Ultimacian Mage (5e Class)
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- 1 Ultimacian Mage
- 1.1 Work in Progress
- 1.2 Creating an Ultimacian Mage
- 1.3 Class Features
- 1.4 Brawler
- 1.5 Arcanist WIP
- 1.6 Ward Master
- 1.7 Multiclassing
Work in Progress
This class is still a work in progress. Most things up to level 15 have been checked and balanced with myself and multiple other DM's whose opinions I trust. Most things that are subject to change are labeled as WIP or are surrounded by asterisks
Creating an Ultimacian Mage
- Quick Build
You can make an Ultimatcian Mage quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity and Constitution. Second, choose the Acolyte background.
As a Ultimacian Mage you gain the following class features.
- Hit Points
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Saving Throws: Intelligence, Charisma
Skills: Choose two from Arcana, History, Investigation, Insight, Performance, Persuasion, and Religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a component pouch or (b) arcane focus
- (a) Scholar's Pack or (b) Explorer's Pack
- Two daggers
|Mana Points||Features||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|1st||+2||-||Spellcasting, Elemental Affinity||1||1||2||—||—||—||—||—||—||—||—|
|4th||+2||4||Ability Score Improvement||1||4||4||3||—||—||—||—||—||—||—|
|6th||+3||6||Aetheric Archetype Improvement||2||6||4||3||3||—||—||—||—||—||—|
|8th||+3||8||Ability Score Improvement||2||8||4||3||3||2||—||—||—||—||—|
|10th||+4||10||Aetheric Archetype Improvement||2||10||4||3||3||3||2||—||—||—||—|
|12th||+4||12||Ability Score Improvement||3||12||4||3||3||3||2||1||—||—||—|
|14th||+5||16||Aetheric Archetype Improvement||3||13||4||3||3||3||2||1||1||—||—|
|16th||+5||20||Ability Score Improvement||4||14||4||3||3||3||2||1||1||1||—|
|19th||+6||26||Ability Score Improvement||4||15||4||3||3||3||3||2||1||1||1|
Starting at level one, you choose acid, cold, fire, lightning, thunder, poison, or necrotic as your elemental affinity. You cannot damage yourself with spells of your own affinity, such as fireball if you were to choose fire. You immediately know all spells, from the wizards spell list, dealing damage of that type for spell slots you have available. For example, at level 1, if you choose fire as your elemental affinity, you immediately know firebolt and burning hands. The spells of your affinity do not count against your prepared or known spells. All spells granted by your affinity come from the wizard's spell list. Alternatively, a player wishing to pick radiant or healing spells as their affinity may do so from the cleric spell list. Spells that cure status effects such as "lesser restoration" do not count as healing spells; cure wounds, healing word, prayer of healing, and other spells that restore hit die are considered as healing spells.
Magic is a part of who you are. You need not come from a magical family, or have been infused with arcane magic, rather the aether itself has chosen you to command its power. Your magic is as raw and powerful as the aether it comes from.
At 1st level, you know one cantrip of your choice from the wizard spell list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the mage table.
- Spell Slots
The Mage table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these mage 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 first or higher
You know two 1st-level spells of your choice from the wizard spell list. The Spells Known column of the 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 wizard spell list, which also must be of a level for which you have spell slots.
- Prepared Spells
You prepare a number of spells equal to your intelligence modifier+half your mage level.
Each day, if you wish to change your prepared spells, you can meditate for an hour to do so. Your affinity spells must also be prepared.
- Spellcasting Ability
Intelligence is your spellcasting ability for your mage spells, since, aside from your affinity, learning spells requires training and study. 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 mage 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
Your spellcasting focus is a ring, staff, rod, or wand fitted as an arcane focus.
You have been given your magic by the aether itself and as such you can draw more power from the aether to replenish your spells. Starting at level 2, you may spend mana points to restore spell slots. This is a one-for-one trade. Your mana points cannot be used to regain 8th and 9th level spells. Upon reaching level 7, you may use spell slots to regain the same amount of mana points.
Some mages like to keep their distance and destroy their enemies from afar. Some prefer a more personal approach. The aether accommodates for all fighting styles.
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.
You are amongst the aether's strongest warriors. Starting at level 18 you gain access to a signature spell based on your affinity. By spending 20 Mana you can activate this powerful spell. This feature cannot be used again until after a long rest.
- Acid (wip)
You launch a volatile projectile up to *distance* away. This projectile creates a *diameter* pool of acid that deals an initial amount of *d* to creatures that fail a dexterity saving throw. This area counts as rough terrain. Objects in this pool melt away. Creatures that start or enter this pool for the first time on their turn take *d* acid damage. The pool lasts for x rounds before absorbing into the ground. If a creature dies inside the pool, their body and nonmagical items they had melt into the pool.
- Cold (wip)
You designate an area up to *distance* away. This area immediately becomes covered in frost and ice. Creatures inside this area must make a dexterity saving throw or lose their footing and fall prone. Moving more than 5 feet in this area triggers the same save. While this spell is active ice violently rains down from above, dealing *d* cold damage to all creatures in this area. This effect lasts for x rounds. After x rounds, the blizzard dies down but the frozen area remains until melted magically or naturally.
- Fire (wip)
- Lightning (wip)
- Thunder (wip)
- Poison (wip)
- Necrotic (wip)
- Radiant (wip)
- Healing (wip)
You prefer making things up close and personal. The aether becomes more intertwined with your physical body, granting you further abilities the more you train.
Upon taking the brawler archetype at level 3, you gain proficiency with unarmed combat and deal 1d6 with unarmed strikes. From here on, your attacks count as magic weapons for the purpose of overcoming resistance.
- Close Quarters Mage
At level 3 you are given the ability to spend spell slots to empower your strikes with your chosen affinity. 3d6 for a first level spell slot and 1d6 for every spell slot above first. When you reach level 5 your attacks deal an additional d6 affinity damage even while not using mana or spell slots.
- Flow of Battle
As the aether flows freely through you, so do you through the battlefield. Upon reaching level 6, your movement speed permanently increases by 10 and you gain access to *wind stance*. Activating this stance for 4 mana allows you to negate one attack of opportunity per round and make a second unarmed strike as a bonus action. This effect lasts for as many rounds as your intelligence modifier.
You may only have one combat stance activated at a time. Activating a different stance immediately ends this effect.
- Mana Shield
At level 10 you may add your intelligence modifier to your ac and you gain access to the *earth stance*. This bonus may not be acquired if you're wearing armor or wielding a shield. You can spend 6 mana to grant yourself temporary hit points equal to 4d6+6+twice your intelligence modifier. Creatures that hit or touch you during the duration take 2d8 affinity damage. At the beginning of each of your turns, you gain temporary hit points equal to 2d6+your intelligence modifier; these temporary hit points cannot exceed the original result. This effect lasts one hour or you may end the effect at will.
You may only have one combat stance activated at a time. Activating a different stance immediately ends this effect.
- Unrelenting Strike
Upon reaching 14th level your unarmed strikes deal an additional d6, that stacks with close quarters mage, and you gain access to *fire stance*. For 10 mana you may empower your attacks with the unrelenting force of your affinity. For three rounds your attacks deal an additional 4d8 affinity damage, which decreases to 2d8 for another three rounds after.
You may only have one combat stance active at one time. Activating a different stance immediately ends this effect.
Upon taking this archetype at level 3, you no longer have to prepare spells.
- Aether’s blessing
At level 3 you gain the ability to spend points to empower your spells. By spending 1 point for 1st level spells and 2 points for 2nd level spells you may increase the spell by one level. You may spend more points to further increase the spell's level. You can only do this one spell level over your highest spell level. If a mage’s highest spell slot is 3rd, then they can only increase their spell to 4th level. This cannot be used to increase spells above 7th level.
At level 7 you may spend 1 point for 2nd level spells and 2 points for 3rd level spells.
At level 11 you may spend 2 points for 4th level spells.
- Affinity ward
At 6th level you gain the ability to cast a number of wards. You can only have one ward active at a time. All wards except unleash are a bonus action to activate The charges restore after a long rest. After using a ward, you cannot use a different ward until after a long rest. It costs 4 mana points to cast any ward.
- Shield: this ward has 4 charges when it's cast. When activated as a reaction, you can increase your ac by +5 for the remainder of the round. Additionally, any melee attacker takes 2d6 affinity damage.
- Blast: this ward has 3 charges when it's cast. After being hit by an attack you can target your attacker and deal 4d8 affinity damage.
- Strike: this ward has 2 charges when cast. When you or a targeted ally lands any non spell attack they can choose to release the ward and deal an additional 2d8.
- Unleash: this ward only has 1 charge when cast. You may target a 20 foot area within 120 feet of you and deal 6d6 to every creature within the area or half damage on a successful con save. Any creature that begins their turn in this area an additional 2d6 of damage. This area lasts for three rounds.
If shield, blast, or strike are cast on an ally, either of you can choose to activate the ward. Unleash can only be cast by you.
- (W.T.) Aether form
At level 10 you gain the ability to make yourself immaterial. As a bonus action you can spend 6 mana points to bend your body into your chosen affinity for 1d4+2 rounds. While in this form your movement speed doubles. You may still attack and damage creatures but you may not interact with physical objects such as boxes or switches. Anybody you pass through or who tries to hit or touch you while in this form takes 2d8 elemental damage. You can end this effect at will if you wish. Physically you appear as a humanoid made of your affinity.
- Level 14 ability
The ward master takes advantage of these powerful glyphs almost more often than they use spells.
Ward Magic: Starting at level 3, you may sacrifice spell slots as a free action to regain mana. Additionally you begin gaining access to the various wards listed below. A ward master can choose to exclusively cast with wards or combine them with regular spellcasting.
- Strike and Shield
Upon reaching level 3 you gain access to the Strike and Shield wards.
- Strike: the strike ward may be placed on only one target. Up to two different strike wards can be active at a time. When you or a targeted ally lands any non spell attack they can choose to release the ward and deal 2d8 affinity damage.
- Shield: the shield ward may be placed on two separate targets and up to four shield wards may exist at a time. As a reaction, a creature marked with a shield ward may activate it and grant themselves +2 ac for 5 rounds. Until the beginning of your next turn, melee attackers take 1d10 affinity damage.
At the end of a long rest, all existing wards disappear.
- Blast and Blink
When you reach level 6 you unlock more ward spells. The blast and blink wards take one minute to cast and cost 4 mana to cast.
- Blast: this ward can be placed on up to two friendly creatures (including yourself) when it's cast. As a reaction to being hit by an attack you can target your attacker and deal 4d8 affinity damage.
- Blink: you may place up to six blink wards on any ally. As a reaction after taking damage, you, or the effected ally may blink up to 30 feet away, expending one ward. Alternatively, any number of blink wards may be spent as an action to teleport up to 30 feet, dealing 1d6 affinity damage per ward expended to every creature in a 10ft radius of your ending location.
- Level 10 wards (W.I.P.)
- Unleash and Protect Wards
Upon reaching level 14, you gain acess to the unleash and protect wards. They are powerful but scarce. For 10 mana you may place one of these wards.
- Unleash: the unleash ward may only be placed directly on an enemy. Activating the unleash ward releases a powerful blast of elemental energy dealing 10d6+30. This elemental assault persists for an additional 1d4+1 rounds, dealing 3d6 at the end of your turn.
- Protect: The protect ward may be placed on yourself or any friendly creature but can only be activated while you are in touch range. Activating the protect ward is a standard action. Doing so projects a barrier that makes the target immune to all damage for 3 rounds or until they make a hostile action. Attempting to damage this target will cause the attacker to take 3d6 affinity damage.
Please do not edit this class without contacting me first. I am frequently looking at this and putting work into it. If you would like to see the current rendition of this class, that can be found here. https://docs.google.com/document/d/1F3USwhmGty0uTTtiueEVRhVPqs_WwbVU1ZlLRHbC42o/edit?usp=sharing. If you have ideas to contribute to the unfinished sections, such as damage numbers or effects for Ultima, feel free to leave a comment
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: