Mage (Solo Leveling Supplement)

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Mage[edit]

Mages are awakened magic users capable of wielding powerful spells by converting mana into structured techniques. Unlike martial-focused Hunters, Mages rely on spellcraft and powerful ranged effects to decimate enemies and protect allies. Their training emphasizes control, creativity, and sheer magical output. Often fragile in body but unparalleled in magical might, a Mage turns the battlefield into a canvas of destruction and precision.

Creating a Mage[edit]

song-chiyul-defeats-goblins-solo-leveling-episode-9-1.png
A Mage unleashes a powerful burst of elemental destruction.
Quick Build

You can make a Mage quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution. Second, choose the Awakened Student or Guild Scholar background. Third, choose the Human, High Elf, or Reconstructed race.

Class Features

As a Mage you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Daggers, quarterstaffs, wands
Tools: Choose one: Alchemist’s supplies, Calligrapher’s supplies, or Cartographer’s tools
Saving Throws: Intelligence and Constitution
Skills: Choose two from Arcana, History, Insight, Investigation, Nature, and Religion

Equipment

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

  • (a) Scholar's pack or (b) Explorer's pack
  • (a) 1 wand or (b) 1 quarterstaff
  • (a) Spellbook or (b) Focus crystal
  • If you are using starting wealth, you have 4d4x10 in funds.

Table: The Mage

Level Proficiency
Bonus
Features Mana Pool Mana Regeneration (Per Round)
1st +2 Spellcasting, Mana Pool, Shaping Talent 5 + int 2 + int
2nd +2 Pulse Weave, Mana Flow 10 + int 2 + int
3rd +2 Circuit Stability, Mana Mark 15 + int 2 + int
4th +2 Ability Score Improvement 20 + int 2 + int
5th +3 Mana Burst 25 + int 3 + int
6th +3 Overchannel 30 + int 3 + int
7th +3 Arcane Layering 35 + int 3 + int
8th +3 Ability Score Improvement 40 + int 3 + int
9th +4 Twin Channel 45 + int 4 + int
10th +4 Mana Pattern Recognition 50 + int 4 + int
11th +4 Spell Collapse 55 + int 4 + int
12th +4 Ability Score Improvement 60 + int 4 + int
13th +5 Mana Sight 65 + int 5 + int
14th +5 Delay Cast 70 + int 5 + int
15th +5 Triple Channel 75 + int 5 + int
16th +5 Ability Score Improvement 80 + int 5 + int
17th +6 Mana Convergence 85 + int 6 + int
18th +6 90 + int 6 + int
19th +6 Ability Score Improvement 95 + int 6 + int
20th +6 Master Circuit 100 + int 6 + int

Spellcasting[edit]

At 1st Level, your awakening has granted you a refined control over mana, allowing you to cast structured magical effects known as spells. Unlike traditional magic systems, Mage spellcasting in this world is not bound by incantation lists or arcane tradition but instead relies on your capacity to structure raw mana into potent magical phenomena.

You learn a number of spells equal to your Intelligence modifier + your Mage level (minimum 1). All spells are cast using mana from your Mana Pool. Casting a spell costs an amount of mana determined by its complexity, range, and power. Some spells scale in potency when you channel additional mana during casting.

Your spell save DC and spell attack modifier are calculated as follows:

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

You must have a free hand, wand, or arcane focus crystal to cast spells, as Mages manipulate mana manually or via a focus tool. You may use either a physical focus (e.g., a wand or staff) or a soul-bound crystal, embedded into your skin or gear.

Arcane Pulse[edit]

Starting at 1st Level, you can release condensed bursts of raw mana in place of traditional spells, representing the fundamental destructive force most combat Mages rely on. An Arcane Pulse is a directed blast of magic that functions as a ranged spell attack.

As part of your Attack action for 1 mana, you can replace any attack with a ranged mana attack roll within 60 ft. On hit the attack deals 1d10 force damage. This damage increases to 2d10 at 5th level, 3d10 at 11th, and 4d10 at 17th level.

Arcane Pulse is considered a spell for interaction with class features, counter-spells, or other effects.

Mana Regeneration[edit]

Your control over mana flow becomes more refined as you level, allowing you to regenerate spent energy passively during combat. Starting at 1st Level, at the start of each of your turns, you regain a number of mana points as shown in the Mana Regeneration column of the Mage table.

This regeneration only functions when you are not unconscious or incapacitated. You cannot regenerate mana in an antimagic zone, and temporary effects that inhibit your magical core (such as full mana depletion) suspend this feature until the core stabilizes.

If you cast no spells on your turn, you may instead regenerate an additional 1 mana as a bonus action.

Arcane Focus[edit]

At 2nd Level, you develop a preferred method of casting, either through hand gestures, voice, or a magical implement, allowing you to specialize your channeling technique.

Choose one of the following Arcane Focus forms:

  • Manual Channeling: You can cast spells even with no material components. When using both hands, you gain a +2 bonus to your spell attack rolls.
  • Focus Amplifier: You embed or carry a focus crystal. While wielding it, your spells ignore half cover, and you gain +1 to damage rolls of all offensive spells.
  • Verbal Geometry: You use spoken formulae to manipulate mana. When you cast a spell with a verbal component, you may choose to double its range once per short rest.

This choice can be re-flavored or cosmetically altered (such as tattoo runes, sigil-casting, or engraved rings) but does not alter the mechanical benefits.

Spell Resonance[edit]

At 2nd Level, you begin developing an internal "resonance", a subconscious affinity with your own spells. When you cast the same spell multiple times in quick succession, your body adapts and optimizes the output.

Once per turn, when you cast a spell that you also cast on your previous turn, reduce its mana cost by 1 (minimum 1). This does not stack. If the spell deals damage, you may reroll one damage die.

At 10th Level, this benefit applies to any spell you’ve cast at least twice in the last minute, and now stacks up to your proficiency bonus in reduction.

Reactive Casting[edit]

At 2nd Level, your reflexes and perception allow you to shape mana faster than most can blink. You may use your reaction to cast a spell when:

  • A creature enters your spell range.
  • You are targeted by a melee or ranged attack.
  • You see another creature cast a spell.

This spell must have a casting time of 1 action or 1 reaction, and you must pay its mana cost as normal. You may use this feature a number of times equal to your Intelligence modifier per long rest.

Mana Infusion[edit]

Starting at 3rd Level, you gain the ability to temporarily enhance your body or gear with mana. As a bonus action, you can infuse a weapon, spell focus, or piece of armor/clothing that you are wearing with raw mana for 1 minute.

While infused:

  • Weapon attacks deal an additional 1d4 force damage.
  • You add your Intelligence modifier to concentration checks.
  • You may teleport up to 10 feet as a free action once per turn (no cost, must land on a surface you can see).

You may infuse gear a number of times equal to your proficiency bonus per long rest.

Magical Affinity[edit]

Also at 3rd Level, your body and mana circuit evolve based on your natural attunement. Choose one affinity: Summoner, Support, Elementalist, or Arcanist. This will affect certain spells, mana efficiency, and your subclass later on. Affinity selection should reflect your character’s behavior, training, and in-universe specialization.

Spell Surge[edit]

At 5th Level, your refined command of magic allows you to briefly amplify your spells far beyond normal limits. As a bonus action, you can surge your mana, empowering the next spell you cast before the end of your turn.

The spell benefits from one of the following enhancements:

Its damage dice are increased by one step (e.g., d6→d8).

Its range is doubled and cannot be countered.

Its mana cost is halved (minimum 1).

You can use Spell Surge a number of times equal to your Intelligence modifier per long rest. At 13th Level, you may use it twice on the same spell if you expend two uses at once.

Magical Conduit[edit]

At 5th Level, your body has developed into a partially autonomous magical circuit capable of continuously cycling mana. You may now sustain spells more effectively and resist disruptive effects with increased efficiency.

While concentrating on a spell, you gain the following benefits:

  • You have advantage on Constitution saving throws made to maintain concentration.
  • When you cast a spell that requires concentration, you can choose to reduce its mana cost by half (rounded up), but its duration becomes fixed to 5 rounds and cannot be extended by other means.
  • Once per long rest, when you would lose concentration, you may instead expend 4 mana to maintain the spell as though you succeeded the saving throw.

You may use this feature’s mana cost reduction on a number of spells equal to your Intelligence modifier per long rest.

Counterweave[edit]

At 6th Level, you can destabilize hostile spellcasting or mana shaping by disrupting the underlying flow of energy.

When a creature within 60 feet casts a spell, you may use your reaction and expend mana equal to the amount spent on the triggering spell (rounded up, minimum 1) to attempt to unravel it.

Make an Intelligence (Arcana) check. The DC is 10 + 1/4 of the mana spent on the spell.

  • On a success: The spell is countered as if by Counter spell.
  • On a failure: The spell succeeds as normal, and your mana is expended.

Arcane Echo[edit]

By 7th Level, residual mana from your own spellcasting lingers in your aura, allowing you to echo spell effects under pressure.

Once per turn, if you are reduced to 0 mana, you may immediately repeat the effect of a spell you cast on your last turn without paying its mana cost. The echoed spell is cast at its base form (no scaling) and cannot be altered or redirected.

You may use Arcane Echo once per short rest.

Mana Efficiency[edit]

Also at 7th Level, your spell shaping becomes streamlined, reducing your total resource consumption.

Whenever you cast a spell that costs more than 5 mana, reduce its cost by 1 (Minimum 1). This increases to 2 at level 15.

Additionally, once per turn, when you cast a spell that affects multiple targets, you may choose one target to receive maximum possible damage or healing from that spell. This feature has a number of uses equal to your intelligence modifier per long rest.

Focused Channeling[edit]

At 9th Level, your concentration sharpens into a razor's edge, allowing you to momentarily become one with your mana circuit.

As a bonus action, you may enter a focused state for 1 minute. While focused:

You can maintain concentration on up to two spells at once.

All spells you cast that require a spell attack roll gain a +2 bonus.

Once per round, you may reduce the action cost of a spell by 1.

You can enter this state once per long rest. At 17th Level, you may enter it twice per long rest.

Spell Sustain[edit]

Also at 9th Level, when concentrating on a spell, you may transfer the burden of maintenance to your focus crystal or mana structure.

When you cast a concentration spell, you may choose to “anchor” it. An anchored spell continues to function for up to 1 minute without requiring your concentration. You can only anchor one spell at a time, and anchoring costs 2 additional mana at the time of casting.

You may anchor one spell per short rest without paying the additional mana cost.

Power Flexion[edit]

At 10th Level, your spells begin to defy conventional structure. You may modify your spells in real time, allowing greater control and personalization.

When you cast a spell, you may apply one of the following effects without changing its mana cost:

  • Change its damage type to cold, fire, lightning, necrotic, or force.
  • Add a 10-foot radius of difficult terrain around the area of effect.
  • Allow it to ignore resistance to its damage type.

You may use this feature a number of times equal to your Intelligence modifier per long rest. You may only apply one modification per spell.

Awakened Circuitry[edit]

At 11th Level, your internal mana network has evolved, enabling your body to channel more complex energy patterns and overload your spellcasting thresholds.

You gain the following benefits:

  • You may now cast two spells on the same turn. If the spells do the same damage type they both increase their damage die amount by 2. You must still pay the full mana cost for both.
  • When you cast a spell that costs 5 or more mana, you may choose to take 1d10 force damage to reduce its mana cost by 2 (to a minimum of 1). This damage bypasses resistances and cannot be reduced.

You can use the self-damage mana reduction a number of times equal to half your proficiency bonus per long rest.

Dual Cast[edit]

Also at 11th Level, you can split your attention and cast mirrored spells simultaneously.

When you cast a spell that targets only one creature, you may expend double its mana cost to target a second creature within range, even if the spell normally cannot target more than one.

  • The second target does not need to be different from the first.
  • If the spell involves a spell attack roll, roll separately for each target.
  • If the spell requires a saving throw, both targets save independently.

You may use Dual Cast a number of times equal to your Intelligence modifier per long rest.

Piercing Weave[edit]

At 13th Level, your understanding of mana manipulation allows you to bypass defenses, punching spells through magical barriers and innate resistances.

  • Your spell attacks now bypass resistance and treat immunity as resistance to their damage type.
  • You may also add your Intelligence modifier to one spell damage roll per turn.

Once per short rest, as a free action, you may declare one spell you cast as irresistible, bypassing all resistance and immunity to spell attacks.

Spellkeeper’s Will[edit]

At 14th Level, your soul becomes a vessel of arcane command, granting you the ability to resist dispels, interruptions, and mana disruption.

  • When you are subject to a spell like Counter spell, Dispel Magic, or similar anti-magic effect, you may expend mana equal to the triggering spell’s mana cost to automatically succeed on a saving throw or negate the interruption.
  • You are always aware of when an anti-magic field or suppression effect enters your area, even if you are unconscious.
  • While you are concentrating on a spell, you cannot have your spells forcibly ended by anything other than damage or voluntarily choosing to end them.

You may use the automatic negation effect twice per long rest.

Spell Layering[edit]

At 15th Level, you can braid multiple threads of mana into a single incantation, embedding delayed effects or augmentations within a spell structure.

When you cast a spell, you may layer a secondary effect into it. Choose one of the following:

  • The spell erupts again at the start of your next turn, repeating its damage or healing effect without requiring an additional action or mana cost.
  • The spell leaves behind a lingering zone of energy in a 10-foot radius around the impact point. Enemies who enter or start their turn in the zone take damage equal to your Intelligence modifier.
  • The spell’s range is doubled, and targets have disadvantage on saving throws against it.

You may use Spell Layering once per short rest. At 18th Level, you may use it twice per short rest.

Arcane Apex[edit]

At 17th Level, your presence on the battlefield warps the very flow of magic. Your mana pulses in waves, disrupting weak casters and empowering your own spells with absolute finality.

You gain the following benefits:

  • Enemy creatures within 30 feet of you have disadvantage on saving throws against your spells if they have less than half their maximum hit points.
  • Once per turn, when you deal spell damage to a creature, you may force them to make a Constitution saving throw (DC = 8 + proficiency bonus + Intelligence modifier). On a failure, they cannot take reactions until the start of their next turn.
  • If a creature within 60 feet attempts to teleport, plane shift, or use a magical escape (like Dimension Door or Misty Step), you can use your reaction and mana equal to the mana spent, or 10 mana, whichever is more, to cancel the effect outright unless they succeed a spellcasting saving throw against your spell DC.

You may use the teleportation cancel reaction a number of times equal to your Intelligence modifier per long rest.

Absolute Formula[edit]

At 18th Level, your understanding of magic reaches a point where you can instinctively optimize a spell’s structure without overextending your mana or risking collapse. You develop the ability to apply subtle but significant enhancements to your spells through pure control, not brute force.

When you cast a spell that costs 10 mana or lower, you may apply one of the following effects without increasing its mana cost:

  • Threaded Cast: You may cast another spell as a free action this turn, even if the spell you cast is not an action.
  • Stabilized Matrix: You may reroll one damage die or healing die from the spell. You must use the new result.
  • Compressed Casting: The spell’s casting time is reduced by 1 action, if its original casting time is 1 action or lower and its duration is instantaneous.
  • Magi-form Echo: You may immediately teleport up to 10 feet to an unoccupied space you can see after casting the spell, as mana rebounds along your spell's path.

You may use Absolute Formula a number of times equal to your Intelligence modifier (minimum of 1). You regain all expended uses when you finish a long rest.

Master of Magic[edit]

At 20th Level, you stand at the summit of magical capability. Mana obeys your will without resistance, and your presence is synonymous with overwhelming arcane dominance.

You gain the following benefits:

  • Your Intelligence score increases by 2, to a maximum of 22.
  • Once per long rest, you may cast a spell that costs 5 or less mana without expending mana once per round, treating it as a free action.
  • Your maximum Mana Pool increases by 10, and you regenerate 2 additional mana per round.

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