Mage Unkindled

You have decided to harness the dark magic inside yourself. You can draw upon a limited font of magic within yourself to cast devastating spells in battle. 

Unfamiliar Magic

At 3rd level, the magic that you harness from within is completely alien to the magic system that others use. There are three different types of magic, and some use different spellcasting ability modifiers, thus your spell save DC and attack bonus may differ per spell. The spells are detailed at the end of this page.

None of the different spells have level requirements, but require a certain amount of mana to cast. You know all the spells detailed at the end of the page but you can only attune a number of spells equal to your proficiency bonus. You can swap spells during a short or long rest, and your mana points replenish on a long rest. 

You have 3 mana points. You gain an additional mana point at 5th level (4 mana points), 10th level (5 mana points), 13th level (6 mana points), 16th level (7 mana points), 18th level (8 mana points), and 20th level (9 mana points).

Ashen Vigor

At 3rd level, you can spend a hit die as a bonus action. You regain mana points equal to half the number rolled on your hit die, rounded down, minimum of 1. 

You can use this feature three times before you must take a short or long rest. When you have no uses remaining, you can expend one of your uses of Vigor to use this ability instead.

Magic Attunement

At 3rd level, you choose to specialize with a certain type of magic. Choose one of the options below:

Pyromancy. Your pyromancy spells ignore damage resistances, and you may use dexterity instead of charisma for your spell attack modifier and save DC when casting a pyromancy spell.

Sorcery. Whenever you attack with a sorcery spell, arcane crystals coat your body, granting you +2 bonus to your AC until the start of your next tuen. Additionally, you ignore half and three quarters cover with your sorcery spells.

Miracle. Whenever you cast a miracle that restores hit points, you may reroll the dice and choose which total to use. In addition, when you cast a miracle that deals lightning damage, you can choose to make it radiant damage instead.

Speed Casting

At 7th level, you can make a weapon attack as a bonus action after casting a spell.

Adept Magic Attunement

At 10th level, you have become more familiar with your chosen type of magic. You gain the option corresponding to the one you chose at level 3. Alternatively, you can choose to branch out and specialize in another school as well. Instead of taking an option below, you can take another option from Magic Attunement.

Pyromancy. Your pyromancy spells now also treat immunities as resistances, and you may add your charisma or dexterity to the damage of your pyromancy spells.

Sorcery. The Arrow spell is now a bonus action for you, and you may cast a ritual sorcery as a regular action if you spend a hit die.

Miracle. Whenever you cast a miracle, you can add your wisdom modifier to the damage roll of your next weapon attack, and that extra damage is lightning. This dissipates after you hit a creature, or 1 minute. Additionally, you can spend a hit die to give a target disadvantage on a save from one of your miracles, provided the miracle doesn’t do damage.

Spell Parry

At 15th level, when a creature makes a spell attack roll against you with a spell that only targets you, you can use your reaction to spend mana equal to the level of the spell to neutralize the attack. If you have enough remaining mana, you can spend mana equal to half the spell's level rounded down to send the spell back at the attacker. You make an attack roll using your spell casting ability.

Familiar Spell

At 18th level, choose spells with a combined cost of 3 mana and that do not restore hit points. These spells do not cost mana to cast anymore.

Unkindled Spell List

You have a unique spell list that you choose from for this class. Each of the spells fall under a certain category: Miracles, Sorcery, and Pyromancy. You can attune a certain number of spells depending on your level, as explained earlier in the class. You can only cast spells that you have attuned to. When you choose which spells to attune to, they can be from any type of spell. 

The three different types of spells use different spell casting abilities, so be sure to keep track of which spell uses which ability. You must use a catalyst to cast your unkindled spells.

Ritual Property

If a spell has a casting time of ritual, that means you must use your action, bonus action, and you must not move to cast the spell.

Miracles

Miracles are spells derived from faith, and typically use a talisman or chime as a catalyst to cast. Miracles use wisdom as their spellcasting ability

Heal

Cost: 1 mana

Casting Time: 1 action

Range: 15 feet

Components: S

Duration: Instantaneous

You raise forth your catalyst, and bring down a soothing light upon either yourself or an ally within 15 feet of you, regaining hit points equal to 1d4 + your wisdom modifier.

Shockwave

Cost: 1 mana

Casting Time: 1 action

Range: 15 feet cone

Components: S

Duration: Instantaneous

You thrust your catalyst forwards, expelling a violent burst of force in front of you. All creatures within a 15 foot cone originating from you must succeed on a strength save or be pushed back 15 feet or knocked prone, your choice.

Lightning Spear

Cost: 1 mana

Casting Time: 1 action

Range: 60 feet

Components: S

Duration: Instantaneous

You raise your catalyst above your head, before swinging it forwards as if you were throwing a spear. A bolt of lightning bursts forward from your catalyst to a creature within 60 feet of you. You make a ranged spell attack, dealing 3d8 lightning damage on a hit.

Caressing Tears

Cost: 2 mana

Casting Time: 1 action

Range: Touch

Components: S

Duration: Instantaneous

You gently touch your catalyst to a creature with either the blinded, deafened, poisoned, paralyzed, or stunned condition, soothing them. You end one of the listed conditions on the creature.

Replenishment

Cost: 2 mana

Casting Time: Ritual

Range: Touch

Components: S

Duration: 30 seconds

You hold your catalyst in front of you, and a golden ball of energy manifests and enters either you or an ally. For the next 5 rounds (30 seconds), the affected creature regains 1d4 hit points at the start of each of their turns, provided they have at least 1 hit point.

Emit Force

Cost: 3 mana

Casting Time: 1 action

Range: 15 foot cone

Components: S

Duration: Instantaneous

You violently thrust your catalyst forwards, expelling a dangerous burst in front of you. Each creature within a 15 foot cone originating from you must succeed on a strength saving throw, or be pushed back 15 feet or knocked prone and take 4d6 force damage on a failed save, or suffer half damage on a successful save but not be knocked prone or pushed. 

Group Heal

Cost: 3 mana

Casting Time: Ritual

Range: Self

Components: S

Duration: Instantaneous

You raise your catalyst over your head, calling forth a shower of golden energy down around you. You and all allies within 5 feet of you regain hit points equal to 2d4 + your wisdom modifier.

Medium Heal

Cost: 3 mana

Casting Time: 1 action

Range: 15 feet

Components: S

Duration: Instantaneous

You raise forth your catalyst, and bring down a soothing light upon either yourself or an ally within 15 feet of you, regaining hit points equal to 2d6 + your wisdom modifier

Great Lightning Spear

Cost: 4 mana

Casting Time: 1 action

Range: 60 feet

Components: S

Duration: Instantaneous

You raise your catalyst above your head, before swinging it forwards as if you were throwing a spear. A huge bolt of lightning bursts forward from your catalyst to a creature within 60 feet of you. You make a ranged spell attack, dealing 6d8 lightning damage on a hit.

Sunlight

Cost: 4 mana

Casting Time: Ritual

Range: Self

Components: S

Duration: 30 seconds

You hold your catalyst in front of you, and a golden ball of energy manifests and flies above your head. For the next 5 rounds (30 seconds), you and any ally within 5 feet of you regains 1d4 hit points at the start of each of their turns, provided they have at least 1 hit point.

Lightning Stake

Cost: 5 mana

Casting Time: 1 action

Range: 5 feet

Components: S

Duration: Instantaneous

You raise your catalyst to the sky, where it crackles with electricity. You then slam your catalyst into the ground, with a large bolt of lightning following it. You target a creature within 5 feet of you, forcing it and any other creatures within 5 feet of it to make a dexterity saving throw. On a failed save, they suffer 10d6 lightning damage, and half on a success.

Medium Group Heal

Cost: 5 mana

Casting Time: Ritual

Range: Self

Components: S

Duration: Instantaneous

You raise your catalyst over your head, calling forth a large shower of golden energy down around you. You and all allies within 5 feet of you regain hit points equal to 2d8 + your wisdom modifier.

Tears of Denial

Cost: 6 mana

Casting Time: Ritual

Range: 15 feet

Components: S

Duration: Up to 1 hour

You touch your catalyst to the heart of either you or an ally, imparting a protective energy into them. The next time that creature would be reduced to 0 hit points, they instead drop to 1 hit point. You then make a concentration saving throw, DC equal to the damage of the attack that would have reduced the creature to 0 hit points divided by 2, rounded down, minimum of 10. If you succeed, the spell stays on the creature, activating up to a maximum of 3 times before it dissipates, otherwise the spell ends. 

Pyromancies

Pyromancies do not require a catalyst, as you summon the magic directly into the palm of your hand. Pyromancers hurl flames from their hand at their foes. You use charisma for your spellcasting ability for pyromancies.

Fireball

Cost: 1 mana

Casting Time: 1 action

Range: 30 feet

Components: S

Duration: Instantaneous

You summon a small ball of fire to your hand, and then you hurl it at an enemy within 30 feet of you. You make a ranged spell attack, and deal 3d10 fire damage on a hit.

Rapport

Cost: 1 mana

Casting Time: 1 action

Range: 30 feet

Components: S

Duration: 6 seconds

You summon pink swirling energy into the palm of your hand, before you throw it at a creature within 30 feet of you. The target must succeed on a charisma saving throw, or it must make it's first attack on it's next turn against a creature of your choice other than itself.

Flash Sweat

Cost: 2 mana

Casting Time: 1 action

Range: Touch

Components: S

Duration: 1 minute

You call forth a protective flame into your hand, before you ignite yourself or an ally with it. For 1 minute, the affected creature is resistant to fire damage.

Toxic Mist

Cost: 2 mana

Casting Time: 1 action

Range: 60 feet

Components: S

Duration: 12 seconds

You summon a swirling mass of toxic purple mist into the palm of your hand, before you toss it up to 60 feet away from you, where it expands into a 20 foot radius spehere of toxic mist. Any creature that starts or ends their turn in the mist suffers 2d6 poison damage. The toxic cloud dissipates at the end of your next turn. 

Chaos Fire Orb

Cost: 3 mana

Casting Time: 1 action

Range: 30 feet

Components: S

Duration: Instantaneous

You summon a small ball of fire into your hand and hurl it at a creature within 30 feet of you. You make a ranged spell attack, dealing 6d6 fire damage on a hit.

Flame Arc

Cost: 3 mana

Casting Time: 1 action

Range: Touch

Components: S

Duration: 1 minute

You summon crackling fire into your and, and then run it across your weapon. Your weapon deals an extra 1d6 fire damage for 1 minute or until it leaves your hands or it is sheathed.

Chaos Bed Vestiges

Cost: 4 mana

Casting Time: 1 action

Range: 30 feet

Components: S

Duration: Instantaneous

You summon a burning lance of fire to your hand, and you hurl it an enemy within 30 feet of you. When you throw it, it travels in a 5 foot wide straight line from you to the target. You make one spell attack and damage roll. All enemies in the line from you to the target suffer 2d10 fire damage on a hit, and the target of the spell suffers 8d8 fire damage on a hit. 

Iron Flesh

Cost: 4 mana

Casting Time: Ritual

Range: Touch

Components: S

Duration: 1 minute

You touch your hand to a creature, transmuting their skin into iron. For the duration, the affected creatures speed is halved, they cannot take the dash action, and they have disadvantage on dexterity saving throws, however their AC is increased by 4, they are resistant to bludgeoning damage, and they cannot be moved or knocked prone unless it is willingly.

Fire Storm

Cost: 5 mana

Casting Time: Ritual

Range: 60 feet

Components: S

Duration: Instantaneous

You touch your hands to the ground, heating up the ground underneath you to blazing temperatures. You then cause four pillars of magma to simultaneously erupt from the ground within 60 feet of you. Each pillar of magma is 5 feet wide and 30 feet tall. Any creature in the area of a magma pillar when it erupts must make a dexterity saving throw or suffer 6d6 fire damage. A creature can be targeted by no more than 2 magma pillars at once.

Seething Chaos

Cost: 6 mana

Casting Time: 1 action

Range: 60 feet

Components: S

Duration: Instantaneous

You snap your fingers, causing an ember to shoot forwards at a target within 60 feet of you. When it reaches the target, it explodes into a fiery ball of magma and fire. You make a ranged spell attack, and on a hit you deal 10d10 fire damage. Whether you hit or not, the ground around the target becomes coated in magma until the end of your next turn. Any creature that enters or ends their turn within a 15 feet radius sphere of where the target was when you cast the spell suffers 3d6 fire damage.

Sorceries

These spells are typically quick and accurate. They usually have a long range and use a bell or a wand to cast. These spells use intelligence as the spell casting ability.

Dart

Cost: 1 mana

Casting Time: 1 bonus action

Range: 60 feet

Components: S

Duration: Instantaneous

You quickly raise your catalyst, firing a small burst of arcane energy at a target within 60 feet of you. This attack automatically hits, and deals force damage equal to 1d6 + your intelligence modifier.

Arrow

Cost: 1 mana

Casting Time: 1 action

Range: 120 feet

Components: S

Duration: Instantaneous

You raise your catalyst, firing a burst of arcane energy at a target within 120 feet of you. You make a ranged spell attack, and on a hit you deal 4d6 force damage. On a miss, you deal half damage.

Light

Cost: 1 mana

Casting Time: 1 action

Range: Self

Components: S

Duration: 1 hour

You hold your catalyst out, producing a glowing mote of light from it. The light floats near you, and follows you around for 1 hour. It creates bright light for 30 feet, and dim light for another 30 feet. You can use your bonus action to turn off the light and turn it back on.

Hidden Body

Cost: 2 mana

Casting Time: 1 action

Range: Touch

Components: S

Duration: 1 minute

You touch your catalyst to a creature, making them disappear. The target is invisible for the duration of the spell, or until they make an attack, deal damage to a creature, cast a spell, or force another creature to make a saving throw.

Hidden Weapon

Cost: 2 mana

Casting Time: 1 bonus action

Range: Touch

Components: S

Duration: Up to 1 minute

You touch your catalyst to a weapon, causing it to disappear. For the duration, the weapon is invisible, granting advantage on attack rolls with it. If the weapon misses, the spell ends on it.

Frozen Blade

Cost: 3 mana

Casting Time: 1 action

Range: Touch

Components: S

Duration: 1 minute

You run your catalyst over a weapon, coating it in ice. For the duration, the affected weapon deals an extra 1d6 cold damage.

Snap Freeze

Cost: 3 mana

Casting Time: 1 action

Range: 60 feet

Components: S

Duration: Instantaneous

You hold out your catalyst, spraying a cloud of icy mist. You pick a point within 60 feet of you, causing a 20 foot radius cube of icy mist to appear. Any creature within the area of affect must succeed on a constitution saving throw. On a failure, they suffer 6d6 cold damage, and their speed is halved until the end of your next turn, and they cannot take reactions or bonus actions until the end of your next turn. On a success, they suffer half damage and none of the other affects.

Heavy Soul Arrow

Cost: 4 mana

Casting Time: 1 action

Range: 120 feet

Components: S

Duration: Instantaneous

You raise your catalyst, firing a heavy burst of arcane energy. You make a spell attack roll against a target within 120 feet of you. On a hit, you deal 6d8 force damage, or half as much on a miss.

Dragons Breath

Cost: 4 mana

Casting Time: 1 action

Range: 30 foot line

Components: S

Duration: Instantaneous

You raise your catalyst in front of your mouth, breathing through it. You create a line of arcane crystals to form on the ground in a 5 foot wide, 30 foot long line originating from you. Any creature within the area of effect must make a dexterity saving throw or suffer 6d6 force damage.

The crystals on the ground persist until the start of your next turn, turning the ground they are on into difficult terrain. At the start of your next turn, these crystals burst, causing any creature within 5 feet of the line to take 3d6 force damage.

Pestilent Mist

Cost: 5 mana

Casting Time: Ritual

Range: 120 feet

Components: S

Duration: Concentration, up to 1 minute.

You push your catalyst forward, summoning a 30 foot radius sphere of white fog centered on a point within 120 feet of you. Any creature that starts their turn, ends their turn, or enters the fog instantly suffers 6d6 force damage.

On subsequent turns, you can use your bonus action to drift the cloud up to 20 feet.

Soul Stream

Cost: 6 mana

Casting Time: Ritual

Range: 120 feet

Components: S

Duration: Concentration, up to 12 seconds.

You hold your catalyst in front of you, gathering an insane amount of arcane energy before letting loose a screeching vortex of arcane energy to stream out of your catalyst in a 15 foot wide, 120 foot long area of affect originating from you. Any creature in the area of effect must make a dexterity saving throw. On a failure, the creature suffers 8d10 force damage, and is staggered by the force of the spell, suffering the effects of the stunned condition until the start of your next turn. On a successful save, the creature suffers half damage, and no other effects.

This spell persists until the start of your next turn, unless you lose concentration on the spell, take a reaction, or you are moved from where you cast the spell. The arcane stream stays bursting from your catalyst, and any creature that enters the area of effect must make a dexterity saving throw, suffering the effects of the spell.

At the start of your next turn, you can choose to continue casting this spell, repeating the above effects as if you had cast it again. The spell then ends.