Base Class: Wizard
Most wizards dedicate countless hours each day to preparing an extensive arsenal of spells, committing intricate formulas to memory before venturing into the unknown. Mages reject this tradition, believing that knowledge should serve the caster—not burden them.
Through years of experimentation, these wizards develop a unique method of storing spells within an arcane focus, binding a select number of incantations directly to their magical conduit rather than relying solely on daily preparation. With only a brief gesture or whispered phrase, these spells are brought to life with remarkable efficiency.
This approach comes at a cost. A Mage cannot maintain the breadth of magical options that other wizards can prepare, instead choosing mastery over versatility. In exchange, they spend less time buried in books and more time exploring, crafting, researching, or simply living the life many wizards sacrifice in pursuit of knowledge.
To a traditional wizard, a Mage's methods are reckless shortcuts. To a Mage, they are the natural evolution of arcane study.
Arcane Bolt
At 3rd level You tailored a cantrip to suit and mirror your own flexibility.
As an action, make a ranged spell attack on a creature you can see within 120ft. On a hit, Arcane Bolt deals a number of d6 dice to the target equal to your proficiency bonus. Each time you cast Arcane Bolt, choose a unique damage type among cold, fire, force, and lightning. You must complete a long rest before you can cast Arcane Bolt with a different damage type again. The dice goes up to a d8 at level 11.
Element
choose a unique damage type among cold, fire, force, and lightning. You must complete a long rest before you can cast Arcane Bolt with a different damage type again.
Soul of the familiar
At 6th level, you gain the ability to merge with your Familiar. As a bonus action when your Familiar is on your shoulder, your body merges with your Familiar’s form. While merged, you become Tiny, you replace your speed with the Familiar’s, and you can use your action only to Dash, Disengage, Dodge, Help, Hide, or Search. During this time, you gain the benefits of your Familiar being on your shoulder and keep your proficiencies. As an action, you and the Familiar return to normal.
Spellcasting flexibility
At 10th level, you may add 2 spells from any spell list into your own spell list. They must be a spell you can cast. This does not count against your spell total. You Gain this feature again at level 14 and 18.
Efficient Spell
At 14th level, casting some spells has simply become second nature.
When imbuing your focus, you may now have up to two spells that are reduced by one spell level. Each of those spells counts as being one spell level lower for figuring which spell slot to spend when casting it, but not for what spells you know.
If done on a 1st level spell, the spell becomes a cantrip that takes no slot or material components unless the spell is cast at higher levels for increased effect.
Potent Magic
At 6th level, you add your Wisdom modifier to the damage you deal with cantrips.
Companion
At 3rd level the Mage gains a familiar, same as the Wizard’s spell “Find Familiar”, with the following changes.; While the Familiar is perched on your shoulder, you gain a bonus to your passive Wisdom (Perception) score and to Wisdom (Perception) checks. The bonus is equal to your Intelligence modifier. If it is slain by a creature, you gain advantage on all attack rolls against the killer for the next 24 hours. The familiar doesn’t require sleep. While it is within 100 feet of you, it can awaken you from sleep as a bonus action.
The familiar vanishes when it dies or if you die, all other rules of the Find Familiar spell apply.
Speed of hand, Speed of mind
At 3rd level, your keen ability to assess tactical situations allows you to act quickly in battle. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.