Base Class: Wizard
Magic Users are the 44 magnums of the spell casting universe. They are not well rounded. They're not good a lot of different things. They don't have a lot of interests, hobbies, and skills. What they do have is spells, and lots of them.
STUFF:
- Magic Users can not multi-class:
- They have very poor hit point maximums (1d4) ~ 3 is average
- They make high value targets (because they are VERY good at spell-casting)
- They gain a number of armor/weapon proficiencies equal to their Int+Proficiency modifier
- It takes at least a short rest to become, proficient with any NEW weapon gained with these proficiencies. Example; Alexander chooses a proficiency with longswords; while adventuring he comes across a +2 longsword and swaps it instead of the +1 longsword. However, it takes a short rest before he can be considered proficient with it.
- Magic Users can NEVER use encumbered armor.
- Magic Users can NEVER use shields.
- they have more spell slots than any other caster
- They are very adept and creating scrolls and spell storing items.
Behind the Scenes: Wizards are under represented in 5e. The Magic User class is a reimagining of what the first arcane spell casters were; squishy but powerful.
Hit Points: Squishy
Magic users are by necessity team players. They don't get a lot of his points. They are so focused on acquiring powerful spells and magic it hurts their overall hardiness.
Their Hit dice is 1d4 from level 2 on and the average hit points is 3.
Multi-classing & proficiencies: Not well rounded.
Although they do not multi-class Magic Users do pick up a number of weapon and/or armor proficiencies equal to their proficiency modifier + INT mod.
- HOWEVER; they can never wear encumbering armor (even if they have the proficiency with it).
- Medium armor requires 2 proficiency slots; heavy armor requires 3
- They can never use shields
- The can use versatile weapons but NEVER two handed weapons.
- They can not two hand wield a versatile weapon and cast a spell in the same round.
- Becoming proficient with armor and weapons is not automatic. For example if they switch between two different sets of light armor they require a short rest to become accustomed to it.
Hit Points & Armor Class: Be smart; fight smart
Any Magic User who manages to survive to level two quickly becomes aware of how fragile they are. As a result they are adept at being extremely smart about staying close to anything that can provide cover. This might include, rocks, houses, fences, statues, grand pianos, and most importantly any ally. If they are within reach of any of these things they gain two bonuses.
1) They can use their INT modifier instead of DEX for armor class.
2) They can use their INT modifier instead of their CON bonus for hit points. They gain a number of temporary hit points equal to the difference in this number.
If the Magic User gets hit and takes damage when they are not close enough to take cover in this way, or are taken by surprise or unaware; they loose all hit points gained from this ability; and do not get them back until a short rest.
Go big or go home: Cantrips? LOL.
Cantrips can not be cast for free (ever); They require at least a level 1 spell slot to cast
"Come back when you're ready to run with the big dogs" ~ Keyzanagian AKA 'Keyz' Magic~User
Spell Research; Can I get the recipe for that?
They can 'memorize' a number of these spells equal to their INT bonus plus their proficiency bonus OR their magic user level (which ever is LOWER). They do not gain additional spell slots however and must expand spell slots normally to cast these spells.
Magic-Users typically acquire these spells without any trouble if they are extremely common, like healing word for example. Or they can manage to convert them to their spell book if someone teaches it to them; or shows them how it works.
Tattoo that on your brain; spells prepared
Here's where all the disadvantages pay off. They can prepare a lot of spells.
Spell Level
MU lvl 0 1 2 3 4 5 6
1 3 2
2 3 5
3 3 6 3
4 4 6 4
5 4 5 5 3
6 4 5 6 4
7 4 5 5 5 2
8 4 5 5 5 3
9 4 5 5 5 4 2
10 5 5 5 5 5 3
11 5 5 4 5 5 3 2
Spell DC
Extra Spell Casting Feat
Level 10 Bonus
DC to spells, and Save Proficiency
Level 14 Bonus
DC to Spells and one Save proficiency
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