MAGE
Most mages claim to study magic for its intellectual rewards, but they also often profit from its practical applications. Varying widely in temperament and motivation, mages share but one thing in common - an avid love of spellcasting.
CLASS FEATURES
HIT POINTS
Hit Die: d6
Starting Hit points: 6+ your endurance modifier
At higher levels: 1d6 (or 4) + your endurance modifier
PROFICIENCIES
Armor: None
Weapon: Short Blade and Staves
Saving Throws: Intelligence & Willpower
Skills: Pick two from: Arcana, First Aid, Insight, Investigation, Lore, Nature, Perception, Speechcraft
Schools of Magic: Alteration, Conjuration, Destruction, Illusion, Mysticism, Restoration
Trade Skills: Alchemy
Spellcasting
At 1st level, you have a natural adeptness with magic. You know five spells of your choice from your learned Schools of Magic.
Learning Spells of 1st Level and Higher
Each time you gain a new level in spellcasting, you learn 1 spell of your choice from a the chool available. For example, at level 5, you can choose 1 apprentice level or lower spell from your Focused School, and at level 6, you can learn 1 spell of your choice from any school.
You can learn spells by hiring training from any spell trainer, usually found in settlements throughout Tamriel.
School of Focus
When you reach 2nd level, you choose a school of magic that you have chosen to focus your studies on: Alteration, Conjuration, Destruction, Illusion, Mysticism, or Restoration, all detailed at the end of the class description.
Your choice grants you features at 2nd level and again at 6th, 10th and 14th level.
Magical Focus
At 3rd level, you gain the ability to focus your magic to suit your needs. You gain two of the following options of your choice. You gain one additional option at 7th level.
You can use your focus option only once on a spell when you cast it, unless noted otherwise.
Refer to the Mage class table for how many focus points you have. You regain all of your focus points after a long rest.
Careful Spell
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. You spend 1 focus point and choose a number of creatures up to your Willpower modified (minimum of 1 creature). A chosen creature automatically succeeds on its saving throw.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 focus point to double the range of the spell.
When you cast a spell that has a range of touch, you can spend 1 focus point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 focus point to reroll a number of the damage dice up to your Willpower modifier (minimum of one). You must use the new rolls.
You can use the Empowered Spell even if you have already used a different Magical Focus option during the casting of the spell.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 focus point to double its duration, to a maximum duration of 24 hours.
Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 focus points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 focus points to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it in silence, allowing you to receive a bonus to sneak damage by 1d6 if the target is surprised.
Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of focus points equal to the magicka cost of the spell to target a second creature in range with the same spell (minimum 1 point).
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.
Attribute Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one attribute score of your choice by 2, or you can increase two attribute scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Spell Mastery
At 18th level, Novice level spells no longer cast magicka. If you cast a Novice level spell at a higher level, you must expend magicka as normal.
Signature Spells
When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two Apprentice level spells that you know as your signature spells. You can cast each spell once per rest without expending any magicka. If you cast that spell at a higher spell level, you must expend magicka as normal.
SCHOOL OF ALTERATION
Absorption
When you choose this focus at 2nd level, you gain the power to duplicate the properties of one object and give those properties to a second object. As an action, while holding or touching one object, you can transfer those same properties into another object you are also holding or touching. You can transform 1 cubic foot of material every 10 minutes. The object gains those properties for up to 1 hour, or until you dismiss the spell. You can use this ability once every rest.
Bolt Escape
At level 6, you can use a bonus action and 2 magicka to transform yourself into pure energy and flash forward in an unoccupied space within 30 feet.
Any creatures within 5 feet of your final location must roll an Agility saving throw. On a failed save, the creature takes 2d6 shock damage, and half as much damage on a successful save.
Absorption Field
At 10th level, you can create a 30 foot globe of magic suppression, centered on yourself. Enemies within the field are silenced, and all magical spells that enter the field must make a saving throw. On a failed save, the spell is unable to penetrate the field. On a successful one, the spell does half damage, if any. The shield lasts two rounds and can only be used once per short or long rest.
Spell Resistance
Starting at 14th level, your knowledge of magic protects you against it. You gain permanent advantage on saving throws against spells.
SCHOOL OF DESTRUCTION
Elemental Mastery
At level 2, you choose one type of element to have exceptional power over.
Cryomancer
The character prefers the cold of elemental frost, freezing his enemies in their tracks.
Whenever you attack a creature with frost magic, you reduce the targets movement speed by 10 feet. This effect stacks. When a target's speed is reduced to 0, they become encased in a thin layer of ice, restraining them. At the start of the restrained targets turn, they must make a Strength saving throw to attempt to break free. Once free, the creatures speed returns to its normal amount.
When you reach level 11, a target takes 2d8 frost damage when they become encased in ice.
Electromancer
The character is a natural with electricity, blasting his enemies with lightning.
Each time you do shock damage, you reduce the targets magicka by 1d4.
When you reach level 11, you reduce the targets magicka by 1d6.
Pyromancer
The character has a gift for using fire, and uses it to burn her enemies to cinders.
When you cast a spell that deals fire damage, you can reroll the lowest damage die. If the new roll is higher than the original, use it when calculating the damage.
When you reach level 11, you can reroll the 2 lowest damage rolls.
Venomancer
The character is most comfortable around deadly poisons, and can use it to disintegrate their enemies armor.
The first time you do poison damage to a target, you reduce their AC by 1. This effect does not stack.
When you reach level 11, your second poison attack reduces the targets armor by an additional 1 AC, to a total of 2 AC.
This benefit has no effect on magical or natural armor.
Potent Magic
Starting at 6th level, your cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrips damage (if any) but suffers no additional effect from the spell.
Empowered Destruction
Beginning at 10th level, you can add your Intelligence modifier the damage roll of any destruction spell you cast.
Improved Elemental Mastery
At 14th level, you choose an additional Elemental Mastery. You can not choose the same mastery twice.
SCHOOL OF CONJURATION
Conjurers use their knowledge to summon powerful elemental daedra as guardians. The atronachs are not aligned with any daedric prince, which makes them the ideal servant.
Atromancer Mastery
Starting at 2nd level, you learn the conjuration spell Conjure Atronach.
Conjure Atronach
Cost: Varies
Cast Time: 1 action
Range: 30 feet
Duration: Instant
You summon an atronach of your choice, listed below, to fight by your side. The atronach appears in an unoccupied space that you can see within 30 feet of you, and disappears if the atronach drops to 0 hit points, or if you use an action to dismiss it.
The summoned creature is friendly to you and your companions. Roll initiative for the summoned atronach, which has its own turn. The atronach obeys any verbal command that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
Refer to the beastiary for the stat block of the atronach.
Name Magicka Cost
Novice
Weaker Earth Atronach
Weaker Flame Atronach 1 (CR ¼)
Weaker Water Atronach
Apprentice
Weaker Stone Atronach
Weaker Storm Atronach
Earth Atronach
Flame Atronach 4 (CR 2)
Water Atronach
Journeyman
Weaker Air Atronach
Weaker Cold-Flame Atronach
Weaker Flesh Atronach
Weaker Iron Atronach
Stone Atronach
Storm Atronach
Weaker Frost Atronach 5 (CR 4)
Greater Earth Atronach
Greater Flame Atronach
Greater Water Atronach
Expert
Air Atronach
Cold-Flame Atronach
Flesh Atronach
Frost Atronach
Iron Atronach
Greater Stone Atronach
Greater Storm Atronach
Master
Greater Air Atronach
Greater Cold-Flame Atronach
Greater Flesh Atronach
Greater Frost Atronach
Greater Iron Atronach
Elemental Bond
At level 6, you share a bond with your bound Atronach. While you have a conjured Atronach active, you gain the following benefits.
Fire Atronach. Your fire attacks deal and additional 1d6 damage.
Additionaly, a warm light surrounds you, creating dim light in a 10-foot radius. The light keeps you warm, as though you are near a campfire.
Water & Frost Atronach. Your frost attacks deal an additional 1d6 damage.
Additionally, you leave a 60-foot long trail of ice on the ground behind you. This trail is considered difficult terrain and any creature that tries to cross the path must succeed a DC 10 Agility saving throw or fall prone.
Earth, Stone, & Iron Atronach. Your armor is increased by 1 AC.
Air & Storm Atronach. Your shock attacks deal an additional 1d6 damage.
Additionally, your speed increases by 10 feet.
Flesh Atronach. You gain 2d6 temporary hit points. These hit points are returned at the start of every short or long rest.
Elemental Potency
Beginning at 10th level, when you cast the Conjure Atronach spell, you can summon 1 additional creature that has a challenge rating of 2 or less.
Elemental Soul
Starting at 14th Level, your elemental bond with your Atronach improves. While you have a conjured Atronach active, you gain the following benefits:
Fire Atronach. You gain resistance to fire damage.
Water & Frost Atronach. You gain resistance to frost damage.
Earth, Stone, & Iron Atronach. Your gain resistance to bludgeoning, piercing, and slashing damage.
Air & Storm Atronach. Your gain resistance to shock damage.
Flesh Atronach. You gain resistance to disease and poison damage.
SCHOOL OF ILLUSION
Duplicity
Starting at 2nd level, you can create an illusory duplicate of your self. As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were using your concentration on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
This feature can be used once per rest starting at level 2, and twice per long rest starting at level 11.
Cloak of Shadows
Starting at 6th level, you can use your action to become invisible until the end of your next turn. You become visible if you attack or cast a spell.
This feature can be used once per rest starting at level 6, and twice per long rest starting at level 15.
Self Preservation
Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attack and yourself. The attack automatically misses you, then the illusion dissipates.
Once you use this feature, you can't use it again until you finish a short or long rest.
Illusory Reality
By 14th level, you have learned the secret of weaving powerful magic into your illusions to give them a semi-reality. As an action, you can create an illusion that is bound to reality for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
This illusion can't deal damage or otherwise directly harm anyone.
SCHOOL OF MYSTICISM
Seer
Starting at 2nd level, when you finish a long rest, roll two d20s and record the numbers you rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these rolls. You can only replace a roll in this way only once per turn.
Each die roll can only be used once. When you finish a long rest, you lose any unused rolls.
Mysticism Expert
Beginning at 6th level, casting mysticism spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a mysticism spell of apprentice level or higher, you use only half of the magicka, rounding up.
6th Sense
Starting at 10th level, you can use your action to increase your powers of perception. When you dp so, choose one of the following benefits, which lasts until you are incapacitated or finish a rest.
Darkvision. You gain darkvision to a range of 60 feet.
Detect Magic. You gain detect magic to a range of 10 feet.
Greater Comprehension. You can read any language.
See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.
Oracle
Starting at 14th level, you roll three d20s for your Seer feature, rather than two.
Also at 14th level, after a long rest, roll 1d4 to determine how many saves you have. As a reaction, you can use one of the saves on a creature of your choice. The creature automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
SCHOOL OF RESTORATION
Vigorous Healing
Starting at 2nd level, your healing spells are more effective. Whenever you use a spell to heal a single target, the target regains additional hit points equal to 2 + the magicka cost of the spell.
Superior Warding
Starting at 6th level, your magical wards and shields have an additional 1d4 hit points.
At 10th level, the additional hit points increases by 1d4, to a total of 2d4.
Mirrored Wards
Beginning at 10th level, whenever you cast a ward or shield, you place a ward or shield of equal strength on yourself.
Grand Healing
Starting at 14th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example instead of restoring 2d6 hit points to a creature, you restore 12.