Mage
Hit Points
- At level 1: 8 + your Constitution Bonus
- At higher levels: 1d8(5) + your Constitution Bonus
Proficiencies
- Armor: none
- Shields: light shields
- Tools: one tool of your choice
- Saving Throws: Mind, Intelligence, or Charisma
- Skills: Arcana
Starting Equipment
Class Traits
Class Spellcasting. Upon taking this class, you gain Class Spellcasting as described in the Class vs. Job Spellcasting section.
Lucidity. (Cross-class) You can sharpen your mind to replenish your capacity for spellcasting as a Quick Action. When you use this trait and again at the beginning of your turn for the next three rounds of combat, you regain a number of spell points equal to 1d4 + your Proficiency Bonus. You must finish a Long Rest to use this trait again. At level 7, the number of spell points restored increases to 1d6 + your Proficiency Bonus.
Bemuddlement. Beginning at level 2, you can momentarily muddle the mind of a creature to muffle its magical might. As a Quick Action, you send a surge of psychic energy towards a target up to 60ft away to addle it. The target must succeed a Mind Saving Throw against the Spellcasting DC of your choice. Upon a failure, for the next 10 seconds, magic damage it deals is reduced by half. You may perform this Trait a number of times equal to your Proficiency Bonus and regain all uses upon finishing a Long Rest.