
Mage
Hit Points
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 + your Constitution modifier per level after 1st
Starting Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or background.
Armor: None, as armor impedes movement when casting.
Weapons: daggers, quarterstaffs, light crossbows
Skills: Choose two from: Arcana, History, Insight, Investigation, Medicine, and Religion
Starting Equipment
You start with the following items, plus anything provided by your background.
• (a) a Quarterstaff or (b) a Dagger
• (a) a Scholar's Pack or (b) an Explorer's Pack
• A Spellbook and a Mana Pouch
Alternatively, you may start with 4d4 x 10 gp to buy your own Equipment.
Attributes
Saving Throws: Intelligence, Wisdom
Alignment: Any
Magical Abilities: All schools and functions of magic.
Other Features
Spell Mastery
At 8th level, you have achieved such mastery over certain Spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard 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 cast 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.
Signature Spells
When you reach 15th level, you gain mastery over two powerful Spells and can cast them with little effort. Choose two 3rd-level wizard 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.