Class: Mage - khuckins/BG3-adventurers-guide-to-tamriel-2e566 GitHub Wiki

The Mage

The Mage is, in many ways, almost identical to the Wizard class in vanilla 5th Edition, however its role has significantly expanded due to the focus toward the Spell School system. Mages can learn 1st-3rd level Spells from the Alteration, Destruction, Illusion, and Mysticism spell schools. Upon reaching 2nd Level, they may pick between those four schools. They will only be able to learn spells beyond 3rd level from their chosen school, and which school they have picked will determine the availability of certain Major and Minor feats.

Learning Spells

Each time you gain a Mage level, you may add two spells of your choice from the schools of Alteration, Destruction, Illusion, and Mysticism. Spells above the 3rd Spell Level must be of your Chosen School

Arcane Recovery

Like Wizards, Mages have access to the Arcane Recovery feature, allowing them to recover spell slots once per short rest.

Arcane Specialization

Upon reaching the second Mage level, Mages must pick a Spell School to specialize in. While this won't have a drastic affect immediately, it does affect their Spellcasting Ability Modifier. Available Spell Schools and their Modifiers are listed here: Alteration (Wisdom), Destruction (Intelligence), Illusion (Charisma), Mysticism (Wisdom).

Minor Feats

Upon reaching the 2nd, 4th, 10th, 14th, and 17th Mage levels, you may choose a Minor feat:

Expertise You gain +1 to one skill of the following: Arcana, History, Insight, Investigation, or Medicine. You may take this feat multiple times.

Intensive Practice You gain an additional Spell Slot of any level you choose, as long as you are of the correct level. You may take this feat multiple times.

Arcane Haste When you cast a spell using an action, you may take the Disengage, Dash, or Hide actions as a bonus action.

Arcane Combatant You may pick a fighting style available to the Fighter class.

Savant (Unimplemented) The gold and time you must spend to copy a spell of your chosen school into your spellbook is halved.

Adept Casting When casting a spell from your chosen school, if the spell requires a DC save for its target, or a damage roll, you may add your corresponding casting modifier to the DC or to the Damage roll.

Arcane Ward Prerequisite: School of Alteration

Improved Minor Illusion Prerequisite: School of Illusion You lean the Improved Minor Illusion cantrip. You may cast it as a bonus action, and the range is increased compared to the original cantrip.

Portent Prerequisites: School of Mysticism Once per long rest, you may grant yourself the gift of foresight, allowing you to reroll Attack, Skillcheck, Saving, and Ability rolls, should the result be under 12.

The remaining Feats require the player to have reached at the 6th level, and as such have not been implemented yet.

Major Feats

Upon reaching the 6th, 11th, and 18th Mage levels, you may choose a Major Feat. These have not been implemented yet.