Energy Mage (5e Class)

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Energy Mage[edit]

<!-Introduction Leader->[edit]

Creating an Energy Mage[edit]

Quick Build

You can make an Energy Mage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the (Currently undetermined) background. Third, choose (Currently Undetermined Equipment).

Class Features

As a Energy Mage you gain the following class features.

Hit Points

Hit Dice: 1d6 per Energy Mage level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Energy Mage level after 1st

Proficiencies

Armor: None
Weapons: Daggers, Darts, Slings, Quarterstaves, Light Crossbows
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two of the following: Arcana, History, Insight, Investigation, or Perception

Equipment

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

Table: The Energy Mage

Level Proficiency
Bonus
Energy Points Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 Spellcasting Abnormal Magic 4 2 2
2nd +2 4 Energy Spells (1) 4 3 3
3rd +2 5 Spellcaster Style (Mage, Spellsword, Healer) 4 4 4 2
4th +2 7 Ability Score Improvement 5 5 4 3
5th +3 9 5 6 4 3 2
6th +3 10 5 7 4 3 3
7th +3 12 Style Feature (Awakened Mind, Magic Blade (2), Natural Healing) 5 8 4 3 3 1
8th +3 14 Ability Score Improvement, Energy Spells (2) 5 9 4 3 3 2
9th +4 15 5 10 4 3 3 3 1
10th +4 17 6 11 4 3 3 3 2
11th +4 19 Style Feature (Spellslinger, Spellguard, Greater Healing Touch) 6 12 4 3 3 3 2 1
12th +4 20 Ability Score Improvement 6 12 4 3 3 3 2 1
13th +5 22 6 13 4 3 3 3 2 1 1
14th +5 24 Energy Spells (3) 6 13 4 3 3 3 2 1 1
15th +5 25 Style Feature (Mental Assault (2), Snap Spell, Field Medic) 6 14 4 3 3 3 2 1 1 1
16th +5 27 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1
17th +6 29 6 15 4 3 3 3 2 1 1 1 1
18th +6 30 6 15 4 3 3 3 3 1 1 1 1
19th +6 32 Ability Score Improvement, Style Feature (Twin Lives, Mass Magic Blade, Rise Again) 6 15 4 3 3 3 3 2 1 1 1
20th +6 34 Peerless Mage 6 15 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

At some point in your life, you discovered something even you didn't expect. An ability to use magic. Yet, it seems different to that of a normal spellcaster.

Cantrips

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

Spell Slots

The Energy 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.

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 sorcerer spell list.

The Spells Known column of the Energy Mage table shows when you learn more spells of your choice. 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 spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your spells, since the power of your magic relies on your capability to control your own power and how well you understand it. 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 spell you cast and when making an 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 spells.

Abnormal Magic[edit]

At first level, you possess of pool of Energy points equal to the number shown in the Energy Points column on the Energy Mage table. You may use these Energy points to cast spells. Spells cost a number Energy points equal to their level plus one (Cantrips are free). You cannot cast spells at levels more than one more than your highest spell slot this way (If you are at level 7, spells you cast with Energy cannot be higher than 5th level). You regain all spent Energy point upon completion of a long rest.

Whenever you use Energy points to cast a spell of 7th level or higher, you gain one level of exhaustion per level above 6th level the spell was.

Energy Spells[edit]

At 2nd, 8th, and 14th level, you may choose one feature from the List of Energy Spells.

Spellcaster Style[edit]

At 3rd level, you chose a Spellcaster style. Choose between Mage, Spellsword, or Healer, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 19th levels.

Ability Score Increase[edit]

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.

Peerless Mage[edit]

At 20th level, you have become a skilled manipulator of magic. Whenever you use an action to cast a spell, you may spend energy to choose one of the following additional effects (the amount shown is the minimum you must spend for that effect):

Revitalize (3 Energy)[edit]

Creatures effected by your spell regain 1d6 hit points for every 3 Energy you spent for this effect. Creatures may only regain hit points from this effect once for each spell you cast with this effect.

Elemental Bolt (2 Energy)[edit]

Creatures effected by your spell take 1d8 of your choice of lightning, fire, or cold damage for every 2 Energy you spent for this effect Creatures only take damage from this effect once for each spell you cast with this effect. You may only choice one damage type.

Quickstep (1 Energy)[edit]

You teleport to a spot you can see. The distance you may teleport is up to 5 feet per Energy you spent.

Magic Shield (3 Energy)[edit]

Your AC increases by 1 for every 3 energy you spent on this effect. This AC lasts for 1 minute.

Fortify (2 Energy)[edit]

Creatures effected by your spell gain 1d4 temporary hit points for every 2 Energy you spent for this effect. Creatures may only gain temporary hit points from this effect once for each spell you cast with this effect.

Mage[edit]

Magic is everything. At least, it is to you. You may not be much in hand-to-hand combat, but your magic knows few rivals.

Mental Assault[edit]

At 3rd level, you discovered a unique talent of yours. As an action, you may choose a creature and make an Intelligence check contested by your target's Intelligence saving throw. If you win, they take 1d4 psychic damage and are charmed by you for 1 hour. If you lose, you take 1d4 psychic damage and are charmed by your target for 1 hour. You may use this ability a number of times equal to your Intelligence modifier. You regain all uses upon completion of a long rest.

At 15th level, you have advantage on the check if your Intelligence score is at least 5 higher than your target's. If your target's Intelligence is 5 higher than yours, they get advantage on their saving throw.

Awakened Mind[edit]

At 7th level, you have started to become use to using magic. Anytime you use Energy points to cast a spell, you may reduce the cost by 1.

Spellslinger[edit]

At 11th level, you've survived a few life-or-death situations (or perhaps more than a few). As such, you've learned to cast spells on a whim. You may cast spells as a bonus action, but only if you cast them using Energy.

Twin Lives[edit]

At 19th level, you've managed to devise a means to cast two spells at once. When you cast a spell using Energy, you may spend the same amount of Energy to cast the same spell again. You may change your target for the second spell. Once you've done this, you may not use this ability again until you complete a long rest.

Spellsword[edit]

Your magic is great and all, but nothing beats a good steel blade in your hand.

Magic Blade[edit]

At 3rd level, you gain proficiency in one of the following: Shortswords, Longsword, Rapiers, or Scimitars. As a bonus action, you may have your weapon deal an additional 1d6 force damage in addition to its normal damage on the next time you land a hit.

At 7th level, you now do 1d8 additional force damage.

Spellguard[edit]

At 11th level, you may not have the strongest magic, but you can defend against it. Whenever you are the target of a spell that has you make a saving throw, you may spend 2 Energy per level of the spell to automatically succeed.

Snap Spell[edit]

At 15th level, You have had some quick spells to augment your attacks. Whenever you land an attack, you may use your bonus action to cast a cantrip.

Mass Magic Blade[edit]

At 19th level, Magic Blade now adds 1d10 additional force damage on your next hit. This bonus is also granted to all creatures of your choice within 30 ft

Healer[edit]

You never were much for fighting. But maybe you can do something else...

Healing Touch[edit]

At 3rd level, you started emulating things you've heard paladins can do (maybe, you've even seen it happen). As an action, you can touch a creature to restore their hit points equal to the number of Energy points you choose to spend.

Natural Healing[edit]

At 7th level, you believe you've found a more efficient way of healing. Whenever you cast a spells that restores hit points, you may roll one extra die (if the roll does not require you to roll a die, you may roll a 1d6).

Greater Healing Touch[edit]

At 11th level, as an action, you can touch a creature to restore their hit points equal to 1d4 times the number Energy points you choose to spend. In addition, if you do this, you may also use your bonus action to use Healing Touch on a different target.

Field Medic[edit]

At 15th level, you may cast Energy spells that restore hit points as a bonus action.

Rise Again[edit]

At 19th level, you believe you have reach the pinnacle of healing. If you or another creature within 30 ft of you are reduced to 0 hit points, you may spend 10 Energy to have target creature (including yourself) regain half your hit points. You regain use of this ability after completing a long rest.

List of Energy Spells[edit]

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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