Hold Breath. The mage can hold its breath for 1 hour.
Blackened Claw Devotion. The mage has advantage on saving throws against being charmed or frightened. The mage also has advantage on saving throws against being grappled, or restrained while it is within 5 feet of at least one ally, and the ally isn't incapacitated.
Tactical Wit. The mage's keen ability to assess tactical situations allows it to act quickly in battle. The mage can give itself a bonus to its initiative rolls equal to its Intelligence modifier.
Power Surge. The mage can store a maximum number of power surges equal to its Intelligence modifier (minimum of one). Whenever it finishes a long rest, its number of power surges resets to one. Whenever the mage successfully end a spell with dispel magic or counterspell, the mage gains one power surge, as they steal magic from the spell it foiled. If they end a short rest with no power surges, they gain one power surge.
Once per turn when they deal damage to a creature or object with a wizard spell, they can spend one power surge to deal an extra 6 force damage to that target.
Durable Magic. The magic they channel helps ward off harm. While they maintain concentration on a spell, they have a +2 bonus to AC and all saving throws.
Arcane Recovery (1/Day). When the mage finishes a short rest, they can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than six, and none of the slots can be 6th level or higher.
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.
Elemental Adept (cold, fire, and lightning): Spells they cast ignore resistance to cold, fire, and lightning damage. In addition, when they roll damage for a spell they cast that deals damage of that type, they can treat any 1 on a damage die as a 2.
Spellcasting. The mage is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, mind sliver, toll the dead
1st level (4 slots): absorb elements, detect magic, magic missile, shield
2nd level (3 slots): dragon's breath, misty step, Rime’s binding ice, Tasha's mind whip
3rd level (3 slots): counterspell, dispel magic, Melf's minute meteors, fly
4th level (3 slots): greater invisibility, polymorph
5th level (2 slots): conjure elemental (Up cast for animated breath, galeb duhr, or invisible stalker), summon draconic spirit
6th level (1 slot): chain lightning
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage when used with two hands.
Shell Defense. The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can’t increase, it has disadvantage on Dexterity saving throws, it can’t take reactions, and the only action it can take is a bonus action to emerge.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Arcane Deflection: The mage weaves magic to fortify itself against harm. When it is hit by an attack or fails a saving throw, the mage can use its reaction to gain a +2 bonus to their AC against that attack or a +4 bonus to that saving throw.
When it uses this feature, it can’t cast spells other than cantrips until the end of its next turn.
Description
Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.
Previous Versions
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