VDP: Mage-Errant (d20)
Welcome to VDP's first full Class release¸ the Mage-Errant!
The Mage-Errant is a magician first¸ taking on additional roles of combatant¸ inventor¸ or literary scholar as you choose your errant journey. Each mage-errant chooses a school of magic with which to flavour their basic combat. They can create illusory doubles to misdirect attacks¸ emblazon their weapon with evocation energy¸ and draw the lifeforce from their foes to bolster their own strength to name a few.
As the Mage-Errant grows in level¸ their ability with magic and other talents grow too. They become naturals at many different skills¸ learn to control and disrupt magic¸ and can create wards for themselves and their allies against the rigorous power of magic.
Once you choose your errant journey¸ you diverge into one of many different paths to refine your skill:
the Journey of the Knight based on the Knight-Errant from european history¸ they follow a masterless path¸ carving out their name in history through becoming the most renown duelist and combatant.
the Journey of the Infuser¸ playing off the common D&D trope of an Artificer. A master craftsman who creates wonderous devices that give them an edge in battle¸ along with magic suited to the manipulation and creation of these devices.
and
the Journey of the Glyph a master of runes¸ sigils¸ and the written language. The Glyph Mage-Errant find strength in these characters and use them to harness the power of the elements¸ and inscribe themselves in the history books.
Our college keeps an eye on members that leave our ranks for unscrupulous reasons. Most people assume we do this to maintain vigilance on insidious behavior¸ but in reality¸ we are just mesmerized by what they can accomplish through mundane pursuits without the guidance of an archmage.
-- Tayel Lui¸ Professor of Arcane Studies