Dalish Mage

Trained by a Keeper, the Dalish practice unique magic unlike any other in Thedas. With unique talents in manipulating the terrain around them, they too place an emphasis on the dangers of spirits and the Fade. This unique magic is occasionally practised by other, non-Dalish Hedge Mages in Thedas, who have had the fortune to stumble across rare texts or who have sought sanctuary with the Dalish.

Hit Points
Hit Dice: 1d8 per druid level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Dalish Mage level after 1st

Starting Proficiencies
You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.

Armor: Light Armor, Medium Armor, Shields (Dalish Mages will not wear armor or use Shields made of metal)

Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

Tools: Herbalism kit

Saving Throws: Intelligence, Wisdom

Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Starting Equipment
You start with the following items, plus anything provided by your Background.

• (a) a wooden Shield or (b) any simple weapon

• (a) a Scimitar or (b) any simple melee weapon

• Leather Armor, an Explorer's Pack, and an Arcane focus

Spellcasting
Spell save DC = 8 + proficiency bonus + WIS modifier

Spell attack modifier = proficiency bonus + WIS modifier

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

Initial Specialisation
At level one, you unlock one specialisation, after which it is added to your pools of possible spells to select from. As with all ability trees, you must select at least one from that tree to unlock it, and follow the progression by having at least one spell in a tier level to unlock the next one.

Focus (With Class Variant Option)
As a Dalish trained mage, you can pick one focus in addition to your Vir or Dalish Way. Wild Shape focuses on shapeshifting features, whilst Aspect of Nature gives you access to more powerful, nature based abilities. If you do not want to play a shapeshifter, you should choose the latter for a variant class more focused on spellcasting and take Way of the Land as your Dalish Way.

Wild Shape
Starting at 2nd level, you are able to use your action to assume the shape of a beast that you have seen before (see Animal Form table). You can use this feature twice and regain expended uses with you finish a short or long rest. Your Dalish Mage level determines the beasts you can transform into.


 * You retain your beast shape for a number of hours equal to half your Dalish Mage level (rounded down). You then revert to your normal form unless you expend another use of this feature.  You can revert to your normal form earlier as a bonus action.  You automatically revert if you fall unconscious, hit 0HP, or die.
 * Whilst you are transformed, the following rules apply.
 * Your stats are replace by the statistics of the beast, but you retain your personality, INT, WIS and CHA scores. You retain your skill and saving throw proficiencies, in addition to gaining those of the creature.  If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours.  You cannot use any legendary or lair actions of the beast.
 * When you transform, you use the beast's hit points and hit die. When you revert, you return to the number of hitpoints you had before you were transformed.  However, if you revert as a result of dropping to 0HP, any excess damage carries over to your normal form.
 * You cannot cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of the animal form. It does not break concentration of spells cast before transforming however, or prohibit you from taking actions that are part of a spell previously cast.
 * If you have darkvision, you cannot use it unless the beast you have transformed into also shares that feature. You retain your other features as long as the beast is capable of using them.
 * Your equipment temporarily 'merges' into your beast form, disappearing from view. It has no effect until you revert.

Timeless Body
At 18th level, you have tapped into something ancient and distinctly Elvhen. You now age more slowly, and for every ten years that pass, your body ages only one.

Beast Spells
At 18th Level, you can cast many of your spells in any shape you assume using Wild Shape. If a spell requires material components, however (such as lyrium), you are unable to cast it.

Grand Keeper (Wild Shapeshifter)
At 20th level, you can use your Wild Shape an unlimited amount of times.

Aspect of Nature
Remove: Wild Shape and Beast Spells

Gain: Aspect of Nature and Mastery of Nature (See below)

Starting at 2nd level, you can use a bonus action to magically enhance yourself with the power of nature. You can use this feature twice. You regain expended uses when you finish a short or long rest.

Your Dalish Mage level determines aspects you can take, as shown in the Aspects table. One With Nature

At second level, you can choose one set of features as an aspect at a time.


 * 1) Your AC can’t be less than 14, regardless of what kind of armour you are wearing.  You have advantage on Dexterity (Stealth) checks to hide in rocky terrain and you can move across difficult terrain made of earth or stone without expending extra movement.
 * 2) You have resistance to fire, lightning or cold damage. Once per turn you can add that same type of damage to one of your melee or ranged attacks equal to your proficiency and you may choose to shed light as if a torch.  The colour of the light is either a warm glow, purplish or stark blue-white.
 * 3) At the start of each of your turns, and when you activate this aspect, you gain temporary hit points equal to your proficiency bonus. You have advantage on Dexterity (Stealth) checks to hide in the terrain you were largely brought up (desert/forest/coastal etc) and can choose one ally to hide alongside you, who also rolls with advantage.

Arlathan's Grace


 * 1) You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Druid level.
 * 1) You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Druid level.
 * 1) You can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Druid level.

Wrath of the Elvhen


 * 1) You can meld and move through natural soil and rock formations. Every foot of meld movement costs 1 extra foot. You must remain within 2 feet of the surface. This allows you to pass through natural walls or similar obstacles. You can't use this ability to move through worked stone or brick walls. If you end your turn inside a wall or obstacle, you are shunted out to the nearest open space.
 * 2) When you use your action to cast a spell that deals cold, fire, lightning, poison, acid or thunder damage, you can make one weapon attack as a bonus action which uses your spell casting ability instead of your strength modifier.

You can have one aspect active at a time. It lasts for a minute after which you revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

Timeless Body
At 18th level, you have tapped into something ancient and distinctly Elvhen. You now age more slowly, and for every ten years that pass, your body ages only one.

Mastery of Nature
Starting at 18th level you can have two aspects active at the same time.

Grand Keeper (Aspect of Nature)
Starting at 20th level you never revert back to your normal form unless you chose to.

Dalish Way
At 2nd level, you may choose a Way to follow. If you have chosen the Aspects of Nature class variant as your focus, you should choose Way of the Land.

Combat Wild Shape
When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Circle Forms
The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1. You ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there. Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Primal Strike
Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Elemental Wild Shape
At 10th level, you can expend two uses of Wild Shape at the same time to transform into one of four magical beasts at a time, shown into the table below.

Thousand Forms
By 14th level, you have learned to use magic to alter your physical form in more subtle ways. You can cast the Alter Self spell at will.

Bonus Cantrip
Starting at 2nd level, you learn one additional Cantrip of your choice.

Natural Recovery
At 2nd level, you can regain some of your mana by practising ancient mediation techniques taught by the Dreamers of old. During a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Dalish Mage level (rounded up), and none of the slots can be 6th lever or higher. You cannot use this feature again until you finish a long rest. For example, a 4th level Dalish Mage may recover up to two levels worth of slots. You can recover either a 2nd level slot or two 1st level slots.

Dalish Magic
At 3rd level, you unlock an additional specialisation. Additionally, at 3rd, 5th, 7th and 9th level you gain access to spells connected to the land you were largely raised in. Choose the type of land and the associated spells from the table below.