The Ardent Mage A Class for those who hate Vancian Magic and prefer Madness and Explosions.

































































The Ardent Mage An elf inhales from a small box, eyes rolling into the back of his head as he starts to hover off the floor. His face breaks into a grin as lightning flickers between his fingers. A human in noble clothes reaches across a gambling table towards a pile of gold, dragging it towards themselves even as they explain that they are never normally this lucky. They dab their nose with a napkin, and their eyes shift momentarily to black as they look through their opponent's cards. A tiefling screams, eldritch fire sparking off her red flesh. Totems hanging off her body glow as she turns her hand towards a group of bandits who collapse into little more than dust, even as the feedback causes vomit to dribble out the corner of her mouth. Ardent mages rely on snuff, the ground up remains of magical creatures, to unleash their powers. They must carefully balance the near unlimited magical energy provided with the limits of their own bodies and minds, or face catastrophic consequences as the raw magic overwhelms them. The Ardent Mage Level Proficiency Bonus Features 1st +2 Snuff, 1st Level Spells 2nd +2 Harvest Magic, Greater Control 3rd +2 Arcane Method, 2nd Level Spells 4th +2 Ability Score Improvement 5th +3 3rd Level Spells 6th +3 Arcane Method Feature 7th +3 4th Level Spells 8th +3 Ability Score Improvement 9th +4 5th Level Spells 10th +4 Arcane Method Feature 11th +4 6th Level Spells, Harvest Magic 12th +4 Ability Score Improvement 13th +5 7th Level Spells 14th +5 Arcane Method Feature 15th +5 8th Level Spells 16th +5 Ability Score Improvement 17th +6 9th Level Spells 18th +6 Harvest Magic 19th +6 Ability Score Improvement 20th +6 Omniscience Creating an Ardent Mage When creating an Ardent Mage think about how they were intrduced to the magical energies of snuff. Did they find it while chasing their next high, were they offered it at a high society ball as the most exotic of pleasures, or did they seek it out to take its power for themselves. Is it a part of their culture, used by tribe shamans through the ages for its power, or is it simply the newest drug to hit the streets of a major city. How do you feel about your use of snuff. Is it simply a tool, to be used when needed, is it a last resort option, taken only when there are no other alternatives, or is it an addiction that can't be quenched by normal highs. What pushes you towards your fellow adventurers? Do you seek the adventuring life that was previously beyond your reach, or are you looking for more and more powerful varients of snuff to power your abilities? Quick Build You can make an Ardent Mage quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Constitution. Take the Criminal or Noble background. Finally, use the cantrips Acid Splash, Firebolt and Prestidigitation, and the level one spells Colour Spray, Chaos Bolt and Sleep. These can be changed out easily depending on the circumstances. Class Features HIT POINTS: Hit Dice: 1d8



Hit points at 1st level: 8 + Con modifier



Hit points at Higher levels: 1d8 (or 5) + Con modifier per Ardent Mage level after first PROFICIENCIES: Armour: Light armour



Weapons: Simple Weapons

Saving Throws: Intelligence, Constitution



Skills: Choose two from; Persuasion, Deception, Investigation, History, Perception, Intimidation, Arcana and Insight EQUIPMENT: A) A Dagger, Quarterstaff or Light Crossbow w/ 20 bolts

B) An Explorer’s pack or Scholar’s pack

C) Leather Armour

D) A Snuff Box filled with level 1 snuff



SNUFF: Starting at level one, you gain the ability to use snuff from a snuff box to gain brief bouts of magical ability. Snuff is a general term for the essence of magical creatures, such as their ground up bones or other, easily pulverized, parts. When ingested, often nasally, this gives brief spurts of magical energy, with duration and power depending on the potency of the magical creature which it originated from. Effects can range from temporary (and immediately forgotten) Omniscience, to random bursts of magical fire, to the hapless Ardent Mage exploding in a fountain of magical gore.



Snuff may be ingested from a snuff box as an action during combat, or takes 5 seconds out of combat. A snuff box is presumed to contain an unlimited amout of level one snuff, as well as having space for an unlimited quantiy of higher level snuff. There are six levels of snuff, each providing different amounts of magical power over a different amount of time, as seen below: Snuff Level Duration 1 1 minute 2 5 minutes 3 30 minutes 4 1 hour 5 12 hours 6 1 day An Ardent Mage may only cast spells, including cantrips, when they have ingested snuff and all their spells end when it runs out. They may only use spells from the Ardent Mage Spell List and cannot use rituals.

An Ardent Mage may have their intelligence modifier plus their Ardent Mage level’s worth of spells from the Ardent Mage Spell List learnt . These spells may be up to the level shown in the Ardent Mage table. These spells may be cast an unlimited number of times, and may be exchanged after a short rest with any other spells from the Ardent Mage Spell List, up to the level shown in the Ardent Mage table. No components are needed for spells cast by an Ardent Mage. An Ardent Mage may also learn a number of cantrips equal to their Ardent Mage level or two, whichever is greater. Spellcasting ability: When a spell asks for your Spell Save DC or Spell Attack Modifier, use your intelligence bonus, as below:

Spell Save DC = 8 + your proficiency bonus + your intelligence bonus 8 + your proficiency bonus + your intelligence bonus Spell Attack Modifier = your proficiency bonus + your intelligence bonus























Magical Overcharge: The effects of snuff on the body and mind vary wildly, but overuse of both snuff and the magical energy it gives often has disastrous consequences on the user. This is represented in game by the “Overcharge” mechanic.

Each Ardent Mage has a capacity to handle magical energy equal to their Ardent Mage level plus their intelligence modifier. This is called their “threshold”. Every time they cast a spell, they must add the level of the spell to their overcharge level, which starts at zero. When casting spells at higher levels, increase the overcharge level by one per additional level you are casting the spell at. For example, when casting "Scorching Ray", you could opt to add three to your overcharge, rather than two, to gain one additional fire ray. When an Ardent Mage’s overcharge level is greater than their threshold, then their mortal forms can no longer handle the energies bestowed on them by the snuff. Each time they cast a spell when their overcharge level is greater than their threshold, roll a D10, called the "Overcharge Dice". If you roll a one, something goes catastrophically wrong. Roll a D100 and add the amount by which your overcharge level is greater than your threshold to the total, then consult the Magical Overcharge table to see the effects.

The Magical Overcharge Table and the DM The Magical Overcharge Table shows only the most noticeable effects of rampant snuff use. The DM is recommended to add minor visual effects as well, such as the Ardent Mage suffering from a nosebleed or vomiting on themselves, to rolls on the Magical Overcharge table at their discretion. A DM may prefer to round up to the nearest 5 or 10 feet when rolling for the area of effect of a magical overcharge roll, for example if using a grid based system. This is, again, at the DM's discretion.

Magical Overcharge D100 Roll Effect 1-3 Terrible Unease: The Mage, and everyone within d20 feet, gets the sudden feeling that something, somewhere, has gone horribly wrong. 4-5 Magical Reverberations: for a few moments, all noise cause echoes, regardless of the surroundings 6-8 Disgusting stench: for several minutes the air around the mage stinks of rotten food 9-11 "You're all against me!": the mage suffers disadvantage on any charisma tests they are required to take for d20 minutes as their innate paranoia surfaces. They may also not use the help action. 12-14 Frost Snap: the temperature plummets for an instant and a thin layer of frost covers everything within d20 feet 15-17 Unsettling Presence: all animals within d100 feet become visibly spooked and agitated, with the mage as the cause. 18-20 Memory Loss: everyone within line of sight of the mage forgets some trivial memory or minor fact. 21-23 Spoilage: All food and drink within d20 feet rots. 24-26 Veil of Darkness: The Spell "Darkness" is cast, centered on the mage, and lasts for d6 rounds. 27-29 Magical Winds: Winds whip around the mage, throwing light objects and putting out small fires. 30-32 Breath Leech: the mage, and anyone within d20 feet, become short of breath and can only move half their normal move distance for one round. 33-35 Unnatural Vigour: The Mage regains d10 hitpoints as magical energy flows across their wounds. 36-38 Horrifying visage: The mage casts the “Fear” Spell on everyone within line of sight, as their face morphs into the viewer’s worst nightmares. The Mage's face returns to normal after D4 rounds, and the spell immediately ends. 39-41 Bloody Tears: Stone and wood surrounding the mage weeps blood.Any statues or paintings depicting creatures with eyes also cry blood. 42-44 Unnatural decay: All plant life within 20 feet of the mage withers and dies 45-47 Speak in tongues: The mage immediately starts speaking in a random language chosen by the DM. They can still understand all previously known languages but can only speak and write the new language. This effect lasts for 1 hour, after which all knowledge of the language is immediately forgotten. 48-50 Short Circuit: Static Electricity fills the air, causing hair to stand on end, even as eldritch lightning surrounds the mage. Chain lightning is cast on the mage, but does no damage to them. Any bounces still do damage however. 51-53 Ethereal Howl: A piercing scream rings out across the surrounding area, shattering glass, and deafening for d10 rounds anyone within 200 feet who doesn’t pass a constitution check. 54-56 The Earth screams: The ground shakes and everyone within 80 feet of the mage (including the mage) must make a dexterity check or be knocked prone. 57-59 Invisible Horrors: The mage is battered by an unseen force and takes d6 bludgeoning damage, as well as being knocked prone as they are slammed to the ground. 60-62 The Gibbering: Raw Magic sears across the mage’s unprepared mind. The mage takes d10 psychic damage and must make an Intelligence check at disadvantage or be stunned for d4 rounds 63-65 "They're in my skin!": The mage panics, suddenly noticing thousands of insects crawling beneath the surface of their skin. They spend the next d6 rounds prone, and must make an unarmed attack against themselves with advantage each round as they attempt to pull the bugs out of their flesh. No saves may be taken against these attacks. 66-68 Magic whiplash: The mage is knocked unconscious for d6 rounds with a crack of energy. Anyone within d6 feet must make a constitution check or be stunned for 1 round. 69-71 Snuff cleanse: The magic energies of the snuff purge themselves from the mage’s body. The mage loses the effects of all snuff taken, suffers d6 psychic damage, and if he takes snuff again within an hour immediately gains 10 overcharge points. 72-74 Shield of Thorns: Magical Thorns surge from the ground and wrap around the mage. The Mage's AC is increased by +10 but they take D6 piercing damage a turn and cannot move. This effect wears off in D10 turns and counts as a first level spell. 75-79 Backlash: The last spell successfully cast by the mage is cast again, with the mage as it’s target.

Magical Overcharge D100 Roll Effect 80-83 Gravity Inversion: The Mage and everything within 2d20 feet of them floats d20 + 10 feet into the air, before almost immediately crashing back to the ground. This can cause fall damage and everything affected is knocked prone upon landing. 84-86 Accidental summoning: d6 modrons, chosen by the DM, appear within 20 feet of the mage. They will disappear after d10 rounds and are hostile to the Mage and anyone who attacks them. 87-88 "What's going on?": The Mage casts confusion on themself. They are the only target affected and must reroll a result of a 9 or 10 89-90 Raging Conflagration: for the next d6 rounds the mage is on fire and takes 1d4 damage a turn, throws a fire ray, as detailed in the spell "Scorching Ray", at the start of their turn at a random target within 30 feet, and anything they touch also catches fire for d6 rounds. When the effect ends, all flammable clothes and equipment carried by the mage are considered incinerated. All hair is also burnt off their body. 91-92 Energy blast: Magical energy arcs out of the mage. Each character within 40 feet of the mage (including the mage) is hit with the spell "magic missile", as if cast with a 5th level spell slot. 93-94 Power leak: Raw magic leaks out of the mage. Every creature within 50 feet (including the mage) takes 2d20 lightning damage 95-96 Reality Warp: Reality itself bends around the mage and an area radiating out d100 feet from him is sundered: solid objects alternately twist and morph, and everyone and everything in the area suffers a single hit for 3d10 force damage that cannot be avoided in any way. 97-98 Heart attack: the magical energy provided by the snuff proves too much, and the mage keels over clutching their chest. The mage immediately drops to 0 hit points, and must roll all Death Saving throws with disadvantage. 99-100+ Catastrophic Overload: The mage screams as magical energy erupts out of them. Resolve every spell currently learned by the mage at random targets (if the mage is level 20 the DM may resolve 2d20 spells of their choice), as well as rolling 2 more times on the Magical Overcharge table with +50 to the roll. Note that these rolls cannot generate more rolls on the Overcharge table. The mage then explodes and is killed instantly, dealing d10 explosive damage to everything within d20 feet and knocking everything within this distance prone. The mage may not be resurrected in any way, other than a wish spell. Whenever you take a short rest, you may decrease your overcharge by half your Ardent Mage level plus your Constitution modifier. When taking a long rest, an Ardent Mage’s overcharge is fully removed. HARVEST MAGIC: Starting at 2nd level, Ardent Mages may harvest the bodies of monsters to produce snuff. Only creatures of size tiny and above may be harvested. It takes 15 minutes of work to extract 1 snuff charge. At 11th level it takes 10 minutes, and at 19th level it takes 5 minutes. This action can be done as part of a short or long rest. Snuff Harvesting Size Snuff Charges Tiny 1 Small 5 Medium 10 Large 20 Huge 30 Gargantuan 100 Colossal 1000 Harvest Magic can also be taught, taking 2 hours to teach the 2nd level version. However, the taught version takes an hour to produce 1 snuff charge.







The Snuff will be of different qualities, depending on the body it is extracted from. Snuff level and cost Snuff Level Challenge level of harvested creature Gold cost per unit (gp) 1 0-1 0 2 2-3 20 3 4-5 50 4 6-11 100 5 12-22 500 6 23-30 1000 Tips for DMs Snuff is a very volitile substance that can easily be addictive. For this reason it is highly likely to be illegal in most places. For this reason buying and selling snuff is not as simple as walking into a shop, and may require finding a dealer or underground contact.

GREATER CONTROL: As an Ardent Mage spends more time feeling the effects of snuff, they become more able to control it’s varied effects. When setting the saving throw DC for a spell you cast or when making a spell attack roll, you may add the level of snuff currently taken to your intelligence modifier. Once you use this feature twice, you cannot use it again until you complete a short or long rest. ARCANE METHOD: When you reach level 3, your use of snuff begins to take on a specific style. You may choose an Arcane Method, either “Unbound” or “Bound”. Both are detailed at the end of the class description. Your choice grants you features at 3rd, 6th, 10th and 14th levels. ABILITY SCORE IMPROVEMENT 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. You may take a feat instead of increasing your ability score. OMNISCIENCE: At level 20 you can now cast any spell from the Ardent Mage Spell Table ARDENT MAGE ARCHETYPES: As an Ardent Mage’s use of Snuff grows, they tend to move down one of two paths. Either they seek to control the magical energy given to them by the snuff, tattooing themselves with symbols of binding so they can better handle the power they unleash, or they let the power course through them with no thought for safety, desiring only maximum effect. Unbound: You give no care to your own safety, caring only about the hit that snuff gives you. Utilizing every drop of energy bestowed upon you, you let raw magic course through your very being. For the most powerful of the unbound, it’s hard to tell if the Ardent Mage is really in control any more, or if the addictive power of Snuff puppets them entirely. Amplified Magic: When you choose this archetype at third level, you gain the ability to amplify your spells with the raw power of snuff at the cost of your own body. Immediately before casting a spell that deals damage, you may choose to amplify it. The spell adds twice it’s level to your overcharge meter, or one if it is a cantrip. You may then add D8 to the spells damage. If a spell does multiple instances of damage, only add the bonus d8 to one of these.





Overdose: Starting at 6th level you may take multiple hits of snuff to increase your magical power. Every additional hit of snuff gives you +1 to both your Spell Save DC and your Spell Attack Modifier. It also lets you roll an additional D6 damage when casting damage spells. However, for every hit you take the chances of a magical overload increase. If you take 1 additional hit, rolling a 1 or 2 on the Overcharge Dice causes you to roll on the Overcharge table, 2 additional hits cause you to roll on the table on a 1, 2 or 3 and so on for each additional hit you take. At 10 additional hits each spell cast while over your threshold causes an automatic roll on the Overcharge Table. Each spell you cast while on multiple hits also has twice it’s level added to your overcharge meter. You may only take additonal hits of the same level of snuff. Magical Overload: Starting at level 10, you may increase your overload by 2, 3, 5 or 10 to add a dice of twice that number to your damage roll for a single spell. Unlimited Power!: Starting at 14th level, you may add your overcharge score to the damage done by a spell. If you are currently over your threshold, you must roll on the Magical Overcharge table. You also take D6 psychic damage as magical feedback courses through your body. Bound: You see the intrinsic risk that taking snuff brings, and have taken steps to combat it. This could take the shape of intricate wards of binding tattooed over you flesh, enchanted chains tied to yourself, or a vial of a magic-resistant material tied around your neck. You see snuff as a tool to be used and controlled, and work to make sure it will never overwhelm you. Wards of binding: When you choose this archetype at third level you gain the ability to reroll a single roll on the Magical Overcharge table. Once you use this feature, you cannot use it again until you complete a short or long rest. You also gain the ability to increase or decrease any roll on the Magical Overcharge table by your intelligence modifier. Emergency Vent: At 6th level you can choose as a bonus action to vent any excess magic contained within you. You may reduce your overcharge by your intelligence modifier plus D10, but if you roll a 1 you must make a roll on the Magical Overcharge table. Once you use this feature twice, you cannot use it again until you complete a short or long rest.



Earthing Conduit: At level 10 you gain advantage on all spell saving throws, as your protective measures dispel excess magical energies. Each time you use this ability add half the spell level of the spell targeting you (rounding up) to your overcharge meter. Snuff Purge: At level 14 you can purposefully purge the snuff from your system, releasing it’s energy in a singular blast. As an action you may pick a single entity within 20 feet. Roll D6 equal to twice the level of snuff you have taken to deal that much force damage to them. For example, if you had taken level 3 snuff, you would roll 6D6 and deal that much force damage. You lose the benefits of any snuff you have taken and your overcharge is reduced to 0. Once you use this feature, you cannot use it again until you have completed a long rest.













































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Thanks to Nina Serena for the art: https://twitter.com/NinaSerena