This is a Playtest Version. [2023.09.18]

The Dungeon Master reserves the right to make any alterations to this in order to keep the game balanced and fun for everyone.

[D&D 5e Unearthed Arcana Sidekicks] is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.


Sidekick: Mage

Mage Sidekick

A sidekick who becomes a mage walks the paths of magic. The sidekick might be a hedge wizard, a priest, a soothsayer, a spell-wielding performer, or a person with magic in their veins.


To gain the mage class, a creature must have at least one language in its stat block that it can speak.


A sidekick gains the following class features as it gains levels in this class, as summarized on the mage table:

Bonus Proficiencies

When the sidekick joins this class, the sidekick gains proficiency in one saving throw of your choice: Wisdom, Intelligence, or Charisma.


In addition, the sidekick gains proficiency in three skills of your choice from the following list: Arcana, History, Insight, Investigation, Medicine, Performance, Persuasion, and Religion. If the sidekick is a humanoid, it also gains proficiency with simple weapons and light armor.

Spellcasting

At 1st level, the sidekick gains the ability to cast spells. (If the creature already has the Spellcasting trait, this feature replaces that trait.)


Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. This choice determines the spell list, spellcasting ability, and spellcasting focus used by the sidekick, as shown on the Spellcasting table.


Spell List Ability Focus Focus
Bard Charisma Musical instrument
Cleric Wisdom Holy symbol
Druid Wisdom Druidic focus
Sorcerer Charisma Arcane focus
Warlock Charisma Arcane focus
Wizard Intelligence Arcane focus

Cantrips

At 1st level, the sidekick knows three cantrips of your choice from its spell list. The sidekick learns additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the mage table.

Spell Slots

The mage table shows how many spell slots the sidekick has to cast its mage spells of 1st level and higher. To cast one of these spells, the sidekick must expend a slot of the spell's level or higher. The sidekick regains all expended spell slots when it finishes a long rest.

Spells Known

The sidekick knows three 1st-level spells of your choice from its spell list.

The Mage
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Bonus Proficiencies, Spellcasting 3 3 2 - - - - - - - -
2nd +2 Magical Recovery 3 3 3 - - - - - - - -
3rd +2 - 3 4 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 5 4 3 - - - - - - -
5th +3 - 4 6 4 3 2 - - - - - -
6th +3 Potent Cantrips 4 7 4 3 3 - - - - - -
7th +3 - 4 8 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 4 9 4 3 3 2 - - - - -
9th +4 - 4 10 4 3 3 3 1 - - - -
10th +4 Empowered Spells 5 11 4 3 3 3 2 - - - -
11th +4 - 5 12 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 12 4 3 3 3 2 1 - - -
13th +5 - 5 13 4 3 3 3 2 1 1 - -
14th +5 Focused Casting 5 13 4 3 3 3 2 1 1 - -
15th +5 - 5 14 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 14 4 3 3 3 2 1 1 1 -
17th +6 - 5 15 4 3 3 3 2 1 1 1 1
18th +6 Ability Score Improvement 5 15 4 3 3 3 3 1 1 1 1
19th +6 - 5 16 4 3 3 3 3 2 1 1 1
20th +6 Signature Spells 5 16 4 3 3 3 3 2 2 1 1

Spellcasting Ability

The sidekick's spellcasting ability for these spells depends on the choice you made on the Spellcasting table.


The sidekick uses its spellcasting ability whenever a spell refers to that ability. In addition, it uses its spellcasting ability modifier when setting the saving throw DC for a spell it casts and when making an attack roll with one.


Spell save DC = 8 + sidekick's proficiency bonus + spellcasting ability modifier


Spell attack modifier = sidekick's proficiency bonus + spellcasting ability modifier

Spellcasting Focus

The sidekick can use a focus for its spells depending on the choice you made on the Spellcasting table.

Magical Recovery

Beginning at 2nd level, when the sidekick finishes a short rest, it can recover expended spell slots. The spell slots can have a combined level that is equal to or less than half its level in this class (rounded up), and none of the spell slots can be 6th level or higher. Once the sidekick uses this feature, it can't use the feature again until it finishes a long rest.

Ability Score Improvement

At 4th level, and again at 8th, 12th, 16th, and 19th level, the sidekick increases one ability score of your choice by 2, or the sidekick increases two ability scores of your choice by 1. The sidekick can't increase an ability score above 20 using this feature.

Potent Cantrips

Starting at 6th level, the sidekick can add its spellcasting ability modifier to the damage it deals with any cantrip.

Empowered Spells

At 10th level, choose one school of magic. Whenever the sidekick casts a spell of that school by expending a spell slot, the sidekick can add its spellcasting ability modifier to the spell's damage roll or healing roll, if any.

Focused Casting

Starting at 14th level, the sidekick has advantage on any Constitution saving throw it makes to maintain its concentration on a spell.

Signature Spells

At 20th level, choose two spells that the sidekick knows from this class. Eligible spells are of 1st, 2nd, and 3rd level. The sidekick can cast each of the chosen spells once at 3rd level without expending a spell slot. After the sidekick casts a spell in this way, the sidekick regains the ability to cast that spell with this feature when it finishes a short or long rest.