Mage, Variant (5e Class)
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- 1 Mage
- 1.1 Creating a Mage
- 1.2 Class Features
- 1.3 Magician
- 1.4 Mancer
- 1.5 Spellsword
- 1.6 Theurgist
- 1.7 Enchanter
- 1.8 Arcane Idol
- 1.9 Mage Spell List
- 1.10 Multiclassing
Mages are the original magic wielders, originating 1000's of years ago. These caster can utilize arcane energy to create, discover or even destroy their surroundings. From a exploding fireball to teleportation. A skilled mage can use their abilities to manipulate the energy inside of them to use to great potential.
Creating a Mage
When creating a mage think how they obtaining their powers? was it from a supernatural event? a accident from a experiment? from constant studying of the arcane? Why did they became a mage? was it a choice? was it a passion for magic? or to avenged a advisory? to help protect the vulnerable? or maybe to attain a source of power?
- Quick Build
You can make a mage quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the sage background. Third, choose the light, prestidigitation and ray of frost cantrips, along side with the 1st Level spells charm person, feather fall, magic missile and mage armor.
As a Mage you gain the following class features.
- Hit Points
Weapons: daggers, darts, slings, quarterstaffs, light crossbows.
Saving Throws: Charisma, Intelligence
Skills: Choose two from Arcana, Deception, History, Insight, Medicine, Persuasion and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Light Crossbow, and 20 bolts or (b) Any Simple Weapon
- (a) Component Pouch or (b) Arcane Focus
- (a) Scholar Pack or (b) Explorers Pack
- Two Daggers
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
|Cantrips Known||Features||—Spell Slots per Spell Level—|
|1st||+2||3||Spellcasting, Arcane Recovery||2||—||—||—||—||—||—||—||—|
|2nd||+2||3||Mage Archetype, Tome Exchange||3||—||—||—||—||—||—||—||—|
|4th||+2||4||Ability Score Improvement||4||3||—||—||—||—||—||—||—|
|6th||+3||4||Mage Archetype Improvement||4||3||3||—||—||—||—||—||—|
|8th||+3||4||Ability Score Improvement||4||3||3||2||—||—||—||—||—|
|10th||+4||5||Mage Archetype Improvement||4||3||3||3||2||—||—||—||—|
|12th||+4||5||Ability Score Improvement||4||3||3||3||2||1||—||—||—|
|14th||+5||5||Mage Archetype Improvement||4||3||3||3||2||1||1||—||—|
|16th||+5||5||Ability Score Improvement||4||3||3||3||2||1||1||1||—|
|19th||+6||5||Ability Score Improvement||4||3||3||3||3||2||1||1||1|
As a wielder of magic, either through studying or from birth. you have the ability to cast arcane magic.
At 1st level, you know three cantrips of your choice from the mage spell list you learn additional mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the mage table.
- 1st Level Spells
At 1st level, you can learn four 1st level spells of your choice from the mage list.
- Preparing and Casting Spells
The Mage table shows how many spell slots you have to cast your spells of level 1st 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 your mage spells that are in your available spell list that you have learned. To do so, choose a number of mage spells that you know equal to your mage level + 2. The spells must be of a level for which you have spell slots.
For example, if you’re a 3rd-level mage, you can prepare two 1st-level and two level 2nd spell slots in any combination that you know. If you prepare the level 1st spell magic missile, you can cast it using a level 1st or level 2nd slot. In any combination from your known spells. 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 mage spells requires time spent studying or meditating 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
Charisma is your spellcasting ability for your mage spells, since you learn your spells through dedicated learning of your powers. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a mage spell you cast and when making an attack roll with one.
- Ritual Casting
You can cast a mage spell as a ritual if that spell has the ritual tag and you have the spell in your spell list. You don’t need to have the spell prepared.
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your mage spells.
- Learning Spells of 1st Level and Higher
Each time you gain a mage level, you learn one mage spell of your choice, you learn two mage spells when you gain a new level spell slot (except the level 9th spell slot) at levels 3rd, 5th, 7th, 9th, 11th, 13th and 15th. Each of these spells must be of a level for which you have spell slots, as shown on the Mage table.
At level 1, you have learned to regain some of your magical energy through meditation or studying. 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 mage level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th-level 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.
At the 2nd level, you chose an archetype. Choose between Magician, Mancer, Spellsword, Theurgist, Enchanter or Arcane Idol. All detailed at the end of the class description. Your choice grants you features at 2nd, and again at 6th, 10th and 14th level.
Starting at level 2nd, you have learned to replace cantrips to suit your need. You can replace any number of cantrips after a short or long rest. Any new cantrips learned will take 10 minutes to learn, while any cantrips that you have learned before will take half that time.
Ability Score Increase
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.
At level 18th, Your experience of spellcasting has expanded your repertoire to great effect. You can replace any spells you know with any spells for the Mage Spell list after a long rest. Learning a new spell you haven't used before will take a number of minutes equal to the spells level x 10. The time it takes to learn and replace cantrips is halved.
At level 20th, your experience over learning and casting spells means that all the spells you know are now always prepared. You still would need to swap out spells if you want to replace a spell from the mage spell list or by any of means from your chosen archetype. (e.g thurgist and archmage)
A spellcaster that always carry cantrips at the ready, wherever to create a illusion or to cast a ball of fire. The magician relies on improving their craft and casting spells at will, ready for any situation.
- Bonus Cantrip
When you choose this archetype at 2nd level, you learn one additional mage cantrip of your choice.
Also at 2nd level, you gain the ability to twist your spells to suit your needs. You gain two Metamagic options of your choice. You gain another one at 10th and 17th level.
You gain arcana points that can be spent on powering up your spells, you have two arcana point to use and gain one additional point per level. You regain all arcana point when you finish a long rest.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
The spells are as follow:
When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 arcana point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
When you cast a spell that has a range of 5 feet or greater, you can spend 1 arcana point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 arcana point to make the range of the spell 30 feet.
When you roll damage for a spell, you can spend 1 arcana point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 arcana point to double its duration, to a maximum duration of 24 hours.
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 arcana points to give one target of the spell disadvantage on its first saving throw made against the spell.
When you cast a spell that has a casting time of 1 action, you can spend 2 arcana points to change the casting time to 1 bonus action for this casting.
When you cast a spell, you can spend 1 arcana point to cast it without any somatic or verbal components.
When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of arcana points equal to the spell’s level to target a second creature in range with the same spell (1 arcana point if the spell is a cantrip).
- Potent Spellcasting
Starting at 6th level, you add your Charisma modifier to the damage you deal with any mage cantrip.
- Magical Secrets
By 10th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose two spells from any class, including this one. A spell you choose must be of a level you can cast, as shown on the Mage table, or a cantrip.
The chosen spells count as mage spells for you and are included in the number in the Spells Known column of the Mage table.
- Spell Specialist
At 14th level, you gain mastery over one of your spells. Choose one 1st level spell and you can you can cast it at will without using any spell slots or needing to prepare the spell. Once you have picked a spell you cannot swap it for any other 1st level spell or via Tome Exchange.
A type of spellcaster that specializes in welding a element or supernatural power, from creating a bolt of lightning to raising the dead. A mancer dedicate themselves in mastering a chosen power that they either learned through studying, or were bestowed upon them from a young age. They can become powerful archmages through mastering their chosen power.
- Expanded Spell List
Your mystical connection to an element or supernatural power grants you the ability to cast certain spells. At 2nd, 5th, 7th, and 9th level you gain access to spells connected to the type of mancy you chose. Choose from Pyromancy, Hydromancy, Geomancy, Aeromancy, Kairomancy, Herbomancy, Necromancy or Cryomancy and consult the associated list of spells. Once you gain access to your chosen spell list, you always have those spells prepared, and it doesn’t count against the number of spells you can prepare each day.
|Mage Level||Pyro Spells|
|2nd||hellish rebuke, searing smite|
|5th||flame blade, heat metal|
|7th||fireball, fire shield (warm shield only)|
|9th||wall of fire, flame strike|
|Mage Level||Hydro Spells|
|2nd||mirror image, create or destroy water|
|5th||water breathing, water walk|
|7th||tidal wave, watery sphere|
|9th||conjure elemental (water only), control water|
|Mage Level||Geo Spells|
|2nd||shield, spike growth|
|5th||meld into stone, Wall of Sand|
|7th||stone shape, stoneskin|
|9th||passwall, wall of stone|
|Mage Level||Aero Spells|
|2nd||feather fall, gust of wind|
|5th||levitate, wind wall|
|7th||fly, freedom of movement|
|9th||cloudkill, conjure elemental (air only)|
|Mage Level||Kairo Spells|
|2nd||thunderwave, hold person|
|5th||shatter, lightning arrow|
|7th||call lightning, lightning bolt|
|9th||hold monster, destructive wave (10d6 thunder damage)|
|Mage Level||Herbo Spells|
|2nd||ensnaring strike, entangle|
|5th||barkskin, plant growth|
|7th||speak with plants, grasping vine|
|9th||commune with nature, tree stride|
|Mage Level||Necro Spells|
|2nd||inflict wounds, ray of enfeeblement|
|5th||animate dead, blindness/deafness|
|7th||blight, bestow curse|
|9th||contagion, raise dead|
|Mage Level||Cryo Spells|
|2nd||armor of agathys, misty step|
|5th||sleet storm, hold person|
|7th||elemental weapon (cold damage only), ice storm|
|9th||fire shield (cold shield only), cone of cold|
- Element Specialty
Also at level 2nd, your power has enhanced certain spells that can increase their potency. Any spells that uses a certain type of damage (e.g fire or necromancy) or can create a substance of a power you specialize in (e.g rock or water) take half the time to prepare spells that are related to your chosen mancy and can gain one of the following effects:
- You can add your proficiency bonus to the damage roll. (this does not apply to cantrips)
- The effect duration is doubled. (no longer than 1 hour)
- You can cast the spell as a bonus action.
The spells that can be effected by this ability must fit the criteria below for your chosen mancy. Any spells that can deal a type of damage of choice, (e.g chromatic orb) will not gain the benefit for take half the time to prepare, but will still gain the other two effects if the spell matches the following criteria described;
Spells that control/create fire or causes fire damage.
Spells that can control/create water.
Spells that can control/create rocks, earth, gemstones or minerals. (e.g diamond)
Spells that can control/create wind, fog, or affect a creatures movement above ground. (e.g hover, falling, flying)
Spells that can create/control lightning, storms, deal lightning damage or can cause paralysis to a target.
Spells that can create/control plant life, natural materials or can detect the surroundings of an area of nature.
Necromancy spell that causes necrotic damage, healing from damaging a target or summons/creates undead creatures.
Spells that can control/create ice or deals cold damage.
- Adaptive Defense
At level 6th, your practice of your powers has granted you resistance to those attacks. You gain resistance to one damage type based on your chosen mancy from the table below.
|Hydro||Fire or Cold|
- Mancer Veil
When you reach level 10th, you shroud yourself with a energy from your chosen power to protect you from harm. This feature lasts for 1 minute and you can use it again after a short or long rest. You gain one of the following abilities depending on your chosen Mancy:
Knock back a enemy 30ft back if they are within 5ft from you. if they knock into a structure such as a rock or a wall, they suffer 1d8 bludgeoning damage. (or 1d4 piercing damage if its a sharp object.)
You gain +2 to your ac and enemies have disadvantage on weapon attacks against you.
You can target yourself or anyone within 10ft from can be lifted 10ft in the air that is no bigger than 6ft. If you dispel this feature on a a enemy, the enemy make a Dexterity saving throw, on a failed save you deal 1d8 fall damage to the enemy.
A field of electricity sound you. Any enemy within 5ft from you has to make a Dexterity saving throw, on a failed save, you deal 1d8 lightning damage to that enemy. if another enemy is within 5ft of the target the lightning arcs to that enemy as well. (they must also make a Dexterity saving throw)
You can create a groundwork of vines that creates difficult terrain. A creature who is within 10ft of you can makes a Dexterity saving throw or they become entangle by the vines. (the target is tangled until it succeeds the throw. )
A spectral cloak that make you appear as a ghost, grants you immunity from non-magical weapon damage.
Any enemy you touch must make a constitution saving throw or be petrified until it succeeds the throw.
- Vocation Mastery
At level 14th, Your expertise in your powers has improved the potency of some of your spells. You can use one metamagic option on one mancer spell of your choice. You can change the selected spell and metamagic effect after a short or long rest.
A mage that acquires the skills for trained combat, this archetype can wield a conjured weapon of choice and can use both might and magic in harmony in the battlefeld.
- Bonus Proficiency
- Conjure Weapon
Also at level 2nd, You chose one martial weapon you can conjure and you gain proficiency with it. The weapon has a ghostly and translucent appearance and you can conjure that weapon once per day and it lasts for 1 hour. While wielding this weapon, you gain +2 on damage rolls, you can't be disarmed while welding this weapon and can use your Charisma as the attack and damage modifier. You can use this feature again after a short or long rest.
- Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
- Mystical Might
At level 10th, You can cast enhance ability on yourself without expanding a spell slot. You can use this feature again after a short or long rest.
- Arcane Warrior
At level 14th, When you hit a enemy with a critical hit, you regain 1 spell slot from your lowest level slot that you have used. (up to 5th level spell slots)
A spellcaster that welds both arcana and divine magic, Theurgists devote themselves to a deity that can bestow certain mages to become powerful acolytes of magic to channel certain magic depending on the individuals alignment.
- Divine Initiate
Starting at level 2nd, you have acquired the power of divine magic from your chosen deity. You have the ability to learn cleric spells instead of a mage spells when you level up, when you learn a cleric spell, the spells count as mage spells to you. You can not gain new cleric spell through the flexible casting ability.
You also gain certain spells depending on your character's alignment at levels 2nd, 5th, 7th, 9th and 11th. These spells don't count towards the number of spells you prepare. Consult the list of spells that match up to both of your characters alignment.
(E.g, A level 2nd neutral good character will gain bless and either protection from evil and good or sanctuary, while being a true neutral will grant you both protection from evil and good and sanctuary.)
If you characters alignment changes within the campaign, your future spells change depending on your alignment while keeping your previous spells.
|Alignment||1st Level Spells|
|Neutral||protection from evil and good and/or sanctuary|
|2nd Level Spells|
|Neutral||enhance ability and/or warding bond|
|3rd Level Spells|
|Neutral||glyph of warding and/or spirit guardians|
|Chaotic||speak with dead|
|4th Level Spells|
|Neutral||divination and/or guardian of faith|
|Chaotic||freedom of movement|
|5th Level Spells|
|Neutral||dispel evil and good and/or hallow|
- Arcane Apostle
Also at level 2nd, you can gain one channel divinity option of your choice from any cleric domain.
- Tipping the Scales
At level 6th, you can tip the balance to your favor. each day, you can roll 2d12 and record both results, you use these recorded numbers to either add or replace a attack roll, saving throw or ability check. Once you use this feature, you can’t use it again until you finish a short or long rest.
- Expert Divination
Beginning at 10th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can’t be higher than 5th level.
- Arch Priest
At level 14th, Your prowess in spellcasting and religious devotion has allowed you to learn any domain ability to your choosing. You can gain one domain feature of your choice from any level and any domain, with the exception of any weapon or armor proficiencies.
A charismatic branch of mages that tend to be extroverted and witty, Able to charm the most stubborn of merchant and frighten the strongest of foes.
- Social Intuition
Starting at level 2nd, your cunning thinking has made you a streetwise-socialite. You are immune from being charmed, but if you are already immune to being charmed via a race feature, then you can reverse the effects of a charmed spell to the target that is casting it on you.
- Subtle Sway
Also at level 2nd, your ability to charm can influence a outcome of a roll. You can roll a 1d4 + your proficiency bonus and use that number to add or take from a attack roll, saving throw or skill check. You can use this feature as many times equal to your Charisma modifier and regain all uses after a short or long rest.
- Channel Charm
At level 6th, you have learned to replace any spell in your spell list with any enchantment spell once you have finished a long rest. These spell will count as mage spells once you have studied or meditated long enough to memorized it.
- Convert Creature
At level 10, you can charm a enemy into becoming your ally. Choose a target within 30 feet of you and that target must make a Intelligence saving throw. If failed, they become charmed and become non-hostile to you and up to 10 creatures of your choosing.
The creature acts on its own accord and can help fight a hostile creature that you are fighting, help in exploration or in other tasks. If the creature doesn't speak the same languages to you, it will try to aid you to the best of its ability. After 1 hour, the creature is no longer charmed and can become hostile toward you if the creature is evil or was hostile before you charmed it. (this will be down to the dm's digression)
Once you use this feature, you can use this feature again after a long rest.
At level 14th, your powers have become strong enough to influence multiple targets. Pick up to 10 targets you can see that are within 60 feet from you. Each monster must succeed a Charisma saving throw or become beguiled with a effect of your choice. You can make them all argue at each other over a trivial subject, make them uncontrollably laugh or dance non-stop.
This effect last for 1 hour and you regain this feature after a long rest.
A branch of mages, specializing in supporting allies and smiting down evil doers. All with a extravagant transformation into their idol form.
- Magic Transformation
At level 2nd, your can transform into your idol form. In this form, your clothes and an weapon of choice change into an outfit of your choice.
Your weapon of choice to become a empathic weapon, that weapon deals and additional 1d4 + spellcaster mod Damage to any creature with an evil alignment. You gain advantage for saving throws against attacks or spells from fey, fiends or undead. Your also gain the following spells while your are in your idol form, your gain the following spells below. These spells don't count towards the number of spells you prepare.
|Mage Level||Idol Spells|
|2nd||color spray, charm person|
|5th||moonbeam, zone of truth|
|7th||remove curse, magic circle|
|9th||aura of purity, death ward|
Your idol form lasts up to 1 hour, your can use this ability again after a short or long rest.
- Companion Aura
At level 6th, your powers can lend an hand to your closest allies. When a none hostile creature comes within 30ft from your, for every round. That creature and any other in the aura regains hp equal to 1d4 + spellcasting mod and and deals 1d4 additional damage to their spells and melee attacks. This aura only occurs when your are in idol form and does not work for an target at 0hp.
- Stabilizing Touch
At level 10th your can stabilized an unconscious target to regain consciousness. When an creature falls at 0hp, your can use a bonus action to stabilize an target to 1hp. Your can use this ability equal to your spellcasting modifier before a long rest.
- Friendship Beam
At level 14th, your can fire an beam that grows stronger with more allies around you. The beam is fired from your weapon or spellcasting focus that can hit an target within 120ft from you. The beam deals 3d8 force damage and an additional 1d8 damage for every ally within 10ft from you. Once your use this feature, you can’t use it again until you finish a short or long rest.
Mage Spell List
You know all of the spells on the basic spell list and additional spells based on your archetype.
- 1st Level
burning hands, charm person, chromatic orb, color spray, comprehend languages, detect magic, disguise self, expeditious retreat, false life, feather fall, fog cloud, illusory script, jump, longstrider, mage armor, magic missile, protection from evil and good, ray of sickness, shield, silent image, sleep, hideous laughter, thunderwave, unseen servant, witch bolt
- 2nd Level
Alter Self, blindness/deafness, Blur, cloud of daggers, Crown of Madness, Darkness, Darkvision, Detect Thoughts, Enhance Ability, Enlarge/Reduce, Gust of Wind, Hold Person, Invisibility, Knock, Lesser Restoration, Levitate, Locate Object, Mirror Image, Misty Step, Phantasmal Force, protection from poison, ray of enfeeblement, scorching ray, See Invisibility, Shatter, Spider Climb, Suggestion, Web
- 3rd Level
bestow curse, blink, clairvoyance, counterspell, daylight, dispel magic, fear, feign death, fireball, fly, gaseous form, haste, hypnotic pattern, lightning bolt magic circle, major image, protection from energy, remove curse, sending, sleet storm, slow, stinking cloud, tongues, vampiric touch, water breathing, water walk
- 4th Level
banishment, blight, confusion, control water, dimension door, black tentacles, freedom of movement, fire shield, greater invisibility, hallucinatory terrain, ice storm, locate creature resilient sphere, polymorph, stoneskin, wall of fire
- 5th Level
animate objects, cloudkill, cone of cold, contact other plane, creation, dominate person, dream, geas, hold monster, legend lore, planar binding, raise dead, scrying, seeming, telekinesis, teleportation circle, wall of stone
- 6th Level
arcane gate, chain lightning, circle of death, create undead, disintegrate, eyebite, globe of invulnerability, mass suggestion, move earth, otto’s irresistible dance, programmed illusion, sunbeam, true seeing, wall of ice
- 7th Level
- 8th Level
- 9th Level
Create Bonfire, Control flames, Frostbite, Gust, Magic Stone, Mold Earth, Thunderclap, Shape Water
- Level 1st
Catapult, Earth Tremor, Ice Knife
- Level 2nd
Absorb elements, Aganazzar’s Scorcher, Dust Devil, Earthbind, Maximilian’s Earthen Grasp, Pyrotechnics, Skywrite, Snilloc’s Snowball Swarm, Warding Wind
- Level 3rd
Erupting Earth, Flame Arrow, Melf’s Minute Meteors, Wall of Water
- Level 4th
Elemental Bane, Storm Sphere, Vitriolic Sphere, Watery Sphere
- Level 5th
Control Winds, Immolation
- Level 6th
Investiture of Flame, Investiture of Ice, Investiture of Storm, Investiture of Wind
- Level 8th
Abi-Dalzim’s Horrid Wilting
Infestation, Toll the Dead
- Level 1st
Cause Fear, Healing Elixir, Guiding Hand, Puppet, Sudden Awakening, Sense Emotion
- Sword Coast Adventure
Booming Blade, Green-Flame Blade, Lightning Lure, Sword Burst
- Xanathar's Guide to Everything
- Level 1st
- Level 2nd
Dragon's Breath, Mind Spike, Shadow Blade
- Level 3rd
Catnap, Enemies Abound, Summon Lesser Demons, Thunder Step
- Level 4th
Charm Monster, Sickening Radiance, Summon Greater Demon
Level 5th Danse Macabre, Enervation, Far Step, Infernal Calling, Negative Energy Flood, Skill Empowerment, Synaptic Static, Wall of Light
- Level 6th
Mental Prison, Scatter, Soul Cage
- Level 7th
Crown of Stars, Power Word Pain
- Level 8th
- Level 9th
Mass Polymorph, Psychic Scream
- Third-Party Content
Bloodletting, Dueling shadows, Lacerate, Life thread, Umbraturgy
- Level 1st
Aura of Shade, Blackflame , Bloodburn, Cruorwhip
- Level 2nd
Blood Seal, Clinging Shadows, Dome of Night, Hand of the grave, Necromantic burst, Vampire's kiss
- Level 3rd
Animate Blood, Beacon of False Life, Flicker, Tides of Blood, Umbral Form
- Level 4th
Draining thread, Wall of bones
- Level 5th
Bloodcurse, Shadow stride
- Level 6th
Banshee's Wail, Investiture of Shadow, Rain of Blood
- Level 7th
Hemoplague, Umbral Assault
- Level 9th
Prerequisites. To qualify for multiclassing into the mage class, you must meet these prerequisites: 13 Charisma
Proficiencies. When you multiclass into the mage class, you gain the following proficiencies: