Focus Mage (5e Class)

## **The Focus Mage**

A Mage strides up to a demon, declaring to him that he shall finally taste poison. the Demon laughs, before a high-pressure shot of pure toxic water is shot into his mouth, the Demon coughs, vomits, and chokes, before finally succumbing to the toxins.

## **Playing a Focus Mage**

Being a focus mage is simple, you choose one element to specialize in and then become a master of that element. If you are having trouble with the personality of your focus mage, or don't really care and just wanna shoot stuff, then just base your focus mage's personality on their chosen element.

## **Creating a Focus Mage**

### **Requirements**

**Alignment:** Any

**Starting Age:** Any

**Race:** Any

### **Class Features**

As a Focus Mage you gain the following class features.

Hit Points
**Hit Dice:** 1d6 per Focus Mage level

**Hit Points at 1st Level:** 6 + Constitution modifier

**Hit Points at Higher Levels:** 1d6 (or 4) + Constitution modifier per Focus Mage level after 1st

Proficiencies
**Armor:** None

**Weapons:** Simple Weapons

**Tools:** None

**Saving Throws:** Wisdom, Charisma

**Skills:** Choose two from Arcana, Deception, History, Insight, Intimidation, 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
* an arcane focus
* (a) a dungeoneer's pack or (b) an explorer's pack
* Two daggers

### **Spellcasting**

You were given your ability to cast spells, due to some powerful connection to an element, whatever element or event that might have caused that may be.

#### Cantrips

At 1st level, you know two cantrips of your choice from the warlock spell list. You learn additional focus mage cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Focus Mage table.

#### Spell Slots

The Focus Mage Spell Slots table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these focus mage spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

#### Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the warlock spell list. You know a number of spells equal to 3 + your Focus Mage level. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the focus mage spells you know and replace it with another spell from the focus mage spell list, which also must be of a level for which you have spell slots.

#### Spellcasting Ability

Charisma is your spellcasting ability for your focus mage spells, since the power of 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 warlock 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

You can use an arcane focus as a spellcasting focus for your focus mage spells.

### **Elemental Focus**

You have an elemental that you are mainly attuned to, which grants you features. Choose one elemental focus, which is listed at the bottom of this page. Your choice grants you features at 1st, 6th, 10th, 14th, and 18th levels.

### **Carnage of Will**

Beginning at 2nd level, when dealing damage with a focus mage cantrip of your elemental focus's type, you add your Charisma modifier to one damage roll.

### **Ability Score Increase**

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.

### **Elemental Destruction**

Beginning at 7th level, you ignore resistance to your elemental focus's element, and treat immunity to it as resistance.

### **Improved Carnage of Will**

Beginning at 11th level, you may also add your Charisma modifier to one damage roll of a focus mage spell of your elemental focus's type.

### **Focal Defense**

Starting at 13th level, as a bonus action, you may choose one creature within 30 feet of you. That creature has resistance to your focus's damage type, until you choose another creature.

### **Improved Elemental Destruction**

Beginning at 17th level, if a creature is immune to your focus's damage type, you reduce the amount they resist by an amount equal to your focus mage level, to a minimum of resisting 0 damage.

### **Elemental Override**

Starting at 20th level, whenever you cast a spell that is not your focus's damage type, you may choose for it to instead be your focus's damage type. If the spell has two different damage types, you may choose to affect either only one or both.

## **Fire Focus**

Your focused element is fire, also known as pyromancy, which is full of destructive energies and magic. The most common type of focus mage, they are typically called pyromancers, and usually wear orange or red robes.

### **Bonus Spells**

At 1st level, when you choose this elemental focus, you learn one cantrip from any spell list that deals fire damage, and it does not count towards your amount of cantrips. Additionally, you add all spells that deal fire damage to your spell list.

### **Inferno's Wrath**

Additionally, at 1st level, when a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 1d8 fire damage on a failed save, or half on a successful save. You can use this feature an amount of times per short or long rest equal to your Charisma modifier (min 1). The damage increases by 1d8 at 6th (2d8), 10th (3d8), 14th (4d8), and 18th (5d8) levels.

### **Molten Core**

Starting at 6th level, whenever you cast a spell other than a cantrip that deals fire damage, your Burn Brightly feature, or your Eruption feature, magical flames fire out of your body. In addition to the spell’s effects, creatures of your choice within 10 feet of you take fire damage equal to your focus mage level. Additionally, you gain resistance to fire-type damage.

### **Burn Brightly**

Beginning at 10th level, as a bonus action, you may choose for any fire within 30 feet of you that you can see to burn brighter than before, expending a spell slot to do so. You can manipulate the flame, and make a ranged spell attack with it on a creature within 60 feet of the flames. On a hit, the creature takes 1d8 fire damage plus 1d8 fire damage for each spell slot after 1st. This can also be used to light any flammable objects on fire, and if a creature holds a burning object in this way, they take 1d4 damage plus 1d4 for each spell slot after 1st, at the start of each of their turns.

### **Born of Flames**

Starting at 14th level, you are now immune to fire-type damage. Additionally, you learn to speak Ignan, and have advantage on all Charisma checks against fire elementals.

### **Eruption**

Beginning at 18th level, as an action, you may expend a spell slot of 7th level or higher and choose a point within 60 feet of yourself. A volcanic eruption happens at that location, spewing hot lava on all creatures within 30 feet of the point, forcing them to make Dexterity saving throws. On a failed save, a creature takes 8d10 fire damage plus 3d10 fire damage for each slot level above 7th level, or half damage on a successful save.

## **Cold Focus**

Your focused element is cold, also known as cryomancy, which is filled to the brim with slowing down foes and controlling the battlefield. They are typically called cryomancers, and usually wear white or light blue robes.

### **Bonus Spells**

At 1st level, when you choose this elemental focus, you learn one cantrip from any spell list that deals cold damage, and it does not count towards your amount of cantrips. Additionally, you add all spells that deal cold damage to your spell list.

### **Frozen Chill**

Additionally at 1st level, after casting a spell of 1st level or higher that deals cold damage, or using Tundra's Bite, or Let The Cold Take You, you may choose a point within 30 feet of you. That point has the ground within 10 ft. of it frozen for 1 minute, turning it into difficult terrain for all creatures aside from yourself.

### **Tundra's Bite**

Starting at 6th level, as an action, you may expend a spell slot, and make a melee spell attack on a creature within reach of you. On a hit, the creature takes cold damage equal to 2d12 plus 1d12 cold damage for each slot level after 1st, and has their movement speed slowed by 10 feet. Additionally, you gain resistance to cold-type damage.

### **Winter's Frost**

Beginning at 10th level, frost forms around your body, periodically. After casting a spell of 1st level or higher that deals cold damage, you gain temporary hit points equal to your Charisma modifier plus twice the spell's level.

### **Blizzard's Chosen**

At 14th level, you are now immune to cold-type damage. Additionally, you learn the Aquan language, and have advantage on all Charisma checks with water and cold elementals.

### **Let The Cold Take You**

Beginning at 18th level, as an action, you may expend a spell slot of 6th level or higher to channel a blizzard around yourself, for up to one minute, with concentration. Creatures within 30 feet of yourself of your choice take 4d8 cold damage plus 1d8 cold damage for each spell slot level after 6th, and have their movement speed slowed by 5 feet plus 5 more feet for each spell slot level after 6th.

## **Lightning Focus**

Your focused element is lightning, also known as electromancy, which is known for the amount of speed and erraticity that lightning possesses. They are typically called electromancers, and usually wear bright blue or yellow robes.

### **Bonus Spells**

At 1st level, when you choose this elemental focus, you learn one cantrip from any spell list that deals lightning damage, and it does not count towards your amount of cantrips. Additionally, you add all spells that deal lightning damage to your spell list.

### **Tempest's Gust**

Additionally at 1st level, whenever you cast a spell of 1st level or higher that deals lightning damage, or use your Lighting Uppercut feature, you may use your bonus action to fly up to half of your movement speed, without provoking attacks of opportunity. At 6th level, when using Bolt Charge after casting a spell of 1st level or higher that deals lightning damage, you gain flight speed equal to your movement speed.

### **Bolt Charge**

Starting at 6th level, you may take the Dash action as a bonus action. When doing so in this manner, you turn into a bolt of lightning, and can move through creatures, and do not provoke attacks of opportunity. If you move through a creature, it must succeed on a Dexterity saving throw, taking lightning damage equal to your focus mage level on a failed save, or half on a successful save. You may only affect the same enemy with this once per round. Additionally, you gain resistance to lightning-type damage.

### **Lightning Uppercut**

Beginning at 10th level, as an action, you may expend a spell slot of 3rd level or higher, to make a melee spell attack on a creature within 10 feet of you. On a hit, the creature takes 5d8 lightning damage plus 1d8 lightning damage for each slot level after 3rd, and is sent 5 feet upwards plus 5 feet more for each spell slot after 3rd. For each 5 feet thrown upwards, the creature takes 1d6 bludgeoning damage when they hit the ground, to a max of 10d6.

### **Electronic Child**

At 14th level, you are now immune to lightning-type damage. Additionally, you learn the Auran language, and have advantage on all Charisma checks against lightning and air elementals.

### **Heart of the Storm**

Beginning at 18th level, you may expend a spell slot of 5th level or higher, and make a number of creatures equal to the spell level within 60 feet of you turn into living lightning bolts, for 1 minute. During that minute, all of the creatures have their movement speed doubled, and when they touch a creature, the creature must make a Dexterity saving throw against your Spell Save DC, dealing lightning damage equal to 2d8 plus 1d8 for each spell slot above 5th when they touch a creature for the first time in a round on a failed save, or half damage on a successful save.

## **Necrotic Focus**

Your focused element is necrotic, also known as umbramancy, which is known for involving shadows and the school of necromancy. They are typically called necromancers or umbramancers, and usually wear black robes.

### **Bonus Spells**

At 1st level, when you choose this elemental focus, you learn one cantrip from any spell list that deals necrotic damage, and it does not count towards your amount of cantrips. Additionally, you add all spells that deal necrotic damage to your spell list.

### **Shadow's Fortitude**

Additionally at 1st level, whenever non-critical non-radiant damage reduces you to 0 hit points, you may make a DC (5 + damage taken) Constitution saving throw, being reduced to 1 hit point instead on a successful save. Additionally, you have 60 feet of darkvision, if you did not possess any already.

### **Siphon Light**

Starting at 6th level, as a bonus action, you may expend a spell slot of 2nd level or higher to cast the *darkness* spell, centered on yourself. When cast in this fashion, creatures of your choice within the range of the spell's original cast must make Wisdom saving throws, taking necrotic damage equal to 3d8 plus 1d8 for each slot level after 2nd or half on a successful save. Additionally, you gain resistance to necrotic-type damage, and can see in magical darkness.

### **Conjure Shadow Beings**

Beginning at 10th level, you add the *conjure minor elementals* and *conjure elemental* spells to your spell list. When cast in this fashion, instead of conjuring elementals, you instead conjure creatures of darkness, which includes but is not limited to: shadows (MM p.g. 269), shadow mastiffs (Volo's p.g. 190), darklings (volo's p.g. 134), and shadow demons (MM p.g. 64). Additionally, your darkvision's range increases to 120 feet, if it was less than that.

### **Touched by Shade**

At 14th level, you become immune to necrotic-type damage. Additionally, you have advantage on all Charisma checks with shadow creatures and undead, and may cast the *speak with dead* spell on yourself, at will.

### **Steal Undead Will**

Starting at 18th level, as an action, you can choose one undead or shadow creature that you can see within 60 feet of you. That creature must make a Charisma saving throw. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent creatures are harder to control in this way. If the target has an Intelligence of 10 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 14 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

## **Radiant Focus**

Your focused element is radiant, also known as sanctimancy, which is known for their might of holy power and healing. They are typically called sanctimancers or priests, and usually wear white robes.