Mage Scholar

One of the Mage classes.

Hit Points
Hit Dice: 1d6 per level

Hit Points at 1st Level: 6 + CON modifier

Hit Points at Higher Levels: 1d6 + CON modifier per level after 1st

Proficiencies
Armour: None

Weapons: Quarterstaffs

Tools: None

Saving Throws: Intelligence, Wisdom

Skills: Choose two from Arcana, Lore, Insight, Investigation, Medicine, and Religion

Equipment
You start your adventure with the following equipment, in addition to the equipment granted by your background:
 * a quarterstaff
 * (a) a scholar's pack, or (b) an explorer's pack
 * a spell book

Features & Abilities

 * Cantrips (1st level). You know three cantrips of your choice.
 * Spellbook (1st level). You have a spellbook containing six 1st-level spells of your choice.
 * Arcane Recovery (1st level). You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your level (rounded up), and none of the slots can be 6th level or higher.
 * Arcane Tradition (2nd level). You choose an arcane tradition to specialise in, shaping your practice of magic through one of the four schools: Creation, Spirit, Primal, and Entropy. You may learn up to 4th level of any spell school, but only above in the tradition you have specialised in.
 * Ability Score Improvement (4th 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.
 * Ability Score Improvement (8th 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.


 * Ability Score Improvement (12th 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.


 * Ability Score Improvement (16th 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.
 * Spell Mastery (18th level). You have achieved such mastery over certain spells that you can cast them at will. Choose a 1st level spell and a 2nd level spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to case either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.


 * Ability Score Improvement (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.
 * Signature Spells (20th level). You gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd level spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Spirit

 * Spirit Specialist (2nd level). You are familiar and comfortable with spells from the Spirit school. You may now prepare two Spirit spells for the price of one, and once a day you may cast a Spirit spell without expending a spell slot.
 * Spirit Ward (2nd level). You can weave magic around yourself for protection. When you cast a Spirit spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your level + INT modifier. Whenever you take damage, the ward takes damage instead. If this damage reduces the ward to 0 HP, you take any remaining damage. While the ward has 0 HP, it can't absorb damage, but its magic remains. Whenever you cast a spirit spell of 1st level or higher, the ward regains a number of HP equal to twice the level of the spell. Once you create the ward, you can't create it again until you finish a long rest.
 * Projected Ward (6th level). When a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Spirit Ward to absorb that damage. If this damage reduces the ward to 0 HP, the warded creature takes any remaining damage.
 * Improved Spirit Bond (10th level). When you cast a spirit spell that requires you to make an ability check as a part of casting that spell, you add your proficiency bonus to that ability check.
 * Spirit Healer (14th level). You can use your action to consume your mana reserves in a single burst. When you do so, choose one of the following effects. Your mana is depleted and you may only cast 1st and 2nd level spells until you finish a long rest.
 * Heal. You remove all curses, diseases, and poisons affecting a creature that you touch. The creature also regains all its hit points.
 * Restore Life. You cast the revive spell on a creature you touch, without expending a spell slot or needing to have the spell in your spellbook.
 * Restore Youth. You touch a willing creature, and that creature's apparent age is reduced by 3d10 years, to a minimum of 13 years. This effect doesn't extend the creature's lifespan.

Creation

 * Creation Specialist (2nd level). You are familiar and comfortable with spells from the Creation school. You may now prepare two Creation spells for the price of one, and once a day you may cast a Creation spell without expending a spell slot.
 * Minor Creation (2nd level). You can use your action to conjure up an inanimate object in your hand or on the ground in an unoccupied space that you can see within 10 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when you use this feature again, or if it takes any damage.
 * The Third Eye (6th level). You can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can't use the feature again until you finish a rest.
 * Darkvision. You gain darkvision out to a range of 60 feet.
 * Greater Comprehension. You can read any language.
 * See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.
 * Focused Creation (10th level). While you are concentrating on a Creation spell, your concentration can't be broken as a result of taking damage.
 * Shapechanger (14th level). You add the polymorph spell to your spellbook, if it is not there already. You can cast this spell without expending a spell slot. You may cast polymorph on yourself or on any other creature within range. Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Primal

 * Primal Specialist (2nd level). You are familiar and comfortable with spells from the Primal school. You may now prepare two Primal spells for the price of one, and once a day you may cast a Primal spell without expending a spell slot.
 * Avoid Allies (2nd level). You can create pockets of relative safety within the effects of your Primal spells. When you cast a Primal spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
 * Potent Cantrip (6th level). Your damaging cantrips affect even creatures that void the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.
 * Empowered Evocation (10th level). You can add your INT modifier to the damage roll of any Primal spell you cast.
 * Overchannel (14th level). You can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity.

Entropy

 * Entropy Specialist (2nd level). You are familiar and comfortable with spells from the Entropy school. You may now prepare two Entropy spells for the price of one, and once a day you may cast an Entropy spell without expending a spell slot.
 * Death Siphon (2nd level). You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's levels, or three times its level if the spell belongs to the School of Entropy. You don't gain this benefit for killing constructs or undead.
 * Necromancy (6th level). You add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton as appropriate. Whenever you create an undead using an Entropy spell, it has additional benefits: the creature's HP maximum is increased by an amount equal to your level; the creature adds your proficiency bonus to its weapon damage rolls.
 * Illusory Self (10th level). You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can't use it again until you finish a short or long rest.
 * Command Undead (14th level). You can use magic to bring undead under your control, even those not created by you. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your spell save DC. If it succeeds, you can't use this feature on it again. If it fails, ti becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

Spells
You may learn spells from the Mage Scholar list. You may learn any spell up to fourth level; spells fifth level and above must belong to the school you have specialised in.

Levelling Up
Hit Points: roll 1d6 + your Constitution modifier x your level (discounting 1st level), add to your current total hit points

Hit Dice: you get an extra 1d6 hit dice

Spells: you may prepare a number of spells equal to your Intelligence modifier + your level (including 1st)

Levelling Table: (numbered columns refer to spell slots)

Meta
Vanilla wizard with subclasses (abjuration, conjuration, evocation, & necromancy).