The Magi

by DMHavuhk

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The Magi

Icey mist emanating from her palms, the half-elf stares at the sculpture of ice in front of her in horror. She can still see the fear in the eyes of what was once a man. She glances down at her chest, examining the gash in her scales from where a blade nearly pierced her heart. The ground beneath her feet begins to freeze, and ice begins to creep up her arms, as she desperately tries to calm her nerves.

Sitting a top the crow's nest of a ship, the tiefling holds his arms out, commanding the winds to obey his will. They comply, blowing into the sails as he commands, pushing the ship along. He glances up towards the sky, admiring his work, as he stares at the perfectly cut hole in the clouds surrounding his ship, a large circular gap in the storm raging around them.

Standing confidently before a locked iron door, the elven woman draws a quick arcane run in the air, before gently knocking on the door, the sound of her knock echoing throughout the room. The door slowly swings open, and the woman smiles to herself, before her companion catches her off guard by placing his hand on her shoulder. She lets out a shriek, before disappearing in a puff of smoke, a small potted plant remaining where she once stood.

The half-orc pulls his blade from the bandit's heart, as their lifeless corpse falls to the ground. He looks down at his sword, as the flames enveloping it grow brighter and hotter. Another soul for his mistress. Another step closer to freedom.

Magi are those with powerful magic flowing through their blood. They are beings of raw, unstoppable power. While there are many that study or wield magic, none are able to control or manipulate arcane forces quite like a magi can. For them, casting spells is as easy as breathing.

Born, Borrowed or Found

Unlike a wizard that studies the arcane to learn how to cast magic, a magi's magical abilities come from a massive source of power that resides within them. How they acquired this varies from magi to magi. Some are born with it, granted to them by their bloodline, while others form pacts with otherwordly entities in exchange for their power. A rare few gain the power by pure accident, be it from exposure to a massive source of magical power, a magical experiment gone wrong, or just from random chance.

Regardless of where it came from, a magi's magic dwells deep within them, embedded into their body and soul. It is not something that is easily taken away, though some patrons have been known to strip their powers away from disobedient servants.

The Power Within

For magi's, magic is not a tool for them to wield. It is a part of who they are, something fundamental to their existence. While others use their magical knowledge to merely cast spells, magi are capable of so much more, twisting and sculpting magic to suit their needs. Whether a bard or a wizard casts the spell, it will always work the same way. But when a magi casts a spell, almost anything is possible.


A magi's innate power allows them to not only manipulate the ways their spells function, but to perform feats of magic that other spellcasters could not dream of. They have a deep understanding of the magic that flows within them, and they are able to use it in whatever way they wish. Two magi will never perform magic in the same way, as their understanding of their magical powers and their source of magic can lead them down very different paths.

Creating a Magi

The first and most important thing to decide when creating a magi is where your power comes from. As a starting character, you will choose your source of power, which will dictate what your abilities are, but the exact source of your magic is for you to decide. Does your magic come from an ancient bloodline, spanning for centuries? Did you form a pact with a powerful otherwordly being in exchange for your magical powers? Maybe you were blessed or cursed at birth, or you were born nearby to a source of power, such as a raging thunderstorm or a portal to another plane of existence. Or perhaps your magic is a fluke, and the exact source of your powers is unknown.

How do you feel about the magical powers within you? Do you embrace it, wielding your powers freely and showing them off to the world? Or do you attempt to hide it, trying to act as if you were a normal person and masking any signs of your innate magical powers. Did you seek these powers out, or did you simply happen upon them? If you were born with your magical powers, did you always know about them, or did they only recently awaken? Do you think of your powers as a blessing, or as a curse?

Quick Build

You can make a magi quickly by following these suggestions. First, Charisma should be your highest stat, followed by Constitution. Second, choose the hermit or sage background. Finally, choose the firebolt, light, prestidigitation, and shocking grasp cantrips, and the 1st-level spells shield and magic missile.

The Magi
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Points Innate Magic Stored Power Max Spell Level
1st +2 Spellcasting, Source of Power 3 2 4 1st
2nd +2 Innate Magic 3 3 6 2 1st
3rd +2 Stored Power 3 4 14 2 5 2nd
4th +2 Ability Score Improvement 4 5 17 2 5 2nd
5th +3 4 6 27 3 5 3rd
6th +3 Source Feature 4 7 32 3 10 3rd
7th +3 4 8 38 4 10 4th
8th +3 Ability Score Improvement 4 9 44 4 10 4th
9th +4 5 10 57 5 10 5th
10th +4 Source Feature 5 11 64 5 15 5th
11th +4 Magi Arcanum (6th level) 5 12 64 5 15 5th
12th +4 Ability Score Improvement 5 12 66 6 15 5th
13th +5 Magi Arcanum (7th level) 5 13 66 6 15 5th
14th +5 Source Feature 5 13 68 6 20 5th
15th +5 Magi Arcanum (8th level) 5 14 68 7 20 5th
16th +5 Ability Score Improvement 5 14 70 7 20 5th
17th +6 Magi Arcanum (9th level) 5 15 70 7 20 5th
18th +6 5 15 70 8 25 5th
19th +6 Ability Score Improvement 5 15 70 8 25 5th
20th +6 Source Feature 5 15 70 8 25 5th

Class Features

As a magi, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per magi level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier for each magi level after 1st.

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Arcana, Deception, History, Insight, Intimidation, Nature, Perception, Persuasion, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Two daggers
The Magi v1 | Page 2 | Class Description

Spellcasting

See Spells Rules for the general rules of spellcasting and the Spells Listing for the magi spell list.

Cantrips

At 1st level, you know four cantrips of your choice from the magi spell list. You learn additional magi cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Magi table.

Spell Points

The Magi table shows how many spell points you have to cast your magi spells of 1st level and higher. To cast one of these magi spells, you must expend a number of spell points based on the level of the spell. The number of spell points you must spend for each spell level is shown in the table below. You regain all expended spell points when you finish a long rest. You cannot cast a spell at a level above your max spell level, which is shown in the Max Spell Level column of the Magi table.

Spell Point Cost
Spell Level Point Cost
1st 2
2nd 3
3rd 5
Spell Level Point Cost
4th 6
5th 7

For example, a 3rd level Magi that knows the burning hands spell can expend X spell points to cast the spell at 1st-level, or expend X spell points to cast the spell at 2nd-level.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the magi spell list.

The Spells Known column of the Magi table shows when you learn more magi spells of your choice. Each of these spells must be of a level equal to or lower than your max spell level. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the magi spells you know and replace it with another spell from the magi spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your magi spells, since your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a magi spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your Proficiency Bonus

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

Your body is considered as your spellcasting focus, as you draw magical power from within yourself.

Source of Power

Raw magic flows through your veins. No matter where this power comes from, you have gained access to a near unlimited source of magic power. Choose one of the sources of power, which are detailed at the end of the class description.

Your choice grants you features when you choose it at 1st level, and again at 6th, 10th, 14th, and 20th level.

Source Spells

Each source of power has a list of spells -it's source spells- that you gain at the magi levels noted in the domain description. Once you gain a source spell, you always know it, and it doesn't count against the number of spells you know.

If you have a source spell that doesn't appear on the magi spell list, the spell is nonetheless a magi spell for you.

Innate Magic

You begin to awaken the magical potential within you. These powers, known as innate magics, allow you to warp magic to your will, granting you the ability to manipulate the ways that spells function, bestow magical properties onto yourself an others, or create creatures and objects out of magic.

At 2nd level, you gain two innate magics of your choice. Innate magics are detailed at the end of class description. When you gain certain Magi levels, you gain additional innate magics, as shown in the Innate Magic column of the Magi table.

Some innate magics are specific to certain Sources of Power. These innate magics can only be selected by a magi who has chosen that specific source of power, and will be detailed at the end of the subclass. You do not learn these innate magics automatically, and must learn them as normal.

Additionally, when you gain a level in this class, you can choose one of your innate magics and replace it with another one that you are able to gain.

Stored Power

At 3rd level, you've become used to the way magic flows through you, allowing you to lock away a small portion of your magic for later use. You can concentrate for 1 minute and expend any number of spell points to store the points in a pool of magic. The maximum amount of spell points you can store in this pool is based on your Magi level, and is shown in the Stored Power column of the Magi table.

You cannot use the Spell Points in this pool to cast spells or to fuel your innate magics. However, you can spend 1 minute concentrating to draw spell points from this pool, restoring the same amount of expended spell points. You cannot gain more spell points than your spell point maximum by doing this.

Any spell points that you store in this pool remain there until you use them to restore your spell points.

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Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Magi Arcanum

At 11th level, you've unlocked a hidden well of power within yourself, allowing you cast magic previously beyond your reach. Choose one spell of 6th level from the magi spell list. You can cast this spell once a day without spending any spell points.

At higher levels, you gain more magi spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain the ability to cast each of these spells when you finish a long rest.

Additionally, when you finish a long rest, you can exchange any of the spells you've gained from this feature with another spell of the appropriate level on the magi spell list.

Sources of Power

There are many different sources of power that magi may draw their magic from. The different Source of Power options are shown in the table below, along with a brief description of each.

Sources of Power
Source of Power Description Page
Demonic Pact A demonic pact or curse grants you powers from the Abyss 7
Divine Blessing The blessings of angels and celestials allow you to heal others and grant life. 9
Dragonkin The power of dragons flows through you, granting you draconic traits and elemental powers. 11
Fey Touched The power to charm and influence others with your words alone. 13
The Grand Relic Magic granted to you by a powerful enchanted artifact 15
Hellsworn Infernal magics from a powerful devil of the Nine Hells 17
Raging Storm Lightning arcs at your fingertips as a storm rages within you 19
Shadowheart Dark magic from the Shadowfell turns you into a being of living shadows 21
Undeath Necromantic magic traps your body and soul in a state between life and death 23
The Unknown Strange and incomprehensible magic from an unknown place 25
Unstable Magic Your magic is raw and powerful, but highly unstable, and prone to producing disastrous effects. 27

Demonic Pact

There are many brave and foolish souls that would seek to gain power from the Abyss, making dark pacts with the demons that dwell within. Your magic comes from such a pact, either from you directly forming a pact with a demon, or from someone in your family doing so. In some rare cases, people are born with an affinity for Abyssal magic, with demonic blood running in their veins for some untold reason.

The Abyssal magic that flows through you tends to corrupt your body and soul, as well as things around you. Physical changes are somewhat rare, and usually very minor, while changes to the mind are far more common, as the demonic influence tends to drive people mad. At your option, you can pick from or roll on the Demonic Pact table below to create a quirk for your character.

Demonic Pact Quirks
d6 Quirk
1 The color of your veins changes to a sickly green, and the blood inside seems to glow slightly.
2 Small plants and flowers wither and tie when you pick them up.
3 Your eyes turn a solid color, often black or purple.
4 There is nothing you enjoy more than the taste of blood, specifically the blood of creatures you kill.
5 You feel a nagging need to give commands to anyone that you deem weaker than you.
6 People that stand in your shadow feel unnaturally hot or cold for some reason.
Demonic Pact Spells
Magi Level Spells
1st Arms of Hadar, Ray of Sickness
3rd Darkness, Melf's Acid Arrow
5th Hunger of Hadar, Summon Lesser Demons (XGtE)
7th Summon Greater Demon (XGtE), Vitriolic Sphere (XGtE)
9th Cloudkill, Contagion

Abyssal Tongue

Your connection to the Abyss allows you to instinctually speak in demonic tongues. You can speak, read, and write Abyssal.

Abyssal Corruption

Starting at 1st level, your magic is infused with the corruptive energy of the Abyss, slowly destroying any creature it touches. Whenever a creature ends their turn while under the effect of one of your spells, you can choose to make them take 1d6 necrotic damage.

This damage increases to 1d8 at 6th level, 1d10 at 14th level, and 1d12 at 20th level. Additionally, at 10th level, when a creature succeeds on a repeated saving throw to end the effect of one of your spells, you can force them to reroll their saving throw. The creature must use the new result. Once you do this, you cannot do so again until you finish a long rest.

Consume and Grow

At 6th level, you can consume your fallen foes completely, absorbing their strength. As an action, you can target a corpse within 30 feet of you. The corpse, and everything it is carrying aside from magic items, is completely destroyed, leaving no trace of it's existence. When you do so, you can choose one of the following benefits:

  • You can expend a number of hit dice up to a maximum equal to your Charisma modifier, regaining a number of hit points equal to the number rolled on the die.
  • You can roll a d4, increasing your Strength, Dexterity, or Constitution by the result for 1 hour. As normal, this cannot increase an ability score past 20.

Once you use this feature, you cannot do so again until you finish a long rest.

Speaking in Tongues

At 10th level, whenever you cast a spell that has verbal components, you can choose to speak in Abyssal. When you do, creatures that cannot understand Abyssal have disadvantage on checks made to determine what spell you are casting, or to disrupt the spell with spells and effects such as the counterspell spell.

The Magi v1 | Page 7 | Demonic Pact

Devour Everything

At 14th level, when you use your Consume and Grow feature to expend hit dice, if the number of hit points regained would bring you over your maximum hit points, and remaining points are converted into temporary hit points, which last for 1 minute.

Madness of the Abyss

At 20th level, your gaze sends creatures into a fit of madness. As an action, you can choose a creature within 60 feet of you, making them go insane. When you do, choose one of the following effects:

Hopeless Depression. For the next minute, the creature must make a Charisma saving throw at the start of their turn. On a failure, whenever they make a saving throw, they must subtract a d6 from the result until the start of their next turn.

Pantophobia. The creature must make an Intelligence saving throw. On a failure, they become frightened of every creature that they can see. Additionally, whether they succeed or fail on the initial saving throw, the target must make another Intelligence saving throw whenever they see a new creature, becoming frightened of them on a failure. Any frightened condition inflicted by this effect ends when this effect ends.

Savage Bloodlust. For the next minute, the creature must make a Wisdom saving throw at the start of their turn. On a failure, they cannot use their action to do anything other than take the attack action.

Once you use this feature, you cannot do so again until you finish a long rest.

Innate Magic; Demonic Pact

The Innate Magic options below can only be taken by a magi that has chosen the Demonic Pact subclass.

Bow Before Me

Prerequisite: 9th level

You call upon the magic of the Abyss to force those weaker than you to obey your will. As an action, you can touch a Celestial, Elemental, Fey, Feind, or Undead whose CR is lower than your level and expend 9 spell points. The target must make a Charisma saving throw against your Spell Save DC. On a failure, they are forced to obey your will. You choose what actions they take, and where they move.

This effect lasts for 1 minute, or until you lose concentration (as if concentrating on a spell). A creature can repeat their saving throw at the end of their turn, ending the effect early on a success. This effect ends immediately if you command the creature to do something harmful to themselves, such as jump off a cliff or walk in lava.

Corrosive Blood

You fill your blood with the corruptive magic of the Abyss, harming those that make you bleed. As a bonus action, you can expend 3 spell points to make your blood corrosive. For the next minute, creature that hit you with melee attacks take acid damage equal to half your Magi level.

The Magi v1 | Page 8 | Demonic Pact

Divine Blessing

Celestial radiance flows through your veins. The source of your power is a divine blessing, granted to you by a god or a powerful celestial. Perhaps you were born for a purpose, or you ancestor was an angel that for some reason was made mortal. Or maybe you forged a pact with a celestial being to gain your divine powers. No matter where it comes from, your divine power grants you the ability to heal and protect, as well as the might to smite those that dwell in the darkness.

Most magi with a divine blessing are known to be kind and altruistic, though this isn't always true. Some magi are granted signs of their divine powers, such as radiant auras and halos. At your option, you can pick from or roll on the Divine Blessing table below to create a quirk for your character.

Divine Blessing Quirks
d6 Quirk
1 The symbol of the god or celestial that granted you your powers appears somewhere on your body.
2 You begin to shimmer and glow when you are feeling happy.
3 A golden halo rests above your head, giving off a dim but warm light.
4 The mere mention of undead or necromancy is enough to make your blood boil.
5 You cannot stand to see others in pain, and sometimes you swear that you can feel when others are hurting.
6 Standing in darkness or shadows for too long makes your skin begin to itch.
Divine Blessing Spells
Magi Level Spells
1st Cure Wounds, Guiding Bolt
3rd Lesser Restoration, Prayer of Healing
5th Revivify, Spirit Guardians
7th Death Ward, Guardian of Faith
9th Greater Restoration, Holy Weapon (XgtE)

Divine Magic

Starting at 1st level, your celestial powers grants you divine and radiant magic. At 1st level, you can choose to replace one of your magi spells with a spell from the cleric spell list. You can do this again at 6th, 10th, 14th, and 20th level.

When you gain a level in this class, you can choose to replace any of the spells gained from this feature with a different spell on the cleric or magi spell list.

Purge and Protect

Also at 1st level, the will of the celestials drives you to protect the weak and purge the wicked. You have a pool of d4s equal to half your magi level (rounded up). When you deal radiant damage to a creature or cast a spell that restores hit points, you can expend a number of these d4s, up to a maximum equal to your Charisma modifier (minimum of 1). Roll the dice, and add the total to the damage dealt or the hit points restored.

Your pool regains all expended dice when you finish a long rest.

The Magi v1 | Page 9 | Divine Blessing

Radiant Bastion

At 6th level, when you or a creature you can see within 30 feet takes damage, you can use your reaction to grant the creature a protective shield. Roll a number of d8s equal to half your magi level, and reduce the damage taken by the total rolled on those dice. If this feature reduces the damage that the creature would take to 0, then the attacking creature takes radiant damage equal to half the total rolled.

Once you use this feature, you cannot do so again until you finish a long rest.

Celestial Resistance

Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your magi level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your magi level + your Charisma modifier.

Wings of Mercy

At 14th level, you a blessed with a pair of celestial wings. You can use a bonus action to manifest a pair of spectral wings from your back. While the wings are present, you have a flying speed of 30 feet. The wings last until you're incapacitated, you die, or you dismiss them as a bonus action

Additionally, while the wings are present, you can use your reaction when an ally within 60 feet of you takes damage to move up to your movement speed towards them. This movement does not provoke attacks of opportunity.

Saving Grace

At 20th level, you can call on your divine powers to save your allies, restoring their body, mind, and soul. As an action, you can target a creature within 60 feet of you. That creature regains all lost hit points, and any conditions affecting them end.

Once you use this feature, you cannot do so again until you finish a long rest.

Innate Magic; Divine Blessing

The Innate Magic options below can only be taken by a magi that has chosen the Divine Blessing subclass.

Empowered Healing

Whenever you or an ally within 5 feet rolls dive to determine the number of hit points a spell restores, you can spend 1 spell point to reroll any number of those dice once, provided you aren't incapacitated.

You can use Empowered Healing even if you have already used a different Innate Magic option this turn. However, you can only use it once per turn.

Tell no Lies

You can spend 4 spell points to cast the zone of truth spell. When you do so using this feature, you can spend another 3 spell points to force a creature that failed the saving throw against the spell to make a Chaisma saving throw against your spell save DC. On a failure, they are compelled to answer the next question you ask. Once a creature succeeds on a saving throw against this effect, they are immune to it for the next 24 hours.

The Magi v1 | Page 10 | Divine Blessing

Dragonkin

Your power comes from a mighty dragon, a being of awesome and terrifying power. Most draconic magi, often referred to as dragonkin, gain draconic powers from birth due to an ancient pact or a draconic ancestor, but some make a bargain with a dragon that has taken interest in them.

The draconic power flowing through you changes and shifts your body, causing you to grow draconic features such as scales and horns. Most dragonkin are very easy to spot, though some do their best to hide their draconic features by waring baggy clothes, covering their scales in makeup, or simply by using magic.

Some dragonkin even develop dragon like tendencies, feeling a compulsion to horde treasure and build lairs. At your option, you can pick from or roll on the Dragonkin Quirks table below to create a quirk for your character. Alternatively, you can choose for these quirks to develop as you level up, reflecting how you become more and more draconic in nature as you gain more levels in this class.

Dragonkin Quirks
d6 Quirk
1 You are arrogant beyond belief, and truly believe that no one could defeat you in combat.
2 You are very protective of your wealth, and hesitant to spend it.
3 You have a strange smell that reflects your draconic power. For example, a red dragonkin might spell of ash and sulfur.
4 You cannot get a good night's sleep unless you lay on a pile of gold and treasure.
5 For some reason, minerals and precious gems seem very delicious to you.
6 You get very homesick, and never feel completely at peace unless you are near your home.
Dragonkin Spells
Magi Level Spells
1st Absorb Elements (XgtE)
3rd Dragon's Breath (XgtE)
5th Fear
7th Elemental Bane (XgtE)
9th Legend Lore

Draconic Power

At 1st level, you choose one type of dragon as the source of your power, which are shown in the table below. The damage type associated with each dragon is used by features you gain later. Additionally, you gain extra spells at certain Magi levels based on your choice.

Finally, you can speak, read, and write Draconic, and whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Adaptation

Also at 1st level, the draconic power flowing through you has begun to alter your body, taking on the physical aspects of a dragon. Many dragonkin grow multiple draconic traits, such as horns and scales, but most only have one or two that have practical uses.

Choose one of the following draconic traits to gain. You gain an additional draconic trait of your choice once you reach 10th level.

Dragon's Tail. You grow a strong tail covered in scales. This tail is able to hold objects and weapons, as long as they do not have the heavy or special properties. Additionally, this tail has a reach of 10 feet.

Greedy Eyes. You have the keen eyes of a dragon, making you extremely perceptive of all things physical and magical. You have advantage on perception checks based on sight. Additionally, you can cast the detect magic and identify spells as a ritual, without any material components.


Draconic Source
Dragon Damage Type 1st 2nd 3rd 4th 5th
Black Acid Tasha's Caustic Brew Melf's Acid Arrow Hunger of Hadar Vitriolic Sphere Insect Plague
Blue Lightning Witch Bolt Gust of Wind Lightning Bolt Storm Sphere Control Winds
Brass Fire Sleep Aganazzar’s Scorcher Catnap Wall of Fire Immolation
Bronze Lightning Thuderwave Gust of Wind Lightning Bolt Storm Sphere Control Winds
Copper Acid Tasha's Caustic Brew Melf's Acid Arrow Slow Vitriolic Sphere Mislead
Gold Fire Burning Hands Ray Of Enfeeblement Fireball Wall of Fire Dream
Green Poison Ray of Sickness Pass Without Trace Plant Growth Charm Monster Cloudkill
Red Fire Burning Hands Aganazzar’s Scorcher Erupting Earth Wall of Fire Immolation
Silver Cold Frost Fingers Hold Person Sleet Storm Ice Storm Hold Monster
White Cold Frost Fingers Snilloc’s Snowball Swarm Sleet Storm Ice Storm Cone of Cold
The Magi v1 | Page 11 | Dragonkin

Hardened Scales. Your body is covered in patches of thick dragon scales. Your hit point maximum increases by 1, and it increases by 1 again whenever you gain a level in this class. Additionally, when you aren't wearing armor, your armor class equals 13 + Your Dexterity modifier.

Sharpened Claws. Your nails elongate and form into sharp claws. Your claws are a natural weapon that deal slashing damage equal to 1d6 + your Strength modifier. These claws are considered magical for the sake of overcoming resistances.

Elemental Surge

At 6th level, the elemental power of dragon's flows through you, just waiting to be released. When you cast a spell that deal's your dragon's damage type, you can choose to deal maximum damage, instead of rolling.

Once you use this feature, you cannot do so again until you finish a long rest.

Elemental Affinity

Also at 6th level, the elemental power flowing through you protects you from harm. You gain resistance to your dragon's damage type.

Blood of Dragons

At 10th level, raw elemental power flows through your blood, erupting at anyone who dares to strike you. When a creature within 5 feet of you hits you with an attack, they take 1d8 damage of your dragon's type.

Draconic Wings

At 14th level, you gain the ability to sprout a pair of dragon wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

You can’t manifest your wings while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your wings might be destroyed when you manifest them.

Draconic Ascension

At 20th level, you have learned to fully unleash the draconic power within you, becoming the very thing that granted you your powers. As an action, you can choose to assume transform into a dragon. When you first enter your draconic form, any number of creatures of your choice within 60 feet must make a Wisdom saving throw against your Spell Save DC. On a failure, they are frightened of you for 1 minute. They can repeat this saving throw at the end of their turn, ending the effect on a success.

While in your draconic form, you gain the following benefts:

  • Your size changes to Huge, and you gain a 60 foot fly speed.
  • You gain 50 temporary hit points, and immunity to your dragon's damage type.
  • You unarmed attacks deal 2d8 piercing or slashing damage (your choice) and 1d8 damage of your dragon's type.

You retain the ability to speak and cast spells while in your draconic form. Your draconic form lasts for 1 minute. Once you use this feature, you cannot do so again until you finish a long rest.

Innate Magic; Dragonkin

The Innate Magic options below can only be taken by a magi that has chosen the Dragonkin subclass.

Elemental Siphon

Prerequisite: 9th level

When you take damage of your dragon's type, you can use your reaction and spend 5 spell points to gain immunity to that instance of damage, and to gain a number of temporary hit points equal to the damage you would have taken.

Fury of the Dragons

Prerequisite: 5th level

The fury and wrath of dragons dwells within you. When you take damage that reduces you to below half your hit point maximum, you may use you reaction and expend 5 spell points to cast a spell with a cast time of 1 action. Casting a spell in this way still requires you to expend spell points for the spell itself.

Once you use this innate magic, you cannot do so again until you roll initiative.

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Fey Touched

The magic of the fey flows through you. While many elves share a fey ancestry, the strange and whimsical magic of the Feywild flows deep in your blood. Perhaps your ancestor was a powerful archfey that fell in love with a mortal. Or maybe you were blessed by a fairy at birth, gifted with magical powers, or you made a deal with a lord of the Feywild, such as Oberon or Artagan. Wherever your magic comes from, the fey have left a clear mark on you, granting you the power to charm and influence others with your words alone, and granting you druidic powers.

Fey Touched magi are often creatures of unparalleled beauty. Some simply have a sort of aura of radiance and joy, while others gain traits and features similar to Eladrin. At your option, you can pick from or roll on the Fey Touched table below to create a quirk for your character.

Fey Touched Quirks
d6 Quirk
1 Thin vines and colorful flowers grow in your hair, no matter how often you take them out.
2 You always have a smile on your face, no matter the circumstance.
3 Colors in the world seem to be more vibrant for you, and lights always appear to be brighter than they.
4 The sound of laughter fills you with a sense of joy that you cannot explain.
5 It feels wrong to sleep somewhere where you can't see the stars.
6 Your hair or skin changes color with your mood, turning red when you're angry, green when you're happy, and blue when you're sad.
Fey Touched Spells
Magi Level Spells
1st Charm Person, Faerie Fire
3rd Barkskin, Suggestion
5th Major Image, Plant Growth
7th Confusion, Grasping Vine
9th Mislead, Modify Memory

Fey Tongue

The fey magic flowing through your blood allows you to communicate with creatures of the Feywild. You can speak, read, and write Sylvan.

Druidic Magic

Starting at 1st level, your connection to the Feywild gives you a decent understanding of the forest and natural magic. At 1st level, you can choose to replace one of your magi spells with a spell from the druid spell list. You can do this again at 6th, 10th, 14th, and 20th level.

When you gain a level in this class, you can choose to replace any of the spells gained from this feature with a different spell on the druid or magi spell list.

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Thorns of the Feywild

Also at 1st level, nature rises up to defend you when you are in danger. When a creature within 5 feet of you hits you with an attack roll, you can use your reaction to cause thorny vines to burst forth from the ground to repel your attacker. The creature must make a Strength saving throw against your spell save DC. On a failure, they take 2d6 piercing damage, and are pushed back 10 feet. On a success, they take half damage.

You can use this feature a number of times equal to your Charisma modifier, and regain all uses when you finish a long rest.

Charmspeak

At 6th level, your voice is laced with fey magic, influencing others around you. You gain proficiency with the Deception and Persuasion skills if you don't already have them. Additionally, when you make a Deception or Persuasion check, you can force the creature you are speaking to to make a Wisdom saving throw. On a failure, you automatically succeed on the check. The creature is not aware that you charmed them whether they succeed or fail.

Once you use this ability, you cannot do so again until you finish a long rest.

Beguiling Defenses

At 10th level, your magical abilites allow you to turn the mind-affecting magic of your enemies against them. You are immune to being charmed and frightened, and when another creature attempts to charm or frighten you, you can use your reaction to attempt to turn the magic back on that creature. The creature must succeed on a Wisdom saving throw against your spell save DC or be charmed or frightened (whichever they attempted) by you for 1 minute or until the creature takes any damage.

Honeyed Words

At 14th level, your charms can break through the most cunning defenses. Creatures that have advantage on saving throws against your charm effects, whether it be due to a trait or due to being in combat with you, lose this feature.

A Midsummer Dream

At 20th level, you can invoke the power of the Feywild to cause mass confusion and hysteria, making everyone around you question who is friend and who is foe. As an action, choose any number of creatures within 60 feet of you. These creatures must make a Wisdom Saving Throw. On a failure, they see you and any amount of creatures you choose as friends, and see all other creatures as enemies. A creature can repeat the saving throw at the end of their turn, ending the effect on a success. Creatures that are immune to the charmed condition are immune to this feature.

Once you use this feature, you cannot do so again until you finish a long rest.

Innate Magic; Fey Touched

The Innate Magic options below can only be taken by a magi that has chosen the Fey Touched subclass.

Fey Teleportation

Prerequisite: 9th level

As a bonus action, you can spend 9 spell points to cast the far step spell. When you do so using this feature, you do not have to concentrate on the spell. Instead, it lasts for its full duration.

Silent Dance

You can cast the silent image spell at will without expending any spell points or material components. When a creature learns that the images created by this spell are an illusion, you can use your reaction and expend 3 spell points to force them to make an Intelligence saving throw against your spell save DC. On a failure, they forget that the image is an illusion.

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The Grand Relic

The world is full of ancient relics, brimming with magical power. A rare few, however, possess a mind of their own. Even fewer are willing to share their power with mortals. Somehow, you have come into possession of one of these items, and it has agreed to form a bond with you. Perhaps the relic is a family heirloom, passed down the generations. Or maybe you found it in a pawn shop, lying dormant until a worthy master held it.

Magi of the Grand Relic are fonts of magical energy, tapping into their relic to empower themselves and others, working together with their relics to solve problems. However, not every magi of this type is the same. The type of relic you wield has a great impact on what you are capable of.

Naturally, having a source of magic bound to you can change a person in unexpected ways. At your option, you can pick from or roll on the Grand Relic quirk table below to create a quirk for your character.

Grand Relic Quirks
d6 Quirk
1 Going a day without casting any spells makes you extremely uncomfortable, as if you're overflowing with power and need to release it.
2 You share a fear that your relic has, such as Claustrophobia.
3 Trinkets of silver and gold that you wear always seem to be clean and pristine, no matter what.
4 Your eyes sparkle and shine, and bolts of magic occasionally spark around you.
5 Whenever you use your magic, your hair begins to glow a certain color, gold being the most common.
6 You have a strange obsession with doing favors for others, and refusing a request just feels wrong.
Grand Relic Spells
Magi Level Spells
1st Identify
3rd Magic Weapon
5th Elemental Weapon
7th Fabricate
9th Creation

Binding Relic

Starting at 1st level, you have been bound to a magic item, known as a relic. When you gain this feature, choose the type of relic you gain. Your choice will affect some of the feature you gain from this subclass.

Knowledge. Your relic is an ancient tome, filled with knowledge of the ages. Choose two 1st-­level spells that have the ritual tag from any class’s spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. While holding your relic, you can cast the chosen spells as rituals, but only as rituals, unless you learn the spell from another source.

If you find another spell with the ritual tag in the form of a scroll or a book, you can add the spell to your tome. Adding a spell to your book takes 2 hours and 50gp per spell level. You can add spells of a level that you cannot cast to your tome, but you cannot cast those spells until you are able to cast spells of that level.

Power. Your relic is a magic talisman, such as a ring or a lamp. While holding your relic, you can cast a magi spell of 1st level or higher that has a casting time of 1 action or 1 bonus action, storing it in the relic. Your relic can only store one spell at a time, and the spell must be of 5th level or lower. The spell remains stored in the relic until you finish a long rest.

While holding the relic, a creature can use an action or bonus action (depending on the spell) to cast the stored spell. The creature uses your Spell Attack Bonus or Spell Save DC for this spell. Once the spell stored inside of the relic has been cast, a new spell must be stored in the relic before it can be used in this way again.

Steel. Your relic is an enchanted weapon, filled with magical power. You choose the appearance of the weapon, as well as what kind of weapon is it. You are considered proficient with your relic, even if you do not have proficiency with the type of weapon that it is, and the weapon is considered magical for the sake of overcoming resistances.

Additionally, you automatically learn the Weapons of a Magi innate magic at 2nd level. This does not count towards the number of innate magics you can learn.

Additionally, you gain extra spells at certain Magi levels based on your choice, as shown in the Binding Relic Spell table below.

Finally, you can use a bonus action, you can summon your relic, no matter where it is. The relic appears in one of your hands, or on the floor in front of you if you do not have a free hand.

Binding Relic Spells
Relic 1st 2nd 3rd 4th 5th
Knowledge Illusory Script Mind Spike (XGtE) Clairvoyance Raulothim's Psychic Lance (FToD) Legend Lore
Power Absorb Elements (XGtE) Enhance Ability Glyph of Warding Otiluke’s Resilient Sphere Animate Objects
Steel Shield Branding Smite Blinding Smite Staggering Smite Steel Wind Strike
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Surge of Magic

At 6th level, you can draw upon the magic that dwells with your relic, using it to empower your spells. While holding your relic, when you cast a magi spell of 1st level or higher, you can choose to cast it at one level higher without expending any additional spell points, up to a maximum of 5th level.

Once you use this feature, you cannot do so again until you finish a long rest.

Relic Reborn

At 10th level, your relic grows in power, as you unlock a reservoir of power resting within it. You gain a new feature based on your relic type.

Knowledge. With your permission, a creature can use an action to write their name in your tome. You can cast the sending spell to any creature whose name is written within your tome in this way without expending any spell points, even if you do not know the sending spell.

You can have a number of names written in your tome equal to your Charisma modifier (minimum of 1). You can use an action to erase any number of names from the tome.

Power. When a creature that is holding or wearing your relic (including yourself) takes damage, you can use your reaction to immediately cast the spell stored inside the relic.

Steel. You can perform a 1 hour ritual to move an enchantment from a weapon onto your relic, or from your relic back to the original weapon. Both the enchanted weapon and your relic must be within your reach throughout the entire ritual. You cannot move an enchantment from a sentient weapon or an artifact onto your relic using this feature.

At the end of the ritual, the enchantment is passed over to your relic, or back onto the original weapon, functioning in the same way as before. Your relic can only hold one enchantment at a time. To absorb a new enchantment, the relic's current enchantment must be passed back to the original weapon.

Knowledge of the Ancient

At 14th level, you can call upon your relic's vast reserve of knowledge and experience to help you. Whenever you make an Intelligence check to recall knowledge, you can ask your relic if it knows the answer. Roll a d20. On a roll of 11 or higher, you automatically succeed on the check.

You can use this feature before or after rolling your Intelligence check. Once you use this feature, whether it works or not, you cannot do so again until you finish a long rest.

Grant Me a Wish!

At 20th level, you can tap into the magic resting deep within your relic to grant your wishes. While holding or wearing your relic, you can use an action to cast the wish spell. When you cast the spell in this way, you can only use one of the effects listen on the spell.

Once you cast the wish spell in this way, you cannot do so again for another 7 days. You can still cast the spell as normal if you know it. Finally, you are able to use this feature to cast the wish spell even if you lose the ability to cast the spell normally.

Innate Magic; The Grand Relic

The Innate Magic options below can only be taken by a magi that has chosen the Grand Relic subclass.

Alternate Power

Being bound to a magical relic has made you keenly aware of how magic flows through items, allowing you to supplement a magic item with your own power. While you are holding a magic item that allows you to expend charges to cast a spell, you can choose to cast the spell using your own magic, instead of using the items. When you do so, you do not expend a charge, and instead spend a number of spell points based on the spell's level.

For example, if you were holding an item that allowed you to cast the fireball spell, you would expend 5 spell points to cast it, instead of expending a charge.

Greedy Gremlins

Prerequisite: 5th level

Being a powerful magical item, there are many that would love to get their hands on your relic, making their greed easy to exploit. As an action, you can expend 7 spell points to cast the incite greed spell, using your relic in place of any material components.

When you cast the spell using this feature, any creatures that are charmed by the spell have disadvantage on any saving throws, and creatures have advantage on their attack rolls against creatures while they are charmed in this way.

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Hellsworn

Your power comes from the Nine Hells of Baator, the home of devils. Most magi who wield this power gained it from making a pact with a devil, one which is almost never in their favor. However, some gain this power from birth due to an infernal bloodline. Few tieflings gain this power because of their bloodline, though their infernal blood is usually not strong enough

Infernal powers granted by a devil tend to manifest in subtle ways, as devils would not wish for their followers to be easy to identify, though some find joy in placing obvious marks on their followers. At your option, you can pick from or roll on the Hellsworn Quirks table below to create a quirk for your character.

Hellsworn Quirks
d6 Quirk
1 The symbol of an archdevil appears somewhere on your body, whether it be your hand, your eye, your tongue, or somewhere else.
2 You grow a set of devilish horns and a large, barbed tail.
3 Your eyes turn a solid color, often red or yellow
4 You sometimes accidently slip into infernal when you are negotiating or making deals.
5 Your canines turn into sharp fangs, and your tongue becomes forked like a snakes.
6 You feel a strange sense of joy whenever someone near you feels pain.
Hellsworn Spells
Magi Level Spells
1st Command, Hellish Rebuke
3rd Alter Self, Flame Blade
5th Fireball, Stinking Cloud
7th Fire Shield, Wall of Fire
9th Immolation (XGtE), Infernal Calling (XGtE)

Infernal Blessing

Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your magi level (minimum of 1).

Hurl Through Hell

At 6th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.

At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 4d10 psychic damage as it reels from its horrific experience. This damage increases to 6d10 at 10th level, 8d10 at 14th level, and 10d10 at 20th level.

Once you use this feature, you can't use it again until you finish a long rest.

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Fiendish Resilience

At 10th level, you can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.

Hellriders's Steed

At 14th level, you can call upon a firey steed to charge on to the battlefield with. As a bonus action, you can summon a Nightmare (your DM has the statistics for this monster). When you do so, you can choose to automatically mount it. If not, it appears in an unoccupied space of your choice within 30 feet of you.

Your Nightmare obeys your commands to the best of it's abilities. However, it is unable to take actions.

Your Nightmare disappears if it drops to 0 hit points. If your Nightmare falls to 0 hit points, you cannot summon it again until you finish a long rest. You can also use a bonus action to dismiss your Nightmare. Your Nightmare regains all of its hit points when you finish a long rest.

Will of Asmodeus

At 20th level, you can invoke the will of the ruler of devils to proclaim a command that no one can disobey. Choose a creature within 60 feet, and issue a command. That creature must obey the command to the best of it's ability, unless it has a challenge rating greater than your level, or if it has legendary actions.

You cannot force a creature to perform an action that will obviously be harmful to it, such as stabbing itself or hurling itself off of a cliff.

This effect lasts until the command is complete. Once you use this feature, you cannot do so again for 7 days. Additionally, once you use this feature on a creature, they become immune to it, and you cannot use this feature on that creature again.

Innate Magic; Infernal Wrath

The Innate Magic options below can only be taken by a magi that has chosen the Infernal Wrath subclass.

Infernal Cloak

As a bonus action, you can spend 4 spell points to surround yourself with a clock of infernal energy, radiating an aura in a 5 foot radius around you, but not around total cover. It lasts for 1 minute, until you are reduced to 0 hit points, or you dismiss it as a bonus action.

While wearing the cloak, you have advantage on Charisma (Intimidation) checks, but disadvantage on all other Charisma checks. Any creature that starts its turn within the aura takes 1d6 poison damage.

Kiss of Mephistopheles

Prerequisite: 5th level

You imbue a weapon with the fires of Mephistopheles. As an action, you can touch a weapon and expend 7 spell points to enchant it with the Kiss of Mephistopheles. The first time that a creature hits a creature with an attack roll with that weapon within the next minute, you automatically cast the fireball spell centered on the target creature. The creature wielding the weapon that was used automatically succeeds on their saving throw.

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Raging Storm

A powerful storm rages inside you, just waiting to be released. Magi of the Raging Storm are well known for manipulating the wind and decimating their foes with bolts of lightning. Many magi of this kind can trace their power back to the Elemental Plane of Air, gaining their abilities by forming a pact with a powerful air elemental or djinn, while others were born during a howling storm, the essence of the storm fusing with their soul.

Magi of the Raging Storm are an invaluable part of any ships crew. Their ability to exert control over the winds and weather make them essential in keeping the ship safe in troubling waters.

Having a storm in your belly and lightning at your fingertips has a potent effect on your body and soul. At your option, you can pick from or roll on the Raging Storm table below to create a quirk for your character.

Raging Storm Quirks
d6 Quirk
1 The air around you has a sweet, pungent aroma, similar to the smell of a storm.
2 There is never a moment when you aren't hyperactive. It's not your fault you have so much energy.
3 Your hair is constantly frizzes or stands on end, no matter what you do to it.
4 Lightning constantly runs along your body, causing you to sometimes shock people that touch you.
5 Your body naturally sways from side to side when you stand still, like a leaf in the wind.
6 The sound of rainfall and thunder never fails to make you feel at ease.
Raging Storm Spells
Magi Level Spells
1st Thunderwave, Witch Bolt
3rd Shatter, Warding Wind
5th Call Lightning, Wind Wall
7th Elemental Bane (XGtE), Storm Sphere (XGtE)
9th Control Winds (XGtE), Steel Wind Strike (XGtE)

Wind Speaker

The wind speaks for you, whispering your intentions to those of similar ilk. You can speak, read, and write Primordial.

Tempestuous Magic

Starting at 1st level, your magic invokes powerful winds to protect you. When you use your action to cast a spell fo 1st level or higher, you can use a bonus action on your turn to cause a gust of wind to lift you up, allowing you to fly up to 10 feet in any direction without provoking opportunity attacks. You can do this before or after the spell's effects take place.

Storm Guide

Also at 1st level, you can subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn't alter the speed of the wind.

Storm's Fury

At 6th level, the storm raging within you lashes out at any who would dare you touch you. When a creature within 60 feet of you hits you with an attack roll or forces you to make a saving throw, you can use your reaction to lash out at them with a bolt of lightening.

The creature must make a Dexterity saving throw against your Spell Save DC. On a failure, they take 2d10 lightning damage, and are stunned until the start of your next turn. On a success, they take half damage, and are not stunned.

The damage of this feature increases to 3d10 at 10th level, 4d10 at 14th level, and 5d10 at 20th level.

Once you use this feature, you cannot do so again until you finish a long rest.

Supercharged

At 10th level, your body has grown more accustomed to having lightning coursing through it, allowing you to tap into the rush of energy it gives you. You gain resistance to lightning and thunder damage.

Additionally, whenever you take lightning damage, you gain an additional reaction. You can only have one additional reaction at a time, and it is lost if you do not use it within 1 minute.

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Windspeaker's Blessing

At 14th level, the winds follow your commands, lifting you and those around you into the sky. You gain a fly speed of 60 feet. As an action, you can reduce your fly speed to 30 feet, granting a creature that you can see a fly speed of 30 feet as well. This effect lasts until you end it (no action required), you fall unconscious, or you use your action to grant another creature a fly speed using this feature.

When a creature loses the fly speed granted to them by this feature, the creature gently floats to the ground if they are still in the air.

Summon the Storm

At 20th level, the clouds around you hang in the air, waiting for your command to release a howling storm. As an action, you can point your hand into the sky, creating a storm above you. The radius of this storm is 300 feet if you are outdoors, or 100 feet if your are indoors or underground.

The area is immediately filled with heavy precipitation and moderate winds. Additionally, while you are within the radius, on initiative count 10, you can choose to teleport to any unoccupied space you can see within 100 feet of you that is still within the radius of the storm, shooting up into the clouds and reappearing as a bolt of lightning crashing down. You can do this a number of times equal to your Charisma modifier (minimum of 1).

When you do, creatures within 10 feet of the poisition you appear in must make a Dexterity saving throw against your Spell Save DC, taking 3d10 lightning damage on a failure, or half as much on a success.

The storm remains for 10 minutes, or until you lose concentration (as if concentrating on a spell). Once you use this feature, you cannot do so again until you finish a long rest.

Innate Magic; Raging Storm

The Innate Magic options below can only be taken by a magi that has chosen the Raging Storm subclass.

Lightning Tether

Prerequisite: 9th level

Lightening curls at your fingertips, waiting to grab hold of your foes. When you deal lightening damage to a creature within 60 feet of you, you can spend 7 spell points to creature a tether of lightening.

While the creature is tethered, they have disadvantage on saving throws made to resist any of your spells or features that deal lightening or thunder damage, and you have advantage on attack rolls that deal lightening or thunder damage against the creature.

The tether lasts for 1 minute, until the creature moves more than 60 feet away from you, or until you use this feature again.

Misdirecting Winds

The winds are eager to follow your command, grabbing hold of projectiles and guiding them where you please. When you see a creature make a ranged attack roll, you can use your reaction and spend 3 spell points to attempt to redirect the attack.

Make an ability check using your spellcasting ability, contested by the creature's attack roll. You have advantage on this roll in areas with moderate or stronger winds. On a success, you can choose if the attack misses, or if it targets a different creature within 30 feet of the original target.

If you choose to target a new creature, then the attack hits if the initial attack roll would hit the new target's AC.

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Shadowheart

The night is your friend, and the shadows whisper secrets to you. Your magic is born of darkness, with most Shadowheart Magi tracing their powers back to the Shadowfell. Maybe you formed a pact with a creature of the night, or can trace your lineage back to the Shadowfell somehow. A rare few magi are born with a talent for manipulating the dark, claiming that the shadows have always spoken to them.

Shadowheart magi are masters of manipulating shadows, twisting the darkness to hide them and inflict fear and paranoia upon their enemies. These magi are well known for their natural ability to hide themselves and others, cloaking themselves in darkness.

The power of your magic casts a shadow over you, snuffing out the light that dwells within. At your option, you can pick from or roll on the Shadowheart table below to create a quirk for your character.

Shadowheart Quirks
d6 Quirk
1 Your heart beats once per minute. This even sometimes surprises you.
2 When you are asleep, you don't appear to be breathing (though you must still breath to survive).
3 Your eyes turn pitch black. When people look you in the eye, they feel like the void is trying to draw them in.
4 Standing in bright light just feels wrong for some reason.
5 People swear that they can see your shadow moving on its own, turning to look at them.
6 You blinked. Once. Last week.
Shadowheart Spells
Magi Level Spells
1st Arms of Hadar, Cause Fear (XGtE)
3rd Pass Without Trace, Shadow Blade (XGtE)
5th Fear, Hunger of Hadar
7th Blight, Sickening Radiance (XGtE)
9th Enervation (XGtE), Negative Energy Flood (XGtE)

Cloak of Darkness

Starting at 1st level, the darkness permeates around you. You have darkvision with a range of 120 feet.

Additionally, as a bonus action, you can move and stretch your shadow, creating a 10-foot-radius of dim light at a point you can see within 60 feet of you. If the area is already in dim light, it instead turns to darkness. This effect lasts for 1 minute, or until you use this feature again.

You can use this feature a number of times equal to your Charisma modifier (minimum of 1). You regain all uses of this feature when you finish a long rest.

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Dark Rebirth

Also at 1st level, your connection to the Shadowfell makes you difficult to put down. When you are reduced to 0 hit points while standing in dim light or darkness, you can make a Charisma saving throw (DC = 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.

After the saving throw succeeds, you can't use this feature again until you finish a long rest.

Curse of Shadows

At 6th level, you can call upon the shadows to inhibit your foes. As an action, you can curse a creature you can see, causing the shadows to cling to their body. While they are cursed, the creature has disadvantage on saving throws against spells you cast. Additionally, if the creature dies while cursed, you gain a number of temporary hit points equal to your magi level + your Charisma modifier.

The curse lasts for 1 minute, or until the creature is exposed to sunlight. Once you use this feature, you cannot do so again until you finish a long rest.

Nyctophobia

At 10th level, you have learned to take advantage of people's fear of the dark. Creatures that are standing in dim light or darkness have disadvantage on saving throws against frighten effects from your spells and features.

Additionally, while standing in magical darkness, creatures that are immune to the frightened condition lose this immunity, unless they can see through magical darkness. While standing inside magical darkness and frightened of you, you are considered within the creature's line of sight for the sake of the frightened condition.

Shadow Walk

At 14th level, you gain the ability to step from one shadow to another. When you are in dim light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Umbral Form

At 20th level, your body is one with the dark, allowing you to envelop yourself in shadows. As a bonus action, you can transform into a shadowy form. For the next minute, you gain the following features.

  • You have advantage on stealth rolls.
  • Creatures that start their turn within 15 feet of you must make a Wisdom saving throw against your Spell Save DC or be frightened of you until the start of their next turn.
  • You have resistance to all damage, except for force and radiant damage.
  • You can move through creatures and objects as if they were difficult terrain.

You can choose to end this feature early as a bonus action. Once you use this feature, you cannot do so again until you finish a long rest.

Innate Magic; Shadowheart

The Innate Magic options below can only be taken by a magi that has chosen the Shadowheart subclass.

Eyes in the Dark

Prerequisite: 3rd level

The darkness is a friend to you, and to your allies. As an action, you can spend 5 spell points to cast the darkness spell. When you do, you can choose a number of creatures that you can see equal to your Charisma modifier (minimum of 1). You and those creatures can see through the darkness created by the spell.

Frozen in Fear

Prerequisite: 7th level

The terror you inflict upon others makes them freeze in fear. When a creature within 30 feet of you starts their turn while frightened of you, you can spend 7 spell points to force them to make a Wisdom saving throw against your Spell Save DC. On a failure, the creature is incapacitated until the start of their next turn.

Once a creature succeeds on this saving throw, they are immune to this feature for the next 24 hours.

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Undeath

Death has touched your soul, and yet you still stand tall. Magi of Undeath are very uncommon, as there are few who have survived a brush with death. Perhaps your powers were granted to you by a powerful lich. Or maybe you were a wayward spirit that possessed the body of a child who died at birth, living on in their place. Maybe you died and were resurrected, and your time in the afterlife has left a permanent mark on you. Whatever the case, your state of undeath grants you necrotic powers over life and death.

Many Magi of Undeath are skilled necromancers, using their familiarity with the undead to raise powerful armies, taking control of remote towns. Others use their knowledge of life and death to try and achieve immortality, or to turn themselves into liches.

Your condition is not without its downsides. Those who have been touched by death are forever scarred by it, leaving their bodies and minds crippled and rotten. At your option, you can pick from or roll on the Undeath table below to create a quirk for your character.

Undeath Quirks
d6 Quirk
1 Your skin has a grey tint, and is unnaturally cold to the touch.
2 The smell of rotten flesh follows you wherever you go.
3 Your dreams only ever consist of yourself dying in different ways, as you feel the last of your life slipping away from you.
4 You have a morbid curiosity about different fatal diseases and torture methods.
5 Food and drink have completely lost their taste. No matter what you consume, it tastes like nothing.
6 You swear that you can hear the screams of souls around you. They always seem the loudest whenever something nearby dies.
Undeath Spells
Magi Level Spells
1st False Life, Inflict Wounds
3rd Ray of Enfeeblement, Shadow Blade (XGtE)
5th Animate Dead, Bestow Curse
7th Death Ward, Shadow of Moil (XGtE)
9th Danse Macabre (XGtE) , Enervation (XGtE)

Cold to the Touch

Starting at 1st level, your touch freezes a creature to their soul. Whenever you cast a spell with a range of touch against a creature, or make a melee attack or melee spell attack against them, that creature is unable to make attacks of opportunity against you until the end of your turn, regardless of if you hit or miss.

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Strength of the Grave

Also at 1st level, your undead nature makes you resilient to death. Your hit point maximum increases by 1, and increases by 1 again whenever you gain a level in this class.

Undying Fortitude

At 6th level, you no longer need to eat, drink, or breathe, thanks to your semi-undead nature.

Additionally, your body refuses to die, even when it is battered and broken. When you are reduced to 0 hit points, you can use your reaction to remain conscious. You are still at 0 hit points, and make death saving throws as normal at the start of your next turn, however you are able to take your turn as normal. At the end of your next turn, you fall unconscious as normal.

Once you use this feature, you cannot do so again until you finish a long rest.

Withered Flesh

At 10th level, necrotic magic has scarred your skin and bones, making them tougher. You gain resistance to necrotic damage. Additionally, whenever you regain hit points from the effect of a Necromancy spell that you cast, the number of hit points you regain is doubled.

Body and Soul

At 14th level, you can split your soul from your body, allowing you to explore your area as a ghost. As an action, you can remove your soul from your body. While your soul is outside of your body, your body is considered to be unconscious, however it does not fall prone.

You soul remains outside of your body for 1 minute, or until you end the effect early (no action required). While outside of your body, your soul is considered to be in the Ethereal Plane, and you cannot affect those who are on the Material Plane.

Your soul is still connected to your body in some ways. Whenever you speak, your voice comes from your body, not from your soul. Additionally, you automatically know if your body takes any damage.

Whenever you use this feature, you gain 1 point of exhaustion. The exhaustion is applied once your soul returns to your body.

Devour Life

At 20th level, you've become familiar with removing your own soul from your body, and have learned to forcefully do the same to others. As an action, you can touch a creature, forcing them to make a Constitution saving throw against your Spell Save DC. The creature takes 14d10 necrotic damage on a failure, or half as much on a success.

If this damage would reduce a creature to 0 hit points, you completely rip their soul from their body and devour it. Their soul is destroyed, and the creature cannot be resurrected by any means. Additionally, you gain one of the follow effects of your choice:

Drain Vitality. You can reduce your physical age by a number of years, up to a maximum equal to the creature's CR (minimum of 1). This cannot reduce your age lower than 1 year old.

Empower Blade. For the next minute, any melee attack or melee spell attacks you hit with deal an additional 1d10 necrotic damage.

Revitalize Body. You regain a number of hit points equal to half the damage dealt.

Once you use this feature, you cannot do so again until you finish a long rest.

Innate Magic; Undeath

The Innate Magic options below can only be taken by a magi that has chosen the Undeath subclass.

Snuff out the Light

Prerequisite: 5th level

You infuse a creature with necrotic energy potent enough to douse any light. As an action, you can touch a creature and expend 7 spell points to grant them resistance to radiant damage for 1 hour. Additionally, while under this effect, the creature is immune to any effects that specifically target undead, such as the Turn Undead feature.

Soul Prison

Prerequisite: 11th level

No souls can escape your clutches. You can expend 10 spell points to cast the soul cage spell. Additionally, while you cast this spell while you already have a soul trapped within your cage, you can choose to revitalize the trapped soul, increasing the duration of the spell by 8 hours and refreshing the number of times you can exploit the soul.

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The Unknown

Many magi have strange and unexplainable powers, however none can quite compare to you. Unlike other magi, you aren't quite sure what the source of your powers is. Perhaps you found an ancient artifact or tome, and felt your mind awaken and expand, unlocking your newfound powers. Or maybe you awoke after a strange dream, only to discover these new abilities. Some speculate that these powers originate from the Far Realms, a place beyond the planes of existence, though no one can know for sure.

Wherever your strange powers come from, they have left a clear mark on you. Most magi are never the same after they awaken to these powers, often developing strange and unexplainable ticks. At your option, you can pick from or roll on the Unknown table below to create a quirk for your character.

Unknown Quirks
d6 Quirk
1 You sometimes begin randomly mumbling in a language that no one, not even you, can understand.
2 You have the constant nagging need to try and know what other people are thinking.
3 Your skin or eyes changes to an odd and unnatural color.
4 Strange alien marks appear and disappear on your body at random. No one you ask knows what they are.
5 You feel the need to refer to yourself as "we" instead of "I".
6 When you dream, you experience the life of a person from start to finish. You aren't sure if these people are real or imaginary.
Unkown Spells
Magi Level Spells
1st Dissonant Whispers, Tasha's Hideous Laughter
3rd Detect Thoughts, Tasha's Mind Whip (TCoE)
5th Enemies Abound (XGtE), Sending
7th Evard's Black Tentacles, Phantasmal Killer
9th Rary's Telepathic Bond, Telekinesis

Awakened Mind

Starting at 1st level, your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

Additionally, you can touch a willing creature and connect your minds. The two of you can communicate telepathically as long as you are on the same plane of existence. As an action, you and your partner can see through each other's eyes and hear what they hear until the start of your next turn, gaining the benefits of any special sense they have. During this time, you are deaf and blind with regard to your own senses.

This connection lasts until you or the bonded creature cut the connection (no action required), or until you use this feature to connect to another creature.

Destroy Thoughts

At 6th level, you're powers allow you to destroy the mind of your victims, leaving them unable to think or act. When you deal psychic damage to a creature, you can flood their mind with horrific nightmares, destroying their mind. The creature is stunned until the end of your next turn.

Once you use this feature, you cannot do so again until you finish a long rest.

Mental Fortitude

Starting at 10th level, your mind is an like an iron fortress. You are immune to telepathy and effects that would allow creatures to read your mind, unless you allow them to.

Additionally, you are able to touch a creature to fortify their mind against magic. As an action, you can touch a creature, and for the next hour, that creature has advantage on Intelligence, Wisdom, and Charisma saving throws. You can only have one creature under this effect at a time. If you use this feature on another creature, it immediately ends on the first one.

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Create Thrall

At 14th level, the strange magic allows you to flood a creatures mind with your thoughts, giving you complete control over them. As an action, you can touch a creature that is incapacitated. That creature is charmed by you until a remove curse spell is cast on it, the charmed condition is removed from it, or you use this feature again.

You can communicate telepathically with your thrall as long as the two of you are on the same plane of existence. Your thrall will follow any orders you give them without question, as long as they don't involve harming themselves (They won't follow an order to jump off of a cliff).

Hive Mind

At 20th level, you have perfected the art of connecting your mind and senses to other beings. As an action, you can choose to connect your mind to a number of creatures equal to your Charisma modifier within 60 feet of you. For the next minute, your minds are connected. Any creature that you have connected to can choose to cut their connection, ending the effect for them only.

While your minds are connected, you all gain the following benefits.

  • If any of you succeed on a perception check, all of you automatically succeed on it.
  • You cannot be surprised.
  • You are immune to the charmed and frightened conditions.
  • You can communicate telepathically as long as you are on the same plane of existence.
  • Creature's have disadvantage on attack rolls against you as long as another creature affected by this feature can see them.

Additionally, when a creature that you are connected to is forced to make an Intelligence, Wisdom, or Charisma saving throw, they can choose to use your saving throw modifiers instead of their own.

Once you use this feature, you cannot do so again until you finish a long rest.

Innate Magic; The Unknown

The Innate Magic options below can only be taken by a magi that has chosen The Unknown subclass.

Invasive Mind

Prerequisite: 7th level

You have learned to force a connection to another creature's mind. By spending 9 spell points, you can use your Awakened Mind feature on an unwilling creature. When you do so in this way, they cannot use their action to see through your eyes, and the two of you cannot communicate telepathically.

When you use your action to see through the bonded creature's senses, they must make a Wisdom saving throw against your spell save DC. On a failure, you can see through their senses as normal. They can remake the saving throw after 10 minutes. Once they succeed on their saving throw, they are immune to this effect for 24 hours.

The connection lasts for 7 days, until you cut the connection (no action required), or until you use your Awakened Mind feature to connect to another creature.

Share Knowledge

Prerequisite: 9th level

Your connection the the minds of others allows you to share your arcane knowledge with them, and for them to do the same to you. As an action, you can touch a willing creature with the spellcasting feature and spend 5 spell points to add a spell they know of 5th level or lower to your spell list, or to add a spell you know of 5th level or lower to their spell list. If the spell does not appear on your respective spell lists, it counts as a spell from your class.

This feature lasts until you or the target creature finishes a long rest, or until you use this feature again.

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Unstable Power

Magic is a wild and volatile force, and no one knows that better than you. The magical force that flows within you is unstable, lashing out when you attempt to tap into it. For most magi, casting spells is as easy as breathing. For you, it's a gamble. Casting magic means risking your magic going out of control, causing almost anything to happen.

For magi with unstable magic, almost anything is possible. Most magi have odd quirks and features based on their source of power, and you are probably no different. However, most magi with a similar source of power have similar traits, while magi with unstable magic can have a wide variety of weird and unnatural quirks. Often times, it is difficult to spot a wild magi, as many look similar to other types of magi. At your option, you can choose from or roll on any quirk table from any subclass.

Unstable Power Spells
Magi Level Spells
1st Chaos Bolt (XGtE), Detect Magic
3rd Levitate, Nystul's Magic Aura
5th Counterspell, Dispel Magic
7th Banishment, Polymorph
9th Circle of Power, Wall of Force

Unstable Magic

Starting at 1st level, your power is wild and uncontrollable, sometimes causing wild and spontaneous magical effects when you cast spells. Whenever you cast a spell of 1st level or higher, roll a d20. If you roll a 1, roll on the Unstable Magic Table to see what happens. If the result is a spell, then that spell is too unstable to be affected by your Innate Magic. If the spell usually requires concentration, it does not, and instead simply lasts for it's full duration.

Optional Rules

These are optional rules that affect the Unstable Magic feature.

Magical Triggers. Some characters have certain triggers that can cause their magic to react. For example, their magic may surge when they are surprised or frightened, experience strong emotions, or when a certain part of their body is touched. When one of these triggers occurs, roll on the Unstable Magic Table, but roll a d20 instead of a d100. These results are much tamer, and will not result in any harm.

Power Instability. The more powerful magic you use, the more likely it is to go wild. Instead of rolling on the Unstable Magic Table on a 1, you roll whenever you roll a number less than or equal to the spell's level. For example, if you cast a 5th level spell, you would roll on the Unstable Magic Table if you rolled a 5 or lower.

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Tides of Chaos

Also at 1st level, you can manipulate the forces of luck and chaos to give you the upper hand, in return for making your magic more unstable. When you make an attack roll, ability check, or saving throw, you can choose to give yourself advantage. Once you do this, you cannot do so again until you finish a long rest.

Until you regain your use of this feature, you roll a d10 instead of a d20 after casting a spell of 1st level or higher to determine if you must roll on the Unstable Magic Table. The next time you roll on the Unstable Magic Table, you regain the ability to use this feature again.

Nullify Magic

At 6th level, your understanding of the way magic flows grows, allowing you to siphon the energy created by your unstable magic surges to replenish your power. When you roll on the Unstable Magic Table, you can use your reaction to cancel the effect. When you do, you absorb the remaining magic, adding 1d4 spell points to the magic pool granted to you by your Stored Power feature.

As you level up, the amount of spell points you gain when you use this feature increases. At 10th level, you gain 1d6 spell points, at 14th level, you gain 1d8 spell points, and at 20th level, you gain 1d10 spell points.

Once you use this feature, you cannot do so again until you finish a long rest.

Join the Madness

At 10th level, you have begun to feel the flow of magic around you and others, allowing you to turn the magic of other mages wild. When a creature within 60 feet of you casts a spell, you can attempt to turn their magic wild. They must make a Charisma saving throw against your Spell Save DC. On a failure, they must roll twice on the Unstable Magic Table. You choose which of the two results occurs.

You can use this feature a number of times equal to your Charisma modifier, and regain all uses at the end of a long rest.

Controlled Chaos

At 14th level, you've gained some semblance of control over your wild magic. When you roll on the Unstable Magic Table, you can roll twice, and choose either result.

Let Chaos Reign

Despite being random and unpredictable, your unstable magic has its perks, and has probably even saved your life. You've begun to consider if it is better to simply let the magic flow. At 20th level, you can choose to release the restraints on your magic, allowing the unstable energy to surge (no action required).

For the next minute, once per round when you cast a spell of 1st level or higher, you automatically roll on the Unstable Magic Table. When you do so, you can choose if the result occurs or not. If you use your Controlled Chaos ability to roll twice, you can cause both effects to occur, choose for only one to occur, or choose for neither to occur.

Once you use this feature, you cannot do so again until you finish a long rest.

Innate Magic; Unstable Power

The Innate Magic options below can only be taken by a magi that has chosen the Unstable Power subclass.

Bend Luck

Chaos and luck are old friends, making it very easy to manipulate them. Whenever you or a creature within 30 feet of you makes any type of roll, you can use your reaction and expend 2 spell points to add or subtract a d4 from that roll.

Spell Bombardment

Prerequisite: 11th level

Casting spells perfectly is a reward on its own, but you've learned that perfection simply means that you can add more magic without the fear of backlash. When you roll damage for a spell and roll the highest number possible on any of the dice, you can spend 2 spell points to choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

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Unstable Magic Table

d100 Effect
1 The nearest flammable object immediately catches fire.
2 Your hair begins rapidly changing colors for the next 10 minutes.
3 You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
4 The next creature you touch takes 1d4 lightning damage.
5 Your size increases by one size category for the next minute.
6 Your skin turns a vibrant shade of blue for the next 24 hours. A remove curse spell can end this effect early.
7 Your hair falls out but grows back within 24 hours.
8 You cast grease centered on yourself.
9 Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
10 You cast fog cloud centered on yourself.
11 You are frightened by the nearest creature until the end of your next turn.
12 You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
13 You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
14 You become intoxicated for 1d4 hours.
15 You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
16 You can't taste anything for 1d4 days.
17 You cast levitate on yourself, and immediately float 20 feet into the air, even if you have no movement remaining.
18 For the next minute, you must shout when you speak.
19 You are frightened by the nearest creature until the end of your next turn.
20 You cast silence centered on yourself.
21 You cast fireball as a 3rd-level spell centered on yourself.
22 You lose the ability to smell for 1 hour.
23 You cast mirror image.
24 You can take one additional action immediately.
25 You immediately regain 2d10 hit points.
d100 Effect
26 A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
27 You regain 2d6 spell points.
28 1 gallon of water appears above your head, pouring onto you.
29 You grow a sixth finger on both hands, giving you disadvantage on sleight of hand checks.
30 You smell like rotten meat for 24 hours.
31 You glow with a bright light in a 30-foot-radius for 1 minute. Any creature that starts its turn within 5 feet of you is blinded until the start of its next turn.
32 Your blood turns bright pink for the next 7 days.
33 Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
34 You become colorblind for 1d6 hours.
35 1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
36 You gain resistance to all damage for the next minute.
37 You are turned into a child version of yourself for the next hour, giving you disadvantage on strength checks and saving throws.
38 You cast magic missile at 5th level.
39 Your hair begins rapidly changing colors for the next hour.
40 You are surrounded by faint, ethereal music for the next minute.
41 You gain resistance to all damage types for 1 minute.
42 An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
43 You grow or shrink 1d10 inches (your choice).
44 You cast polymorph on yourself and all creature within 30 feet of you. Any creature that fails is turn into a sheep for the duration.
45 You sneeze, shooting yourself up to 100 feet into the air, then cast feather fall on yourself.
46 For the next minute, your face appears to have no features (eyes, nose, etc).
47 You and the furthest creature within 100 feet of you immediately switch places.
48 You cast confusion centered on yourself.
49 For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
50 Your arms extend, increasing your reach by 5 feet for 1 minute.
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d100 Effect
51 Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
52 The next time you take damage within the next minute, to instead regain hit points equal to the amount of damage you would have taken.
53 You regain 6d6 spell points.
54 At the start of your next turn, you throw up 1d100 silver pieces.
55 You cast the haste spell on yourself.
56 All sources of light within 60 feet of you instantly go out.
57 For the next minute, whenever you speak, you say everything twice.
58 A rabbit appears on top of your head for the next 10 minutes. It is impossible to move it.
59 You can choose the damage type of the next spell you cast that deals damage.
60 You teleport up to 60 feet to an unoccupied space of your choice that you can see.
61 A lemon appears in the mouth of a random creature within 60 feet of you.
62 For the next hour, you can breathe underwater.
63 You cast fly on a random creature within 60 feet of you.
64 All unlocked doors and windows within 60 feet of you slam open.
65 All creatures within 30 feet of you gain the ability to speak every language for 1 minute.
66 It begins raining toads in a 100 foot radius around you. The toads instantly disappear upon hitting the ground.
67 For the next hour, every sentence you say ends with a random swear word.
68 Maximize the damage of the next damaging spell you cast within the next minute.
69 You and the nearest humanoid within 30 feet must make a Charisma saving throw. If both of you fail, you switch bodies for 24 hours. You both retain all of your class features.
70 A floating eye appears and begins following you around for the next 10 minutes, staring at you. It is immune to all damage.
71 Your hair turns into snakes for the next 24 hours. The snakes are friendly and do not attack anyone.
72 You cast sleep at 3rd level centered on yourself.
73 Your head falls off, reappearing on your body after 1 minute.
74 Your cannot willingly tell a lie for the next hour.
75 You gain truesight for 1 minute.
d100 Effect
76 The next time you take acid, cold, fire, lightning, or thunder damage, you automatically cast the absorb elements spell.
77 For the next minute, the range of all your spells is doubled.
78 Every creature within 10 feet of you must make a Strength saving throw against your Spell Save DC or be thrown 20 feet away from you.
79 The next time you cast a spell, it is cast at one level higher, up to a maximum of 5th level.
80 For the next minute, you subtract a d4 from any ability checks you make.
81 You begin screaming uncontrollably until the start of your next turn.
82 Every weapon within 30 feet of you is set ablaze, causing them to deal an extra 2d4 fire damage.
83 An antimagic field with a radius of 30 feet appears centered on you. It does not move with you.
84 The next time you cast a cantrip that deals damage, you roll for damage as if you were 17th level.
85 One of your hands is replaced with a crab claw. Unarmed attacks made with this claw deal 1d6 slashing damage.
86 Flowers bloom on the ground underneath your feet.
87 You regain a number of hit points equal to half your maximum hit points.
88 For the next 24 hours, you do not have a shadow or a reflection.
89 You cast the sanctuary spell on yourself.
90 1d4 pixies controlled by the DM appear in a space within 5 feet of you, then disappear after 1 minute.
91 The next time you make a spell attack roll, it automatically hits.
92 Your mouth turns into a duck bill for the next hour.
93 You cast the animate objects spell on the nearest weapon within 60 feet that is not being held or carried.
94 You cast faerie fire centered on yourself.
95 If you die within the next minute, you immediately come back to life as if by the reincarnate spell.
96 Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
97 Your ears flip upside down, giving you disadvantage on Wisdom (Perception) checks relying on hearing.
98 You cast the slow spell centered on yourself.
99 You are immune to all damage until the end of your next turn.
100 Roll twice on this table. If you roll this number again, reroll that die.
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Innate Magic

You can only use one of your innate magic abilities each turn, unless the innate magic you wish to use states otherwise.

Some innate magics have a level prerequisite. This refers to your level in this class. You can gain an innate magic at the same time that you meet it's prerequisite.

Absorb Magic

Prerequisite: 9th level

When a creature targets you will a spell, or when you are within the area of effect of a spell, you can use your reaction and expend 5 spell points to absorb the spell, adding the spell to your spell list. If the spell is not on the magi spell list, it still counts as a magi spell for you. You cannot absorb spells of a level that you cannot cast.

The spell remains on your spell list until you finish a long rest, or until you use this ability again.

Arcane Athletics

Prerequisite: 5th level

Your touch imbues a creature with unnatural athletic abilities. As an action, you can touch a creature and expend 5 spell points to cast the jump and longstrider spells on them. Casting both of these spells counts as one action, and both spells last for 10 minutes when cast in this way.

Arcane Comprehension

You can read all writing. Additionally, when you hear a creature speaking a language you do not know, you can expend 3 spell points to learn that language. You are able to speak and understand anything said in that language for 1 hour, or until you use this feature again.

Bond of Chains

By flooding a creature with arcane energy, you are able to connect your minds. You can perform a 1 hour ritual on a small or tiny beast, celestial, dragon, fey, fiend, or elemental of CR 1 or lower. The creature must be within 5 feet of you for the duration of the ritual. At the end of the ritual, the creature becomes your familiar, as per the find familiar spell.

If your familiar is ever killed, you can use your action and expend 5 spell points to instantly revive them, or perform a 1 hour ritual to revive them without expending spell points. The familiar reappears at a point within 30 feet of you.

You can only have one familiar at a time. If you perform the ritual to bond to a new familiar, your break the connection with your first familiar, and they become a normal creature.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 spell point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 spell point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Elemental Shift

When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can spend 2 spell points to change it's damage type to any of the other types listed.

Empowered Spell

When you roll damage for a spell, you can spend 2 spell points to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Innate Magic option this turn.

Expel Magic

Prerequisite: 7th level

You've become accustomed to having magic flow through you, and have learned how to expel it from your system. If you are under the effect of a spell or magical effect that prevents you from taking actions, you can spend 6 spell points to end the effect. This occurs at the end of your turn. If the spell allows you to make a saving throw at the end of your turn to end the effect, you must use this feature before attempting to make the saving throw.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 spell point to double its duration, to a maximum duration of 24 hours.

The Magi v1 | Page 4 | Class Description

Eyes of the Underworld

As an action, you can touch a creature and expend 3 spell points to allow them to see through magical and non-magical darkness, to a distance of 120 feet. This lasts for 8 hours, or until you use this feature again.

Ghostly Gaze

Prerequisite: 5th level

As an action, you can expend 3 spell points to gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 spell points to give one target of the spell disadvantage on its first saving throw made against the spell.

Magical Misdirection

Prerequisite: 9th level

When a target hits you with an attack roll, you can use your reaction and expend 5 spell points to roll a d6. On a roll of 4 or higher, the attack automatically misses.

Porcelain Mask:

As an action, you can spend 3 spell points to cast the disguise self spell. When you do so using this feature, the spell gains the following benefits:

  • You can change your height to be 3 feet shorter or taller than normal
  • The spell has a range of touch, allowing you to cast it on other willing humanoids.
  • The spell lasts for a number of hours equal to your Charisma modifier.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 spell points to change the casting time to 1 bonus action for this casting.

Seeking Spell

If you make an attack roll for a spell and miss, you can spend 2 spell points to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you have already used a different Innate Magic option this turn.

Spell Bounce

When a creature succeeds on a saving throws against one of your spells that only targeted them, you can spend 3 spell points to cast the spell again at a different creature within 30 feet of the original target.

You can use Spell Bounce even if you have already used a different Innate Magic option this turn.

Spell Reflection:

Prerequisite: 15th level

As a reaction when a creature within 60 feet casts a spell, you can spend 8 spell points to cast counterspell. If you successfully counter the spell and the spell only targeted one creature, then the spell is reflected back at the caster. If the spell requires an attack roll, then you make a spell attack at the target using their spellcasting modifier. If the spell requires a saving throw, then the target makes a saving throw against their own spell save DC.

If the spell requires concentration, then you must concentrate on the spell.

Subtle Spell

When you cast a spell, you can spend 1 spell point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of spell points equal to the spell's level to target a second creature in range with the same spell (1 spell point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.

Weapons of a Magi

Iron and Steel are but mediums for your magic. You can perform a 1 hour ritual on a weapon, which mean stay within your reach for the entire duration. You can perform this ritual on any kind of weapon, however if it is a sentient weapon, you cannot do so without its consent.

At the end of the ritual, the weapon is bound to you. While wielding the bound weapon, you are considered proficient with it even if you lack the needed proficiency to wield it. Additionally, you can use a bonus action to summon the weapon in your hand, no matter where it is.

While holding your bound weapon, you can expend 3 spell points to give the weapon a +1 bonus to attack and damage rolls. Starting at 6th level, you can expend 7 spell points to grant the weapon a +2 bonus, and at 11th level, you can expend 15 spell points to grant the weapon a +3 bonus. This effect lasts until you take a long rest, however it is temporarily suppressed if a creature other than you is wielding the bound weapon. If the weapon already has a bonus to attack and damage rolls, this effect does not stack with it.

Finally, at 5th level, you can make two attacks with your bound weapon instead of one when you take the attack action.

You can only have one bound weapon at a time. If you use this ritual on a new weapon, this effect ends on the first weapon.

Magi Spell List

Cantrips (0 Level)
  • Acid Splash
  • Blade Ward
  • Chill Touch
  • Control Flames
  • Dancing Lights
  • Firebolt
  • Friends
  • Frostbite
  • Gust
  • Light
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Mold Earth
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Shape Water
  • Shocking Grasp
  • Thunderclap
1st Level
  • Absorb Elements
  • Burning Hands
  • Catapult
  • Chaos Bolt
  • Charm Person
  • Chromatic Orb
  • Color Spray
  • Detect Magic
  • Distort Value
  • Earth Tremor
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Frost Fingers
  • Grease
  • Ice Knife
  • Identify
  • Incite Greed
  • Mage Armor
  • Magic Missile
  • Ray of Sickness
  • Shield
  • Sleep
  • Thunderwave
  • Witch Bolt
2nd Level
  • Alter Self
  • Arcane Lock
  • Blindness/Deafness
  • Blur
  • Borrowed Knowledge
  • Cloud of Daggers
  • Crown of Madness
  • Darkness
  • Darkvision
  • Dragon's Breath
  • Dust Devil
  • Earthbind
  • Enlarge/Reduce
  • Enthrall
  • Gust of Wind
  • Heat Metal
  • Hold Person
  • Invisibility
  • Kinetic Jaunt
  • Knock
  • Levitate
  • Magic Weapon
  • Mirror Image
  • Misty Step
  • Phantasmal Force
  • Rime's Binding Ice
  • Scorching Ray
  • See Invisibility
  • Shatter
  • Silence
  • Spider Climb
  • Suggestion
  • Vortex Warp
  • Web
  • Wither and Bloom
3rd Level
  • Ashardalon's Stride
  • Blink
  • Catnap
  • Counterspell
  • Dispel Magic
  • Elemental Weapon
  • Enemies Abound
  • Erupting Earth
  • Fear
  • Fireball
  • Fly
  • Gaseous Form
  • Haste
  • Hypnotic Pattern
  • Lightning Bolt
  • Magic Circle
  • Major Image
  • Protection from Energy
  • Sending
  • Sleet Storm
  • Slow
  • Stinking Cloud
  • Thunder Step
  • Tidal Wave
  • Tongues
  • Vampric Touch
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Banishment
  • Blight
  • Charm Monster
  • Confusion
  • Conjure Minor Elementals
  • Control Water
  • Dimension Door
  • Dominate Beast
  • Elemental Bane
  • Greater Invisibility
  • Ice Storm
  • Phantasmal Killer
  • Polymorph
  • Stoneshape
  • Stoneskin
  • Storm Sphere
  • Vitriolic Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Animate Objects
  • Cloudkill
  • Cone of Cold
  • Conjure Elementals
  • Control Winds
  • Dominate Person
  • Far Step
  • Geas
  • Hold Monster
  • Immolation
  • Insect Plague
  • Maelstrom
  • Seeming
  • Skill Empowerment
  • Steel Wind Strike
  • Synaptic Static
  • Telekinesis
  • Teleportation Circle
  • Transmute Rock
  • Wall of Force
  • Wall of Stone
6th Level
  • Arcane Gate
  • Chain Lightning
  • Circle of Death
  • Disintegrate
  • Eyebite
  • Fizban's Platinum Shield
  • Flesh to Stone
  • Freezing Sphere
  • Globe of Invulnerability
  • Investiture of Fire
  • Investiture of Ice
  • Investiture of Stone
  • Investiture of Wind
  • Mass Suggestion
  • Mental Prison
  • Programmed Illusion
  • True Seeing
  • Wall of Ice
7th Level
  • Crown of Stars
  • Delayed Blast Fireball
  • Draconic Transformation
  • Etherealness
  • Firestorm
  • Force Cage
  • Plane Shift
  • Prismatic Spray
  • Project Image
  • Reverse Gravity
  • Simulacrum
  • Teleport
8th Level
  • Dominate Monster
  • Earthquake
  • Glibness
  • Illusory Dragon
  • Incendiary Cloud
  • Power Word Stun
  • Sunburst
  • Tsunami
9th Level
  • Gate
  • Mass Polymorph
  • Meteor Swarm
  • Prismatic Wall
  • Psychic Scream
  • Time Stop
  • True Polymorph
  • Weird
  • Wish

Credits & Special Thanks

Art Credits

The Magi

Voidwielder MTG: Chasestone
Liliana the Necromancer MTG: Dopaprime

Demonic Pact

Ritual: Chris Cold
Red River: Dong geon Son

Divine Blessing

Soulmender MTG: James Ryman
Fantasy North: Angel and Demon: Maerel Hibadita, ©Fantasy North

Dragonkin

Lady Sorcerer: Artyom Smirnov

Fey Touched

Always Mine: CosmicNerevar
Forest: Sandara

The Grand Relic

Magic Shop: Veronika Firsova

Hellsworn

Tiefling Warlock and Cat: Ilina Naydenova
Hellrider: kkkiri

Raging Storm

Weather-torn Valley: jcbarquet
Zems-Lightning Storm: Jackson Tjota

Shadowheart

The old, dark, Haunted Castle: JJcanvas
Dark Mage: Markus Erdt

Undeath

Dreadful Menace: Atilgan Asikuzun
Bone Queen: Chris Cold

The Unknown

Dungeons and Dragons/Astral Plane: Aleksi Briclot
Sketch 01: Fetsch

Unstable Magic

Chaotic Sorcery: SirTiefling
Wild Magic: PacoSantoyo