Wizards achieve heights of magic through study, sorcerers are born with it, and magi are blessed with it. A magi was born under a certain star or favored by events beyond mortal comprehension, and infused with magical power.

The Magi
LevelProficiency BonusFeatureMagic BlastCantrips KnownSpells PreparedSpell Level
1st+2Provident Magic, Magic Blast1d6211st
2nd+2Channel Magic1d6221st
3rd+2Rites (1st), Star Sign2d6231st
4th+2Ability Score Improvement2d6331st
5th+3Sculpt Blast3d6342nd
6th+3Star Sign Feature3d6342nd
7th+3Rites (2nd)4d6352nd
8th+3Ability Score Improvement4d6352nd
9th+4Advanced Channeling5d6363rd
10th+4Star Sign Feature5d6463rd
11th+4Dispel, Rites (3rd)6d6473rd
12th+4Ability Score Improvement6d6473rd
14th+5Star Sign Feature7d6484th
15th+5Rites (4th)8d6494th
16th+5Ability Score Improvement8d6494th
18th+6Rites (5th)9d64105th
19th+6Ability Score Improvement10d64115th

Class Features

As a magi, you gain the following class features.

Hit Points

Hit Dice: 1d6 per magi level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 5) + your Constitution modifier per magi level after 1st


Armor: Light armor
Weapons: Simple weapons
Tools: Herbalism Kit or Fortune Telling Tools

Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, and Religion


You start with the following equipment, in addition to the equipment granted by your background:

  • Any two simple weapons of your choice
  • Herbalism Kit or Fortune Telling Tools
  • Leather armor, an explorer’s pack, and an arcane or druidic focus

If you forgo this starting equipment, as well as the items offered by your background, you start with 2d4 x 10 gp to buy your equipment.

Provident Magic

2nd-level magi feature

You are graced with the ability to wield magic, summoned and shaped by your will. See chapter 10 of the Player’s Handbook for the general rules of spellcasting.


You know two cantrips of your choice from the magi spell list. You learn additional magi cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Magi table.

When you gain a level in this class, you can replace one of these cantrips with a different one from the Magi spell list.

Preparing and Casting Spells

You prepare the list of magi spells that are available for you to cast. To do so, choose a number of spells as shown in the Spells Prepared column of the Magi table. The spells must be of a level no higher than what’s shown in the table’s Spell Level column for your level. When you reach 6th level, for example, you can prepare four spells of 1st or 2nd level.

After casting a magi spell, unless you cast it as a ritual, you must finish a short or long rest to cast another. The Magi table shows you what level of the spell slot is; each of these spell slots are the same level.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of magi spells requires time spent in study and meditation; at least 1 minute per spell level for each spell on your list.

If you have the spellcasting feature from another class, you can use your spell slots to cast your magi spells using the rules for the Spellcasting feature.

Spellcasting Ability

Wisdom is your spellcasting ability for your magi spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a magi spell you cast and when making an attack roll with one.

Spell save DC = 8 + your Proficiency bonus + your Wisdom modifier
Spell attack modifier = your Proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a magi spell as a ritual spell if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use an arcane or druidic focus (see chapter 5 of the Player’s Handbook) as a spellcasting focus for your magi spells.

Magi Spells

Here’s the list of spells you consult when you prepare your magi spells. The list is organized by spell level, not character level. Each spell is in the Player’s Handbook, unless it has one asterisk (a spell in Aronar’s Grimoire), two asterisks (a spell in Xanathar’s Guide to Everything), three asterisks (a spell in Tasha’s Cauldron of Everything), or a dagger (a spell the Psychic and Spiritual Handbook).

Cantrips (0-level)

control flames**
dancing lights
mage hand
minor illusion
mold earth**
shape water**

3rd Level

deep slumber*
detect aura
hypnotic pattern
intellect fortress***
locate traps*
magic circle
magic vestments*
major image
protection from energy
remove curse
speak with dead
speak with plants
tiny servant
warding charm
water breathing
water walking

1st Level

animal friendship
charm person
color spray
comprehend languages
conceal thoughts
detect magic
detect poison and disease
detect psionics
disguise self
expeditious retreat
faerie fire
fog cloud
illusory script
mage armor
protection from evil and good
purify food and drink
silent image
speak with animals
unseen servant

4th Level

arcane eye
charm monster**
control water
detect possession
dimensional anchor*
dimension door
elemental bane**
greater invisibility
hallucinatory terrain
locate creature
sticks to snakes*
stone shape

2nd Level

alter self
animal messenger
beast sense
calm emotions
detect thoughts
find traps
gentle repose
hold person
lesser restoration
locate animals or plants
locate object
magic mouth
magic weapon
phantasmal force
see invisibility
spider climb
view dream
zone of truth

5th Level

control winds**
far step**
greater restoration
hold monster
illusory double
legend lore
Rary’s telepathic bond
skill empowerment**
teleportation circle

Magic Blast

1st-level magi feature

You can muster magical energy into a deadly blast. As an action, you can strike one creature or object within 60 feet of you with magical energy that originates from you. Against a creature, you can choose to target its body, mind, or soul, while you can only target an object’s body. The blast deals 1d6 + your Wisdom modifier magical piercing (body), psychic (mind), or radiant (soul) damage. A creature must make a Dexterity (body), Wisdom (mind), or Charisma (soul) saving throw against your spell save DC, taking only half of the damage on a successful save. If you can’t see the creature, it has advantage on its saving throw.

The amount of damage the blast deals increases as you gain levels in this class, as shown in the Magic Blast column of the Magi table.

Channel Magic

2nd-level magi feature                                    

Magic effortlessly courses through your being. You regain the ability to cast a magi spell when you roll initiative.


3rd-level magi feature

Your ritual spells no longer take an additional 10 minutes to cast.

In addition, choose one of your 1st-level magi spells without the ritual tag and a duration other than instantaneous; it becomes a ritual spell for you and is always prepared, but doesn’t count against the number of magi spells you can prepare. If you cast the same spell as a ritual while the effects of a previous casting are still active, the prior spell ends.

As you reach certain levels in this class, the you can choose one additional magi spell with a higher spell level: at 7th (2nd-level spell), 11th (3rd-level spell), 15th (4th-level spell), and 18th level (5th-level spell).

You can replace one of the spells you choose with a different magi spell of the same level whenever you prepare your spells.

Star Sign

3rd-level magi feature

Each magi is marked by a certain sign that manifests as an unsightly birthmark or blemish that can never be concealed by magical means. You can choose from the Butterfly, Crown, Eye, Hermit, Vesper, or Willow. You gain features at 3rd, 6th, 10th, and 14th level.

Ability Score Improvement

4th-level magi feature

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.

Sculpt Blast

5th-level magi feature

Your mastery with channeling the magical energy for your Magic Blast feature improves, allowing you to enhance it in a number of ways. You can enhance your Magic Blast a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

You choose from the following options:

Artillery. The range of your Magic Blast increases by 30 feet times your magi level and originates at the space of your target.

Explosion. Your Magic Blast explodes and hits each target in a 20-foot radius sphere within 60 feet.

Shield. After dealing damage with your Magic Blast, choose one creature within 60 feet of the target. That creature gains a number of temporary hit points equal to the damage dealt.

Wave. Your Magic Blast transforms into a 60-foot cone originating from you, striking each target in the cone.

Advanced Channeling

9th-level magi feature

You can exert your will to refill the wellspring of your magical power. You can cast a second spell between rests without rolling initiative. After using this feature, you must finish a long rest to use it again.


11th-level magi feature

As an action, you can dispel any number of magical effects within 30 feet of you that you choose. Make a single Wisdom check. If the check equals or exceeds a DC equal to 10 + the effective spell level of the effect, or 15 if the effect has no effective spell level, the effect is dispelled.

You can use this feature twice and regain all expended uses when you finish a long rest. When you reach 17th level, you can use this feature three times between rests.


20th-level magi feature

Your attunement to your magic has expanded, granting you the following benefits:

  • You can use your Advanced Channeling feature twice between rests.
  • You can add your Wisdom modifier instead of Intelligence and Charisma when you make a saving throw.
  • You can’t be aged magically, and can choose to stop aging naturally. Moreover, you can choose to age in reverse, but can’t age below adulthood.