4. ClassesMage

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.