Caution: Untested Content


The world is catastrophic no matter where you look. Volcanoes erupt, earthquakes split the planet, tsunamis flood entire continents, and hurricanes throw civilizations to their knees. Yet all of these balance out, much like the four Paths of the Magi.

A mage becomes what they are from deities blessing them with the ability to manipulate the Arcane forces, much like a sorcerer. There are four different mages, each one with their own style and path. Black Mages, which are almost pure damaging with evocation spells, White Mages, which heal allies and use divine magic to banish enemies, Green Mages, which are much like White, except they believe in not taking damage at all rather than healing it back, and finally, Red Mages, those who use martial prowess and spellcasting to become a combat multi-tool.

Most mages understand their duties, depending on their subclass. But there are some that misuse their magic, providing the more chaotic side of them. These 'traitors' are often quickly dealt with and are generally massively frowned upon, as they are almost impossible to hide, as no matter what race they are, they will grow horns and emit a dark red smoke from under their clothing.

Hit Points

Hit Dice: d8
Hit Points at 1st level: 8 + Constitution mod
Hit Points at Higher levels: 1d8 + Constitution mod per level above 1st.


Armor: None
Weapons: Daggers, Quarterstaves, shortswords
Tools: None
Saving Throws: INT or WIS, CON
Skills: Arcana and choose two: Animal Handling, History, Insight, Investigation, Medicine, Nature, Perception, Religion, Stealth, Survival.


  • Choose: (a) Arcane focus; or (b) shortsword
  • Choose: (a) Scale Mail; or (b) No Armor + Magical Defense (AC=10+CON mod+Spellcasting mod)
  • Choose: (a) Scholar's Pack; or (b) Explorer's Pack
  • A Spellbook

Quick Build

The Mage class has four subclasses: White and Green, which take Wisdom as their spellcasting ability, then Red and Black, which take Intelligence instead.

A good build depends on your playstyle, largely defined by the choice in the subclass. High Spellcasting ability is a must, and for Red Mages, High Dexterity or Strength is a good option alongside.

Features for Pure Spellcasters

Lvl Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Magical Alignment 3 2
2nd +2 Spell Awakening +2 3 4
3rd +2 White Mage Divinity 3 4 2
4th +2 Black Mage Potency 3 4 3
5th +3 Ability Score Improvement, Cantrips Max +1 4 4 3 2
6th +3 Spell Awakening +2 4 4 3 3
7th +3 Green Mage Magical Buffer 4 4 3 3 1
8th +3 White Mage Faithful Divinity 4 4 3 3 2
9th +4 Cantrips Max +1 5 4 3 3 3 1
10th +4 Ability Score Improvement, Spell Awakening +3 5 4 3 3 3 2
11th +4 Green Mage Full Buffer 5 4 3 3 3 2 1
12th +4 Green Mage Buffer Spread 5 4 3 3 3 2 1
13th +5 Black Mage Improved Potency 5 4 3 3 3 2 1 1
14th +5 Cantrips Max +1 6 4 3 3 3 2 1 1
15th +5 Ability Score Improvement, White Mage Powerful Healing 6 4 3 3 3 2 1 1 1
16th +5 Green Mage Double Buffer 6 4 3 3 3 2 1 1 1
17th +6 Spell Awakening +4 6 4 3 3 3 2 1 1 1 1
18th +6 6 4 3 3 3 3 1 1 1 1
19th +6 6 4 3 3 3 3 2 1 1 1
20th +6 Ability Score Improvement, Mage Mastery 6 4 3 3 3 3 2 2 1 1

Red Mage Features

Lvl Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Spellcasting, Magical Alignment 3 1
2nd +2 Spell Awakening +2 3 3
3rd +2 Battle Master Maneuvers 3 3 2
4th +2 Extra Attack 3 3 3
5th +3 Ability Score Improvement, Cantrips Max+1 4 4 3
6th +3 Spell Awakening +2 4 4 3 1
7th +3 Red Mage Potency 4 5 4 3 1
8th +3 +1 Battlemaster Maneuver 4 5 4 3 2
9th +4 Cantrips Max +1 5 5 4 3 2
10th +4 Ability Score Improvement, Spell Awakening +3 5 5 4 3 2
11th +4 Extra Attack (2) 5 5 4 4 2
12th +4 Red Mage Buffer 5 5 4 4 2
13th +5 Spell Awakening +3, +1 Battle Master Maneuver 5 6 5 4 3
14th +5 Cantrips Max +1 6 6 5 4 3
15th +5 Ability Score Improvement, Superior Battlemaster 6 6 5 4 3 1
16th +5 Magical Buffer 6 6 5 5 3 1
17th +6 Spell Awakening +4 6 7 6 5 4 1
18th +6 Sacrificial Spellcasting 6 7 6 5 4 2
19th +6 +1 Battle Master Maneuver 6 7 6 5 4 2
20th +6 Ability Score Improvement, Max Buffer 6 8 7 6 5 4

Differences Between Tables

The simplest thing to say about the difference is that the pure spellcasters, the Black, White, and Green, all have the top table, where they can learn spells from Cantrips to level 9th spells. They can also learn spells apart from the Spell Awakening, described later on, though similar means of Wizards; they must earn a scroll, whether through buying or finding in a dungeon, and invest time into mastering it. Though they don't need to put as many resources into it, they do have to input the same amount of time. Red Mages, on the other hand, cannot learn spells from levels 6th to 9th but are similar to the Ranger's Spellcasting chart. They also can't find scrolls and learn them like the pure spellcasters.

Each mage has their different niche, and if they want to learn more spells through more means other than spell awakening and scrolls, They have to find a magic user with a similar archetype. For example, an abjurer Wizard can teach a Green Mage their Abjuration spells, Clerics and Paladins can teach their spells, Evocation Wizards and Sorcerers can teach Black Mages, and Eldritch Knights and other Red Mages can teach Red Mages.


Magical Alignment

Magical dedication is determined by the path they go down; for convenience, the pure spellcasters have been put onto one table, with their subclass-specific options listed as well.

This also changes what they use for spellcasting. Though all Mages study their magic or earn it through awakening, Black and Red Mages use their mental acuity to remember the gestures and lines that need to be done or said, making their Spellcasting ability Intelligence. White and Green Mages worry less about the strict requirements as their spells are more geared towards their will of heart, leaning more towards Wisdom.

Normally this is very faintly felt through the magical energy flowing through them; slight warmth emanating from Black Mages, a slight humid, ozone-like smell for White mages, tough-like-leather feel on a Green Mage's robes, and a coarse, burlap-like feel on a Red Mage's silk robes.

Depending on the type they choose, they gain different bonus effects.
*Black Mages gain inherent resistance to one type of damage of choice, except for slashing, piercing, bludgeoning, or psychic.
*White Mages are inherently resistant to physical and mental diseases until 10th Level, where they become completely immune to them altogether. However, instead of full immunity from mental diseases, they gain advantage. They gain advantage on being charmed, possessed, or the like. Note they can still take poison damage, only 10th level and past they suffer no adverse effects.
*Green Mages are forced to have an Arcane focus, but also gain the choice in any medium or heavy armor of their choice, and a simple weapon they are proficient in. They also gain proficiency in Medium and Heavy Armor.
*Red Mages gain proficiency in Light and Medium armor, and get to choose one armor they're proficient in. They also gain the War Caster feat.

Overall Mage Features (Pure Spellcasters)

These Mages are all you'd expect a spellcaster to be; a powerful healer or evocationist capable of massive damage or replenishment while lacking in the physical stats to support themselves without spellcasting.

Spell Awakening

At 2nd level, Mages can choose two spells from their respective spell lists and add them to their Spellbooks. This happens again at 6th level, 10th and 13th level for three spells, and 17th level for four spells.

Black Mages can only choose Evocation spells in the Wizard or Sorcerer spell list, White Mages can choose from the Cleric or Paladin spell lists. Green Mages can have Abjuration and thunder-based damaging spells, and Red Mages choose from the Fighter's Eldritch Knight's collection.

Divinity (White Mage)

Their devotion allows White Mages to expend Divinity Dice, which are d6s. Once during a long rest, they can choose to pray to their Deity, or meditate if they are an atheist, and roll a 1d20 plus WIS mod, DC 12-WIS mod. On a success, they regain two Divinity Dice, for a max of their current proficiency bonus.

They can use as many as they choose to enhance their spells. During a spell, roll as many additional Divinity dice as chosen. The sum of those rolls is added to the effect, regardless of what the spell's effect is. Additionally, you can do either of these effects as a bonus action:
-Cause a flush of light to spread to up to four creatures you choose, spreading the points as hit points however you choose.
-Make a 10-foot cone from your empty hand that does the damage rolled to everyone in range. If there are multiple targets, spread the points across each creature as you please.

Potency (Black Mage)

Black Mages can add Potency Dice, which are d4s, to their spells' damage output. They have a maximum of 4 dice. They can expend as many dice as they choose and the total to the spells output. This effect applies to all targets if the spell hits multiple targets. For example, rolling 1d4 and getting a 3 will add three damage on top of the 3d6 + Spellcasting Mod for the damage to every target in range. This total is still affected by succeeding a saving throw, as it acts as an extension to the modifier bonus.

These dice are replenished on a long rest, or half of max, rounded up, on a short rest.

Cantrips Max +1

Self-explanatory. At 5th level, and again at 9th and 14th level, add another cantrip from, the Wizard or Cleric Spellbook.

Magical Buffer (Green Mage)

Green Mages defenses are able to be further channeled to act as reactive armor to magical damage. Guaranteed resistance to all forms of damage dealt magically.

Faithful Divinity (White Mage)

The formula for Divinity Dice maximum is now: Proficiency Bonus+Half of WIS modifier rounded up.

Additionally, the maximum Dice restored is 4 per long rest and can choose to guarantee restoration. This can only take effect every other long rest.

Full Buffer (Green Mage)

A Green Mage's magic is resistant to the material world as well as the magical. As an active effect, when a Green Mage is attacked, they can impose disadvantage on the attack roll, and if it fails, push the attacker back 5 feet. As a passive effect, they gain resistance to slashing, piercing, and bludgeoning damage. The active effect can only be used as many times equal to their spellcasting modifier before they must finish a short or long rest. Finishing a short rest only recovers one use, but finishing a long rest recovers all uses.

Buffer Spread (Green Mage)

Green Mages can spread their Magical Buffer to every creature within 30 feet they choose for up to a minute. This is NOT a concentration spell.

Improved Potency (Black Mage)

The max Potency Dice is now 4, and each Potency Roll is a 2d4. These are restored completely on a long rest or half on a short rest.

Powerful Healing (White Mage)

If you roll for a healing spell, such as Cure Wounds, you can reroll and take either roll. Additionally, healing spells now gain a hard +4 to their healing, along with their Wisdom modifier.

Double Buffer (Green Mage)

When you are attacked by a spell you have resistance to, you can use reaction to make a Wisdom save against your Spell Save DC. On a success, the damage (which is already halved) is halved again. A natural 20 will negate the damage completely, and a natural 1 will deal normal damage (normal being no resistance). This is allowed a max of five times before you must finish a long rest.

Mage Mastery

At 20th level, a mage has made the full journey to improving themselves, and can't advance in power any further. In so, they have mastered the highest-grade, most powerful spells of their Archetype.
*Green Mages receive Quadra Buffer, which allows you to use your reaction if you or an ally within 30 feet of you is attacked to block damage before it is calculated. Roll against your Spell Save DC -4. Success halves damage twice, making the total damage 1/8th of normal damage. Natural 20's completely negate the damage, but natural 1's will double normal damage (acts as temporary vulnerability, doubling what is rolled).
*White Mages receive Full Healing, which allows healing spells to automatically heal for the max possible the dice allow (ex. Cure wounds is a 1d8 spell, and it will always heal 8+WIS mod). This can still be further enhanced by Divinity Dice.
*Black Mages receive Catastrophic Potency, which gives them four more Dice for a maximum of 8, and each Die is a 2d6. These are fully restored on a long rest or only half on a short rest.

Red Mages

Red Mages are the odd ones out in this group, as they are only allowed spells from 1st to 5th level. However, they are more martial than the others, and therefore learn a separate set of abilities. Those not listed below are explained beforehand in the other set.

Battle Master Maneuvers

Red Mages compensate for their lowered competence with spells by expanding their martial prowess, opening every opportunity possible to devastate the opposition. They learn two maneuvers from the Fighter's Battle-Master archetype and gain 2 Superiority Dice, which are d6s. The amount scales in regard to half of your Red Mage level, rounded up. These, along with one extra BMM, is improved at 8th, 13th, and 19th levels, going from d6s to d8s, then d10s, then d12s.

Extra Attack

Red Mage can attack twice with a weapon in a single action. This extends to three times at 11th level.

Potency (Red Mage)

Different from the Black Mage's Potency, a Red Mage can use their bonus action to imbue their weapon with a cantrip's power for the next 3 rounds, adding the damage of that cantrip to the damage of the weapon attack (ex. He can use a Fire Bolt on a Rapier and gain an extra 1d10 with the 1d8 for the rapier). The extra damage type copies the cantrip's type, like Fire Bolt deals fire damage, though it doesn't deal any effects an actual cantrip would until 10th level, with the exception of any cantrip that would debilitate movement of any sort, such as Shocking Grasp or Ray of Frost.

The maximum amount of times this is usable before a long rest is equal to your Mage Level divided by 2, rounded up.

Red Mage Buffer

A Red Mage learns to block attacks with the reactive armor that is magic. When a Red Mage is attacked, they can choose to use up to two Superiority Dice if they are hit. the roll on the superiority die is subtracted from the final damage. If the roll is greater than the damage being dealt, then the damage is negated, and the remaining damage is reflected back to the attacker. There is no way to avoid or reduce this damage. This can be done so long there are Superiority Dice to spare.

Superior Battlemaster

Their martial ability stretches even further out, allowing their superiority Dice to equal their Red Mage Level. Additionally, if you start an encounter with 0 Superiority Dice, you gain 3 at the start.

Sacrificial Spellcasting

Spells are very potent, yet very limited without taxing your ability or your body. Red Mages learn to utilize this to their advantage.

If they want to cast a spell more powerful then they have spell slots for (including all the way up past 5th level all the way to 9th level), or they don't want to waste time or money and materials casting spells, they can choose to draw some of their own life force and use that as the spell's catalyst.

The damage is different depending on what you are using it for, but it hurts nonetheless and is unpreventable in any way. Using this deals 1d6 force damage to yourself for every level above the original slot or for every 10 minutes that are shaved off of cast time, or 1d4 force damage for material compensation, for a max of 10d4 (Since some cantrips use components). These can stack o top of each other, making a level 1 spell deal 9th level damage with nothing lost, but at the cost of 8d6+9d4 damage.

Alternatively, they can take from their life force to create spell slots. The damage is the same as immediately casting a spell with Sacrificial Spellcasting, from 1d6 to 9d6, from a 1st level to a 9th level spell, respectively.

Potions of Healing can be consumed (not drinking it, more like pouring some into your hand and using it as a quasi-arcane focus) to reduce the damage dealt by 2d6 or 3d4 (your choice) for each potion mixed in. Potions stronger than the standard instantly negate the damage to 1d6(+1d4 is material components are part of the spell), but do nothing else other than that.1


Multiclassing a Mage is very different depending on what path you choose.
-Becoming a Black Mage on the side requires Intelligence 13.
-Becoming a White Mage requires Wisdom 13.
-Green Mages require Wisdom and Constitution 13.
-Red Mages require Intelligence and Strength OR Dexterity 13.

Becoming any mage will give Arcana if you don't have it already, and will additionally give you two spells and three cantrips from the corresponding spellbook if you can't spellcast yet.
-Becoming a mage of any archetype will give you their starting bonuses.
-Becoming a Red Mage will give you proficiency in all martial weaponry, Light, and Medium armor if you don't have it already.
-Becoming a Green Mage will give you Proficiency in Medium and Heavy armor.


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