Mastering the Mage Class in Azeroth
Mastering the Mage Class in Azeroth
PART 1 | CLASSES 5
Fingers of Frost
Starting at 2nd level, you gain one of the following features
of your choice:
Ice Barrier. You can weave the cold around yourself for
protection. When you cast a spell of 1st level or higher that Water Elemental
deals cold damage to a creature, you can simultaneously Medium elemental, neutral
warp part of the spell's magic to create an icy barrier on
yourself that lasts until you finish a long rest. The barrier
has hit points equal to twice your mage level + your Armor Class 14 (natural armor)
Intelligence modifier. Whenever you take damage, the Hit Points equal to five times your level in this class +
barrier takes the damage instead. If the damage reduces your Intelligence modifier + the water elemental's
the barrier to 0 hit points, you take any remaining damage. Constitution modifier
Speed 30 ft., swim 40 ft.
When the barrier is reduced to 0 hit point, each creature
within 10 feet of you must succeed on a Dexterity saving
throw or have their speed reduced by 10 feet until the start STR DEX CON INT WIS CHA
of your next turn as the barrier bursts. 14 (+2) 12 (+1) 14 (+2) 4 (-4) 10 (+0) 6 (-2)
While the barrier has 0 hit points, it cant absorb damage,
but its magic remains. Whenever you cast a spell of 1st
level or higher that deals cold damage, the barrier regains a Skills Perception +2
number of hit points equal to twice the level of the spell. Damage Immunities poison
Condition Immunities exhaustion, petrified, poisoned
Once you create the barrier, you can't create it again until Senses darkvision 60 ft., passive Perception 12
you finish a long rest. Languages understands the languages of its creator
Water Elemental. You learn how to conjure a water but can't speak
elemental. It is friendly to you and your companions, and it
obeys your commands. See the creature's game statistics in Might of the Master. The following numbers increases
the water elemental stat block. by 1 when your proficiency bonus increases by 1:
In combat, the water elemental shares your initiative The water elemental's skill bonuses, the bonuses to
count, but it takes its turn immediately after yours. It can hit and damage of its slam and frost bolt, and the hit
move and use its reaction on its own, but the only action it points restored by its Restore action.
takes on its turn is the Dodge action, unless you take a
bonus action to command it to take one of the actions in its Actions (Requires your Bonus Action)
stat block or the Dash, Disengage, or Help action. Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
If you target the water elemental with a spell that deals target you can see. Hit: 1d8 + 2 piercing damage.
cold damage, it is considered immune to the damage and
regains a number of hit points equal to it. You don't need to Frost Bolt. Ranged Spell Attack: +4 to hit, range 30/60
ft., one target you can see. Hit: 1d6 + 2 cold damage.
roll to hit your elemental and it automatically fails any
saving throw for it if you choose it. Restore (3/day). The magics inside the water elemental
At the end of a long rest, you can conjure a new water restores 2d8 + 2 hit points to itself.
elemental. If you already have a water elemental from this Reactions
feature, the first one immediately perishes.
Freeze. When a creature within reach hits the water
Brain Freeze elemental with a melee attack, the water elemental
Beginning at 6th level, whenever you deal cold damage to a can attempt to grapple it.
creature with a mage spell, it must succeed on a Constitu-
tion saving throw or have its movement speed reduced by
10 feet until the end of your next turn as it becomes chilled. Water Elemental. Your water elemental changes into an
When you deal cold damage to a chilled creature, it must ice elemental and gains the following additional benefits:
succeed on a Constitution saving throw or be grappled It gains immunity to cold damage.
until the end of your next turn as it becomes frozen. A creature hit by its frost bolt action must succeed on a
You have advantage on any spell attack you make against Constitution saving throw against your spell save DC or
a frozen creature. If you successful hit a frozen creature the be chilled.
ice around it shatters and returns its speed to normal. It can cast the sleet storm spell as an action once per
Hands of Frost long rest (requires your bonus action).
Upon reaching 10th level, you gain one of the following Spell Sculptor
features, depending on your choice at 2nd level. At 14th level, you can create pockets of relative safety
Ice Barrier. When a creature that you can see within 30 within the effects of your evocation spells. When you cast
feet of you takes damage, you can use your reaction to an evocation spell that affects other creatures that you can
cause your Ice Barrier to manifest around it and absorb the see, you can choose a number of them up to 1 + the spell's
damage. If this damage reduces the barrier to 0 hit points, level. The chosen creatures automatically succeed on their
the barricaded creature takes any remaining damage. saving throws against the spell, and they take no damage if
In addition, a creature who fails the saving throw when they would normally take half damage on a successful save.
your ice barrier bursts becomes chilled.
6 PART 1 | CLASSES
Mage Spells Misty Step Skill Empowerment 8th Level
Cantrips (0 Level)
Phantasmal Force Synaptic Static Antimagic Field
Scorching Ray Teleportation Circle ✦ Blast Wave
✦ Arcane Blast See Invisibility Wall of Force Clone
Blade Ward Shatter Demiplane
Control Flames Spider Climb 6th Level Feeblemind
Create Bonfire Suggestion Arcane Gate ✦ Ice Nova
Dancing Lights Contingency Incendiary Cloud
Fire Bolt 3rd Level Disintegrate Mighty Fortress
✦ Flurry ✦ Arcane Explosion Globe of Invulnerability Mind Blank
Frostbite Bestow Curse Guards and Wards
Mage Hand Blink Heroes' Feast 9th Level
Mending ✦ Blizzard Investiture of Flame Gate
Message Counterspell Investiture of Ice Imprisonment
Minor Illusion Create food and Water Magic Jar Invulnerability
Prestidigitation Dispel Magic Mass Suggestion ✦ Jaina's Flying Ship
Produce Flame Feign Death Mental Prison Mass Polymorph
Ray of Frost Fireball Otiluke's Freezing Sphere Meteor Swarm
Fly Programmed Illusion Time Stop
1st Level Glyph of Warding Scatter True Polymorph
Alarm Haste True Seeing
Armor of Agathys Hypnotic Pattern Wall of Ice
Burning Hands Magic Circle
Comprehend Languages Major Image 7th Level
Create or Destroy Water Nondetection Delayed Blast Fireball
Detect Magic Protection from Energy Etherealness
Disguise Self Remove Curse Fire Storm
Feather Fall Sending Forcecage
Find Familiar Sleet Storm ✦ Glacial Spike
✦ Frostfire Bolt Slow Mordenkainen's
Hellish Rebuke ✦ Spellsteal Magnificent Mansion
Ice Knife Tiny Servant Project Image
Identify Tongues ✦ Pyroblast
Illusory Script Sequester
Jump 4th Level Teleport
Longstrider ✦ Amplify or
Mage Armor Dampen Magic
Magic Missile ✦ Arcane Barrage
Shield Banishment
Silent Image Charm Monster
Snare Confusion
Sudden Awakening Conjure Minor Elementals
Tenser's Floating Disk Dimension Door
Unseen Servant Fire Shield
Greater Invisibility Amplify or Dampen Magic
2nd Level Hallucinatory Terrain
Aganazzar's Scorcher ✦ Ice Block
4th-level abjuration
Alter Self Ice Storm Casting Time: 1 action
Arcane Lock Locate Creature Range: Touch
Blindness/Deafness Mordenkainen's Components: S, M (something of value to the creature)
Blur Private Sanctum Duration: Concentration, up to 1 minute
Cloud of Daggers Polymorph You manipulate the flow of mana rushing through a
Continual Flame Wall of Fire creature, if the creature is unwilling you must succeed on a
Darkness melee spell attack before you can manipulate their flow.
Darkvision 5th Level
When you touch a creature with this spell, you choose
Detect Thoughts Animate Objects which effect you want to affect the creature with for the
Enlarge/Reduce Bigby's Hand spells duration.
Flame Blade Cone of Cold Amplify. You amplify a creatures magical prowess. The
Flaming Sphere Creation creature takes additional damage when hit by a spell, deals
✦ Freezing Touch Dominate Person
Heat Metal Conjure Elemental additional damage when casting a spell, and restores
Hold Person Enervation additional hit points to a creature with a spell by an amount
Invisibility Immolation equal to your spellcasting modifier.
Knock Passwall Dampen. You dampen a creatures magical prowess. The
Levitate Planar Binding creature reduces damage taken by spells, damage dealt by
Magic Mouth Scrying spells, and the number of hit points restored to it by a spell
Mirror Image Seeming by an amount equal to your spellcasting modifier.
PART 2 | SPELLS 7
Arcane Barrage Blizzard
4th-level evocation 3rd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet
Components: V, S Components: V, S, M (shards of glass)
Duration: Instantaneous Duration: Concentration, up to 1 minute
You manifest two bolts of raw force and launch them at a A cold light flashes from your hand into the sky as blue
target within range. Make a ranged spell attack for each shards hurl down at a point you can see within range. Each
bolt. On a hit, a target takes 4d6 force damage and is creature in a 20-foot-radius, 60-foot-high cylinder centered
pushed 10 feet directly away from you. on a point within range must make a Dexterity saving
At Higher Levels. When you cast this spell using a throw. A target takes 3d6 cold damage on a failed save, or
spell slot of 5th level or higher, the damage of each bolt half as much damage on a successful one.
increases by 1d6 for each slot level above 4th. As an action on each of your turns before the spell ends,
you can call down another blizzard in the same location.
Arcane Blast At Higher Levels. When you cast this spell using a spell
Evocation cantrip slot of 4th level or higher, the damage increases by 1d6 for
Casting Time: 1 action each slot level above 3rd.
Range: 60 feet Flurry
Components: V, S
Duration: Instantaneous Evocation cantrip
You extend your hand and make a burst of arcane energy Casting Time: 1 action
erupt from a target within range. If the target is a creature Range: 60 feet
it must succeed on a Dexterity saving throw or take 1d8 Components: V, S
force damage. A creature forced to make a Constitution Duration: Instantaneous
saving throw to maintain concentration because of this A shard of ice streaks toward a creature within range.
spell, makes the saving throw with disadvantage. Make a ranged spell attack against the target. On a hit, the
This spell’s damage increases by 1d8 when you reach target takes 1d8 cold damage.
5th level (2d8), 11th level (3d8), 17th level (4d8). The spell creates more than one shard when you reach
higher levels: two shards at 5th level, three shards at 11th
Arcane Explosion level, and four shards at 17th level. You can direct the
3rd-level evocation shards at the same target or at different ones. Make a
Casting Time: 1 action separate attack roll for each shard.
Range: Self (10-foot-radius sphere) Freezing Touch
Components: V, S
Duration: Instantaneous 2nd-level evocation
You draw from the fluctuating arcane near you and burst Casting Time: 1 action
with a wave of arcane power. Each creature within range Range: Touch
must make a Dexterity saving throw. A target takes 6d8 Components: V, S, M (a shard of glass or ice)
force damage on a failed saving throw, or half as much Duration: 1 minute
damage on a successful one. Your fingers become cold to the touch as frost manifests on
At Higher Levels. When you cast this spell using a spell their surface. Make a melee spell attack against a creature
slot of 4th level or higher, the damage increases by 1d8 for within range. On a hit, the creature is incapacitated, can't
each slot level above 3rd. move, and can't breathe until the spell ends as ice encap-
sulates their body. A target who hits the creature with an
Blast Wave attack breaks the ice and ends the spell.
8th-level evocation
Casting Time: 1 action Frostfire Bolt
Range: Self (60-foot cone) 1st-level evocation
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: 30 feet
Your hands burst into flames as you push a roaring wave of Components: V, S, M (a piece of glass and sulfur)
fire outward from yourself. Each creature in a 60-foot cone Duration: Instantaneous
must make a Constitution saving throw. A target takes You hurl a bolt of blue flames at a creature within range.
12d8 fire damage on a failed save, or half as much damage Make a ranged spell attack against the creature. On a hit,
on a successful one. The fire spreads around corners. It the target takes 2d6 fire damage and 2d6 frost damage.
ignites flammable objects in the area that aren’t being worn At Higher Levels. When you cast this spell using a spell
or carried. A creature killed by this spell is reduced to ash. slot of 2nd level or higher, the fire and cold damage
increases by 1d6 for each slot level above 1st.
8 PART 2 | SPELLS
Glacial Spike It has a maximum carrying capacity of 50 tons (limited
7th-level evocation by the size of the ship itself). It is not slowed by any weight
until its maximum capacity is reached, at which point the
Casting Time: 1 action ship loses its flying property and falls at a rate of 60 feet
Range: 120 feet per round until it hits the ground. Taking no falling damage
Components: V, S from the fall, and leaving its passengers unharmed.
Duration: Instantaneous
You form a large spike of ice above your head, and launch it Living Bomb
at a creature that you can see within range, causing it to 2nd-level evocation
shatter across their body. The target must make a Constitu- Casting Time: 1 action
tion saving throw. It takes 8d8 + 40 cold damage on a failed Range: 60 feet
save, or half as much damage on a successful one. Components: V, S, M (a flammable liquid)
If this damage reduces a creature to 0 hit points, it is Duration: Concentration, up to 1 minute
reduced to shards of ice, leaving behind everything it was You manipulate the mana flowing through a creature within
wearing and carrying. The creature can be restored to life range, making it burn from the inside with a roaring fire.
only by means of a true resurrection or a wish spell. The target must make a Constitution saving throw. Taking
Ice Block 1d10 fire damage on a failed save, or half as much on a
4th-level abjuration successful one. At the start of each of your turns for the
spells duration, the target must make another Constitution
Casting Time: 1 reaction, which you take when you are hit saving throw as it takes the damage again
by an attack or spell When the spell ends, your concentration is broken, or
Range: Self you end it as a free action. The target and each creature
Components: V, S within 10 feet of it must succeed on a Dexterity saving
Duration: Concentration, up to 1 minute throw or take 2d6 fire damage.
Ice rapidly materializes around you, protecting you from At Higher Levels. When you cast this spell using a spell
harm. You gain 40 temporary hit points and immunity to slot of 3rd level or higher, the damage of the explosion
cold damage for the spells duration. While the spell is increases by 1d6 for each slot level above 2nd.
active you can't move and take any actions or reactions. Pyroblast
The spell remains until the temporary hit points have been
expend, your concentration breaks, or you end it as a free 7th-level evocation
action on your turn. Casting Time: 1 action
Range: 120 feet
Ice Nova Components: V, S, M (a piece of brimstone)
8th-level evocation Duration: Instantaneous
Casting Time: 1 action You clasp your hands together, conjuring a ball of dripping
Range: 120 feet magma, launching it at a creature or object within range.
Components: V, S, M (glass dust and water) Make a ranged spell attack against the target. On a hit, the
Duration: Instantaneous target takes 10d10 fire damage, and an additional 1d10 fire
Frigid cold rapid expands in a 15-foot-radius centered on a damage at the start of each of its turn, until someone takes
point you you can see within range. Each creature in the an action to make a Dexterity check again your spell DC to
cold must succeed on a Dexterity saving throw. On a failed douse the fire.
save, a creature takes 10d6 cold damage and is grappled At Higher Levels. When you cast this spell using a spell
for 1 minute as ice encases the lower part of their legs. On slot of 8th level or higher, the initial damage increases by
a successful save, it takes half as much damage and isn't 1d10 for each slot level above 7th.
grappled by this spell.
A creature can break the grapple by using their action to Spellsteal
make a Strength saving throw, or deal a total of 40 hit 3rd-level abjuration
points worth of damage to the ice. Casting Time: 1 action
Range: 60 feet
Jaina's Flying Ship Components: V, S
9th-level transmutation Duration: Concentration, up to 1 minute
Casting Time: 1 minute You attempt to steal the effect of a spell from a creature for
Range: Touch a brief time. If the spell affecting the creature was cast at
Components: V, S 3rd level or lower, the spell effect transfers to you for this
Duration: 24 hours spells duration. Once this spell ends, the stolen spells effect
You channel your powers into a nonmagical ship within returns to the original caster. The time you had the spell
range, the ship can be no larger than 100 feet long, and 30 counts against the spells original duration. If the spell is of
feet wide. For the spells duration, the ship gains a flying 4th level or higher, make an ability check using your
speed of 60 feet, the ship changes direction and altitude at spellcasting ability. The DC equals 10 + the spell's level. On
your command, continuing its course until a new command a success, the spells effect transfers to you.
is given or the spells duration ends.
The flying ship has an Armor Class of 15, and 300 hit
points; immunity to poison and psychic damage, and
immunity to all conditions.
PART 2 | SPELLS
This document was lovingly created
using GM Binder.