Far Mage (5e Class)

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Far Mage[edit]

A horribly disfigured human stands alone with the goblin in a dark room. It raises a tentacled finger at the goblin, struggling against its chains, and savagely chants the words the whisper in her ear tells her to.

An elf holds his arms out in front of him, and mystic runes appear in a circle on the wet grass around the terrified bullywug. It croaks once before a multitude of tentacles erupt from all around it, dragging it down into a sickly purple light.

A halfling kneels on the damp stone floor of the massive dungeon chamber, as everything around it slowly rises into the air, mutating into horrible fleshy masses that fly at her enemies, tearing at the flesh of the cowering creatures.

Far Mages are creatures that have been exposed to the far realm, a terrifying place where everything you assume about reality is turned upside down and inside out. Far Mages draw their power from the insanity that is the far realm, so they can bend the physics of our world to their whim.

Creating a Far Mage[edit]

A far mage is a practitioner of magic who pursued the Wrong Books or had a Strange Dream and was touched by the Far Realm. Unlike a sorcerer with a far realm pact, a far mage discovers their power through scholarly research and experimentation; however this takes them in directions that strain their sanity.

Creating a Far Mage requires a backstory. How were you exposed to the far realm? How did you escape? Were you forced there, or did you accidentally go through a mysterious portal? These are some of the questions you should ask yourself when you are creating a Far Mage.

Class Features

As a Far Mage you gain the following class features.

Hit Points

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


Armor: None
Weapons: Dagger, staff, dart, sling
Tools: None
Saving Throws: Intelligence and Wisdom.
Skills: Choose two from Arcana, Deception, History, Intimidation Investigation, and Survival


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

  • (a) 15 darts or (b) a sling and 20 sling bullets
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) a dagger or (b) a staff
  • (a) a component pouch or (b) a spellcasting focus

Table: The Far Mage

Level Proficiency
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Mind of Madness 2
2nd +2 Mutation 3
3rd +2 Chosen Star 4 2
4th +2 Ability Score Improvement 4 3
5th +3 4 3 2
6th +3 Mutation Feature 4 3 3
7th +3 Chosen Star Feature 4 3 3 1
8th +3 Ability Score Improvement 4 3 3 2
9th +4 4 3 3 3 1
10th +4 Mutation Feature 4 3 3 3 2
11th +4 Chosen Star Feature 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 3 3 3 2 1
13th +5 4 3 3 3 2 1 1
14th +5 Mutation Feature 4 3 3 3 2 1 1
15th +5 Chosen Star Feature 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 4 3 3 3 2 1 1 1 1
18th +6 Mutation Feature 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement, Chosen Star Feature 4 3 3 3 3 2 1 1 1
20th +6 Transformation 4 3 3 3 3 2 2 1 1


You have a spellbook that contains your mad writings, dreams and obscene experiments.


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


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

Preparing and Casting Spells

The Far 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. You cannot expend a spell slot of a higher level. You regain all expended spell slots when you finish a long rest.

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

You can change your list of prepared spells when you finish a long rest. Preparing a new list of far 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

Intelligence is your spellcasting ability for your bard spells. You learn your spells through arcane experimentation and study of ancient tomes. 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 {{{class}}} spell you cast and when making an attack roll with one.

  • Spell save DC = 8 + your proficiency modifier + your Intelligence modifier.
  • Spell attack modifier = your proficiency modifier + your Intelligence modifier.
Ritual Casting

You can cast a far 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 as a spellcasting focus for your wizard spells.

Learning Spells of 1st Level and Higher

Each time you gain a far mage level, you can add two far mage spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Far Mage table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar).

Mind of Madness[edit]

You can enhance your magic at the cost of your sanity. When you cast a far mage spell of 1st level or higher, you can make a sanity check to cast the spell as though you had used a higher spell slot. If you are using the optional sanity rules (DMG p. 264), use your Sanity ability score, otherwise use your Wisdom.

The DC of the sanity check is 10 + the spell's level + the level of the spell slot you are emulating. You must have reached a far mage level that has spell slots of the level you wish to emulate. For example, if you wanted to cast sleep as though you had used a 4th-level spell slot, the DC is 10 + 1 + 4 = 15; but you must be a 7th level far mage to do so.

On a success, the spell is cast and you expend a spell slot of the spell's level.

On a failure, the spell is cast at it's original level, you are afflicted with short-term madness (see DMG p. 259), and you cannot use Mind of Madness again until you finish a short rest.

You can use this ability a number of times equal to your proficiency bonus per long rest


At 2nd level, your study of the occult has begun to alter you physiologically. Choose one of the following mutations. You choose another at 6th, 10th, 14th and 18th level.

Far Sight. You gain proficiency in Perception. When you make a Perception check, you add twice your proficiency bonus (instead of your normal proficiency bonus).

Darkvision. You have 60 feet of darkvision.

Skin of Eyes. Prerequisite: 6th level. You have a +5 bonus to your passive Wisdom (Perception) score. This does not stack with other bonuses to your passive Wisdom (Perception) score. In addition, you have advantage on saving throws made against blindness.

Weaver of Senses. Prerequisite: 10th level. You can cast phantasmal killer as a 5th-level spell once without expending a spell slot. You must finish a long rest before you can cast it again.

Entrancing Gaze. Prerequisite: 14th level. You can cast dominate person at will as a 5th-level spell without expending a spell slot. You must finish a long rest before you can use this mutation on the same creature again.

Gnostic Sight. Prerequisite: 18th level. You can cast true seeing at will on yourself without expending a spell slot. In addition, you have advantage on Wisdom (Insight) checks.

Tentacle Strike. You have muscular tentacles which can whip out to strike a foe. You can use your bonus action to attack a creature within 10 feet using your a tentacle. Your tentacle is a magic melee weapon with which you are proficient. On a hit it deals 1d8 bludgeoning damage. You can make an additional attack when you reach 5th, 11th and 17th level.

Fleshy Shield. You have fast and toughened tentacles with which you can deflect incoming blows. When you are hit by an attack, you can use your reaction to reduce the damage by 1d6. If the die shows a 1, you must finish a long rest before you can use this mutation again.

Slithering Carriage. Prerequisite: 6th level. You have tentacles that push you rapidly along the ground or through the water. Your walking speed increases by 10 feet, and you have a swimming speed equal to your walking speed. In addition, when you make a jump from standing, you can jump as though you had a running start.

Flailing Defenses

At level 10, any creature that starts their turn within 5 feet of you must make a dexterity check against a DC of 18. If they fail, they take 2d8 damage and are restrained. To escape, they must either pass a dexterity check of 13, or a strength check of 15.


At level 14, your tentacles can shoot rays of purple energy. Each turn, as a bonus action, you may make a ranged attack with one of your tentacles. They do 3d10 damage, and their target's movement speed is reduced by 5 feet for until the end of it's next turn.

Massive Tentacles

At level 18, your tentacles grow in power. You gain a +2 bonus to strength or dexterity, up to a maximum of 20. Rays deal 4d12 damage instead of 3d10. Your Flailing Defenses range is increased by 10 feet, it does 4d10 damage, the dexterity DC becomes 25, and the strength DC becomes 30. Your tentacles shield you more thoroughly, and you gain another +2 AC. You tentacles now strike with a 3d8

Chosen Star[edit]


Caiphon, the purple star, puts on a guise of helpfulness, although it is as likely to help you as to lead you to your doom. It is the most interactive with the inhabitants of the world, and likes to experiment.


At level 3, Caiphon gifts you power. You gain a +1 bonus to Charisma, up to a maximum of 20. You gain a +4 bonus with the Persuasion skill.

Caiphon's Aid

At level 7, once per day you can ask for Caiphon's guidance - at the cost of your sanity. Choose a number up to your current percentage of sanity. You lose that percent of sanity, but you gain a bonus of that number on your next skill check, attack roll, or saving throw. Use this as a bonus action.


At level 11, once per day you can cry out to Caiphon to help you defeat your foes. Make a charisma check against each enemy within 100 feets' wisdom check. Each creature you succeed against becomes thoroughly convinced that they are being perfectly guided, while in reality Caiphon is misguiding them. Those creatures gain disadvantage on attack rolls against you and your comrades for 5 rounds.

Caiphon's Joy

At level 15, Caiphon is very pleased with you. He gives you even more of his power. You gain another +1 to your charisma, to a maximum of 20. You gain a +5 bonus to persuasion. Instead of only being able to use Caiphon's Aid and Misguidance once per day, you can use them once every encounter.

The Glory of Caiphon

At level 19, Caiphon bestows upon you immense power. You gain +10 bonus to deception, a +5 bonus to persuasion, and a +4 bonus to intimidation. You can also instantly disguise as any humanoid creature up to 3 times each day. In addition, Caiphon guides you. You gain advantage on any attack rolls you make.


Delban, the white star, is mostly only visible during winter. However, it sometimes may surprise a stargazer with a sudden flare.

Icy Aura

At level 3, Delban grants you freezing powers. As a bonus action you can release a freezing cold climate around you for 1 minute, creatures that start their turn within 10 feet of you have their movement speed reduced by 10 that turn, and must make a constitution saving throw against your spellcasting DC. If they fail, they take 1d4 cold damage, and gain vulnerability to cold damage for 3 rounds, you can use this the amount of times equal to your intelligence modifier (Min 1).

Freezing Smash

At level 7, Delban grants you the frozen equivalent of a fireball. Chose a spot within 200 feet of you. Each creature within 20 feet of that point must make a constitution saving throw against your spellcasting DC. If they fail, they become restrained for 1 round, and take 4d8 cold damage.

Frozen Defenses

At level 11, Delban grants you frozen defenses. You may use the Frozen Defenses spell once per day without preparing it.

Frozen in Time

At level 15, you gain the ability to slow down time itself. Once per day, you may take two extra turns consecutively.

Eye of the Storm

At level 19, Delban is very pleased with you. You are once per day able to use the Eye of the Storm ability without having it prepared, and expending only 2d10+5 percent of your sanity.


Khirad, the blue star, reveals dark and forbidden knowledge that you may have been better off not knowing.

Obscure Information

At level 3, Khirad bestows knowledge upon you. You gain a +1 to your intelligence score, up to a maximum of 20. You gain a +4 bonus to history, at the expense of 1d4 percent of your sanity each time you make a history check.

Dangerous Spells

At level 7, each time you cast a spell, you may choose to add your intelligence modifier in addition to any times you would add your charisma modifier, at the cost of 1d8% of your sanity each time you do so.

Knowledge Rip

At level 11, up to three times per day you may attempt to rip knowledge from a creature. Each time you do this, make an intelligence check against their wisdom check. If you succeed, this has the same affect as if you had used the Detect Thoughts spell on that creature.

Forbidden Information

At level 15, you can cast spells you wouldn't normally know. Once per day, you can choose ANY spell (even one that you don't know, or from a different class), of a level you could cast or up to 1 higher level. You expend 5d10+10% of your sanity, and cast that spell.

Nigh Omniscience

At level 19, Khirad bestows upon you immense knowledge. You get a +1 to your intelligence score, up to a maximum of 20. You get a +10 to history, +5 to religion, and +5 to arcana. Once per day, you may gain a +20 to all skill checks for 1 minute, at the expense of 3d12+6% of your sanity. This will end if you take any damage.


The power of the far realm flows through your veins, granting you the power to become more like it's native inhabitants. You gain the ability to use your action to transform into any creature with the aberration type, or back into your regular form.


Prerequisites. To qualify for multiclassing into the Far Mage class, you must meet these prerequisites: Charisma 13 Proficiencies. When you multiclass into the Far Mage class, you gain the following proficiencies: Daggers, Darts, and Slings

Spell List[edit]

You gain spells from the wizard spell list

New Spell Descriptions[edit]

Temporal Blur

Cantrip-level Abjuration

Casting time: 1 Action

Range: self

Components: V,S

Duration: 1 Round

You briefly glimpse the future, which allows you to narrowly evade an attack. The next time an attack is made against you, you teleport to any adjacent square to where you currently are. This means that the attack will automatically miss. Though there is no limit to the number of turns you can cast this in a row, there may be some unforeseen consequences. Whenever you cast this spell, roll a d20 on the following table. Each consecutive turn you cast this you get a -2 to the roll. These will stack. If you don't cast this for a turn, you get a +1 on your next roll to it, which takes place in addition to any of the -2s you may have accumulated. These +1s will also stack, but you cannot have a positive modifier. 1-: You disappear until the end of the encounter, lost in time. 2: You disappear for 5 rounds. 3: You disappear for three rounds, lost in time. 4: You disappear for 2 rounds, lost in time. 5: You disappear for 1 round, lost in time. 6: You teleport 50 feet in a random direction. You are blocked by any barriers. 7: You teleport 20 feet in a random direction. You are blocked by any barriers. 8: You teleport 10 feet in a random direction. You are blocked by any barriers. 9: Instead of choosing an adjacent square to teleport to, you teleport to a random adjacent square. 10-20: The spell functions normally.


Cantrip-level Illusion

Casting time: 1 Action

Range: 60 feet

Duration: 1 Round

You use your sickly powers to whisper insanity in the ears of your enemies. Choose one creature within range. That creature must succeed a wisdom saving throw, or take 1d6 psychic damage and be frightened (considering you as the source of it's fear) until the start of your next turn.


Cantrip-level Evocation

Casting time: 1 Action

Range: 60 feet

Duration: Instantaneous

An otherworldly tentacle leaps from your outstretched arm to strike your foes. Make a ranged spell attack at a creature or object within range. On a hit, the target takes 1d10 bludgeoning damage and, if it is a creature, must succeed a strength saving throw to avoid being knocked prone.

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