiritual importance and natural heritage.

Males and females live separately, only making contact and communication when the need arises. Male Viera create separate settlements and only communicate with the females when necessary, as the males are secretive and competitive for food and space, even with their own species.

Wild Senses

The trademark long ears of the Viera grant them exceptionally good hearing, although they are said to have excellent senses overall. Not only do the Viera's ears allow them to hear over great distances, they also allow them to listen to the voices of the spirit world. They can put this ability to great use, either to communicate with the world around them, or to summon monsters from other worlds.

Viera Names

At birth, a Viera Soul-Seer will commune with the spirits of the child's ancestors and see into her future. Upon discovering what the child will become, the Soul-Seer grants her a name appropriate to the seen future. Such names may translate into Common as "Forest Protector", "Nature Speaker", "Love Binder", and "Bow Master", as examples.

Female Names: Glinta, Ney, Koteni, Fran

Male Names: Walu, Jorit, Noel

Viera Traits

Viera are far more bold than the animal they resemble and will not think twice about anybody that dare lay a harmful hand on the forests they live in or what they've sworn to protect.

Ability Score Increase. +2 Dex, +1 Wis

Age. The viera live approximately three times the lifespan of humans.

Alignment. Viera are usually good, but not often lawful or chaotic. Rare cases of evil Viera are usually found in males, as they are far more aggressive and prone to ill thought and corruption.

Size. Medium. Height varies from 5'6" to 6'6".

Speed. Your base walking speed is 30 feet.

Viera Training. You have proficiency with the shortbow, longbow, light crossbow, heavy crossbow, rapier and the longsword.

Heightened Senses. You have proficiency in the Perception skill and advantage in checks that involve hearing.

Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Languages. You can speak, read, and write Common and Sylvan.

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