Order of the Adept

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The Order of Adepts is one of the most ancient Magi Orders to have formed, comprising those mages who delve headlong into the intrepid exploration of the forces of magic and all of the potential therein. Only the most dedicated magicians are inducted into this Order, and it is believed that the schools of Wizardly magic originally derived from founding members of the Order of Adepts.

 

Order of Adepts Features

Mage Level  – Feature

2nd –  Blood of Aether, Ritual Casting, Unerring Imprecation

6thSecrets of the Magi

10thArcane Echo

14thDevastating Force

20thUnrelenting Might of the Archmage

 

Blood of Aether

At 2nd level when you choose the Order of Adepts as your arcane order, you have lived and breathed magic which now flows in traces through your veins. It is believed that some sorcerers may trace their magical bloodlines back to adepts who passed along that power to their descendants. You may select an Aethereal Aura when you gain this class feature. This is in addition to those gained through the Aethereal Aura class feature at 3rd level. 

Ritual Casting

When you choose the Order of Adepts at 2nd level, you learn to cast mage spells as rituals if those spells have the ritual tag and you have the spell prepared.

Unerring Imprecation

At 2nd level, spells you cast critically hit on an attack roll of a natural 19 or 20, and your spells are considered 1 level higher when other spellcasters attempt to counter you through Counterspell.

Secrets of the Magi

At 6th level, you may select an additional Arcane Art. You learn one more Arcane Art at 10th, 14th, and 18th level.

Arcane Echo

At 10th level, you may select one arcane art that you know as a bonus action on your turn: you are considered to have completed a short or long rest with regards to using that arcane art. You must complete a long rest before you can use Arcane Echo again.

Devastating Force

At 14th level, spells you cast critically hit on an attack roll of a natural 18, 19, or 20. Additionally, if another creature attempts to counter one of your spells and fails, they are Stunned until the end of your next turn.

Unrelenting Might of the Archmage

At 20th level, you may memorize a number of additional spells equal to your Intelligence Bonus. 

Additionally, if another creature attempts and fails to counter your spells through Counterspell (or through another ability or spell), they suffer 1d6 Force damage, plus another d6 per level of the spell you cast (this damage factors in the added level from Unerring Imprecation) as the magical energy arcs back along the arcane line of sympathy left in the wake of their Counterspell.

 

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