Mage Class Features
Mage Class Art
Mage
Masters of arcane knowledge and wielders of devastating spells, Mages manipulate magical energy to control the battlefield, empower allies, and obliterate foes with mystical precision.
1 - Scholarly Magic

When you find a spell scroll, you can add the spell to your spellbook if it is of a level you can prepare. If the spell is of a level you cannot cast, you may still use it.

You can cast the spell once per long rest, but doing so imposes 1 level of exhaustion.

6 - Cheap Trick

You gain the ability to blend minor spells together. When you cast a cantrip, you can use a bonus action to immediately cast another cantrip.

The second cantrip must have a casting time of 1 action and cannot target the same creature or area as the first cantrip.

11 - Adept Spells

Your spells ignore resistance and treat immunity to the chosen type as resistance instead.

16 - Arcane Overcharge

When you cast a spell of 5th level or higher, you can overcharge its effects. Choose one:

  • The spell deals maximum damage.
  • The spell’s range is doubled.
  • The spell affects an additional target (if applicable).
  • Cast the spell without expending a spell slot (once per long rest).

After using this feature, you gain 1 level of exhaustion.

Mage Subclasses

Abyssal Mind Mage Features
Abyssal Mind Mage
Abyssal Mind Mage
Warped Being (1st Level Feature)

Your aberrant heritage manifests as unnatural resilience. Choose a form of protection: shimmering eldritch aura, shifting slimy skin, twitching tentacles, or jagged crystalline growths. While not wearing armor, your AC equals 13 + Dexterity modifier.

You gain proficiency in Survival and learn the cantrips Thaumaturgy and Mind Sliver.

Unsettling Presence (3rd Level Feature)

Your unnatural presence unnerves those around you. As a bonus action, you can unleash a ripple of psychic static in a 10-foot radius centered on yourself.

Until the end of their next turn, hostile creatures have disadvantage on their first attack roll or saving throw.

You can use this a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Tainted Thoughts (6th Level Feature)

Your connection to the Abyss deepens your psychic assaults. Mind Sliver deals an additional damage die.

When you use Spell Weaving, you can target the same creature twice.

Rift of Madness (10th Level Feature)

You summon a rift of tentacles and shadows in a 20-foot radius within 60 feet for 1 minute.

Terrain is difficult for creatures other than you. Creatures starting their turn there take 3d6 cold and 3d6 psychic damage, and must succeed on a Wisdom save or be deafened until next turn.

Usable once per long rest.

Psychic Defenses (14th Level Feature)

Immunity to psychic damage and advantage on saving throws against charm and fear.

Warp Reality (19th Level Feature)

Create a 20-foot-radius aura of Abyssal energy (concentration, up to 1 minute) causing difficult terrain. Creatures starting turn there take 2d10 psychic damage.

You can exclude creatures from this effect.

As a bonus action, end the aura early to teleport yourself and willing creatures up to 1 mile. Unwilling creatures can save to avoid.

Usable once per long rest.

Nimbus Mage Features
Nimbus Mage
Nimbus Mage
Gale's Favor (1st Level Feature)

The winds seem to whisper your name, clearing your path and hinting at hidden trails. You gain proficiency in the Survival skill, and you can see normally in heavily obscured areas.

In addition, you learn the Gust cantrip as a mage cantrip. When you cast Gust, its damage increases from d4 to d8 and its range extends from 30 feet to 60 feet, and you can shove or pull a creature 10 feet in a direction of your choice.

Breezy Retreat (3rd Level Feature)

You learn to harness capricious winds to secure a swift escape or gain tactical altitude. You can use a bonus action on each of your turns in combat solely to take the Disengage action.

In addition, once per long rest you can cast the Levitate spell without expending a spell slot.

Storm Enhancement (6th Level Feature)

Your lightning and thunder spells deal an additional damage die of the same type.

Tempest Drifter (10th Level Feature)

You gain a magical flying speed of 60 feet.

In addition, as an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. You can use this feature a number of times equal to your proficiency bonus per short rest.

Storm's Fury (14th Level Feature)

When you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker equal to your sorcerer level.

In addition, the attacker must make a Strength saving throw (DC = 8 + your proficiency bonus + your Intelligence modifier). On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Call Storm (19th Level Feature)

Your mastery of storm magic reaches its peak, allowing you to command the battlefield with gale-force precision. You gain a hover speed equal to your walking and are immune to falling damage.

When you cast Gust, you can target a number of creatures equal to your Intelligence modifier within 60 feet, and your Gust can deal lightning damage instead of its normal damage.

Sorcerer Mage Features
Sorcerer Mage

Sorcerer Mage
Sorcerer Mages are lightning in a bottle—living vessels of untamed arcane energy. Their magic is not studied or earned, but instinctive and volatile, coursing through their veins like wildfire. Born with a spark others spend lifetimes chasing, they channel spells through emotion, intuition, and willpower.

Unpredictable and overwhelming, your power is both a gift and a hazard. Where others weave magic through symbols and scrolls, you unleash it in raw, brilliant surges. You are the storm’s heart—the arcane given form.
Unstable Magic (1st Level Feature)

Your connection to magic is natural rather than learned, enhancing your spellcasting. You gain proficiency in Charisma saving throws.

In addition, whenever you cast a spell (excluding reaction and social spells), roll a d20. The result triggers an Unstable Magic Effect as detailed by your DM.

Necrotic Nova
Each creature within 30 feet of you takes 1d6 + your spellcasting modifier Necrotic damage. You regain hit points equal to the sum of the Necrotic damage dealt.
Witch Mage Features
Witch Mage
Witch Mage
Witches draw power from ancient magics and familiar spirits. Their craft is woven with curses, hexes, and mystical bonds that bind fate itself.

Witches wield magic both mischievous and mysterious, twisting luck and will alike. Their familiars and curses disrupt foes and bolster allies with uncanny subtlety.
Hexblood (1st Level Feature)

Your innate connection to the hag’s magic doubles your Arcana proficiency bonus and grants you 60 feet of darkvision in both magical and nonmagical darkness.

In addition, you can cast the Disguise Self and Hex spells using this trait. Once you cast either spell with this trait, you can’t cast that spell with it again until you finish a long rest, although you can also cast them using your spell slots.

Familiar’s Aid (3rd Level Feature)

You gain a small or tiny pet, which is a familiar as per the Find Familiar spell. Your familiar does not have a stat block and cannot interact physically with the environment, but gains extra tricks.

Your familiar can deliver your touch spells up to 30 feet away, and it can grant you or an ally a 1d4 bonus on one attack roll, ability check, or saving throw once per round.

Fate Twister (6th Level Feature)

You learn the Silvery Barbs spell. It does not count against your number of spells known. You can cast Silvery Barbs without expending a spell slot a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Dark Familiar (10th Level Feature)

Your familiar grows stronger. It now has a range of 60 feet and you can make a spell attack as a bonus action dealing 2d8 + your spellcasting modifier necrotic damage on hit.

You can also use this as a reaction to make an opportunity attack on creatures who move within 60 feet of you.

Maledict (14th Level Feature)

When you damage a creature, you can curse it to take additional damage. For 1 minute, the target takes an extra 1d6 damage whenever it takes damage.

The target must succeed on a Charisma saving throw at the start of its turn to end this effect. You can use this feature once per short rest.

Wretched Luck (19th Level Feature)

As an aura of misfortune surrounds you, all hostile creatures within 15 feet of you have disadvantage on their first attack roll or saving throw each round.

This radius increases to 60 feet while you are concentrating on a spell.

5e Wizards as Mage Subclasses

Diviner Mage Features
Diviner Mage
Diviner Mage
The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
Divination Savant (1st Level Feature)

You can copy divination spells into your spellbook as an action, making your study of the future more efficient. You also gain proficiency in the Arcana skill.

Portent (3rd Level Feature)

When you finish a long rest, roll two d20s and record the numbers. You can replace any attack roll, saving throw, or ability check made by you or a creature you can see with one of these rolls. You must decide to use a foretelling roll before the original roll, and you can replace only one roll per turn.

Each foretelling roll can be used once. Unused rolls are lost after a long rest.

Expert Divination (6th Level Feature)

When you cast a divination spell of 2nd level or higher, you regain one expended spell slot. The slot regained must be lower level than the spell you cast and can be no higher than 5th level.

The Third Eye (10th Level Feature)

As an action, you can choose one of the following benefits, which lasts until you are incapacitated or you finish a short or long rest. You can use this feature once per short or long rest:

  • Darkvision: Gain darkvision out to 60 feet.
  • Ethereal Sight: See into the Ethereal Plane within 60 feet.
  • Greater Comprehension: Read any language.
  • See Invisibility: See invisible creatures and objects within 10 feet in line of sight.
Greater Portent (14th Level Feature)

Your prophetic visions deepen. When you finish a long rest, roll three d20s instead of two for your Portent feature.

Unerring Vision (19th Level Feature)

You gain advantage on all Wisdom (Perception) and Intelligence (Investigation) checks. Additionally, you cannot be surprised, and you automatically succeed on saving throws against being blinded or deafened.

Onomancy Mage Features
Onomancy Mage
Onomancy Mage
Masters of Letter Magic, Onomancers manipulate the power of written words and glyphs, bending the fabric of magic itself through the shapes and meanings of language.
Glyphic Scholarship (1st Level Feature)

You gain proficiency with calligrapher’s tools, which you can use as a spellcasting focus. While using these tools, you gain a +1 bonus to spell attack rolls and your spell save DC.

You also gain proficiency in the Religion skill and learn one language of your choice. You understand the ancient power held in written symbols and letters, which form the building blocks of magic.

Scripted Resonance (3rd Level Feature)

You learn to weave the power of letters into your spells through Resonant Scripts. You know two Resonant Scripts of your choice from the list below. When you cast a wizard spell with a spell slot and speak the written name or glyph of one creature targeted by the spell, you can invoke one Resonant Script.

You can use this feature a number of times equal to half your wizard level (rounded down). You regain all uses when you finish a long rest.

  • Absorption: When your spell damages the named target, you gain temporary hit points equal to 3d6, increasing at 10th and 14th levels.
  • Devastation: The named creature has disadvantage on the first saving throw it makes against the spell.
  • Dissolution: The first time the named creature takes damage from the spell, it takes extra force damage (scaling by level).
  • Nullification: You can attempt to end another magical effect on the target by an Intelligence check.
  • Puppetry: You can knock the named creature prone or move it 10 feet toward or away from you when it takes damage.
  • Sympathy: Target the named creature even if unseen or behind total cover.
Glyph of Protection (6th Level Feature)

Once per short rest, as a reaction, you can help a creature you can see within 60 feet automatically succeed on a saving throw. The creature takes no damage from the triggering effect as part of this success.

Scriptbreaker (10th Level Feature)

As a reaction, impose disadvantage on the saving throw or concentration check of a spell cast using runes or glyphs (DM’s discretion). You can use this reaction a number of times equal to your Intelligence modifier (minimum once), regaining uses on a long rest.

Script Synergy (14th Level Feature)

By expending a spell slot one level higher, you can add one additional effect from your Resonant Scripts list to a spell you cast.

Everlasting Script (19th Level Feature)

Your mastery over solid words hardens your magical defenses. You gain immunity to force and psychic damage.

Chronurgy Magic Features
Chronurgy Magic
Chronurgy Magic
Focusing on the manipulation of time, those who follow the Chronurgy tradition learn to alter the pace of reality to their liking. Using the ramping of anticipatory dunamis energy, these mages can bend the flow of time as adroitly as a skilled musician plays an instrument, lending themselves and their allies an advantage in the blink of an eye.
Temporal Awareness (1st Level Feature)

At 1st level, you can add your Intelligence modifier to your initiative rolls.

War Mage Features
War Mage
War Mage
Masters of battlefield arcana, War Mages blend offense and defense to dominate combat with tactical precision and magical might.
Tactical Wit (1st Level Feature)

Your keen tactical sense allows you to better perceive threats on the battlefield. You gain proficiency in the Perception skill and martial weapons. You can choose a martial weapon instead of robe for your starting equipment.

While you are not wearing armor and not wielding a shield, your Armor Class equals 12 + your Intelligence modifier.

5e Mages of Strixhaven Subclasses

Mage of Lorehold Features
Mage of Lorehold
Mage of Lorehold
Mages of Lorehold are particularly concerned with the forces that underlie and drive history. Drawing inspiration from the scholars and adventurers of old, they manifest the arcane power of the past through ethereal dioramas and fantastical battle prowess. Lorehold mages are often found with a long-dead spirit summoned at their side—for who better to learn ancient history from than one who has experienced it first-hand?
Ethereal Diorama (1st Level Feature)

As an action, you can conjure a magical illusion depicting a historical event within 30 feet that lasts for 1 minute or until dispelled.

The diorama grants you and allies within 10 feet advantage on Intelligence checks and saving throws related to history or magic.

You also gain expertise in the History skill.

Mage of Prismari Features
Mage of Prismari
Prismari Mage
Mages of Prismari use surges of elemental energy to express who they are and how they see the world. To them, magic and motion are one and the same; both are exhibitions of raw creativity through which masterpieces are made. In their pursuit of the arts, some Prismari mages focus on perfecting the fine details of their technique, while others prefer to unleash their wild creative visions in dazzling spectacles of elemental power.
Elemental Flair (1st Level Feature)

You gain expertise in Performance.

When you cast a spell that deals cold, fire, or lightning damage, you can add your proficiency bonus to one damage roll of that spell once per turn.

Mage of Quandrix Features
Mage of Quandrix
Quandrix Mage
For those who become Mages of Quandrix, math and magic go hand-in-hand. Such individuals learn to break down natural phenomena into their core numerical components and, through manipulating those, alter reality on a whim. Their talents range from tangible physics, like multiplying plant growth and redistributing elements of probability and acceleration, to bizarrely theoretical exercises that warp the fundamentals of space and self.
Quantic Functions (1st Level Feature)

You gain expertise in Arcana.

You learn the cantrip Guidance and the 1st-level spell Guiding Bolt. You learn additional spells as shown on the Quandrix Spells table.

Lore Mage Features
Lore Mage
Lore Mage
Lore Mage is an arcane tradition fixated on understanding the underlying mechanics of magic. It is the most academic of all arcane traditions. The promise of uncovering new knowledge or proving (or discrediting) a theory of magic is usually required to rouse its practitioners from their laboratories, academies, and archives to pursue a life of adventure.
Lore Mastery (1st Level Feature)

You become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.

In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).