Originally Posted by
JNAProductions
It feels like you're trying to jam an entirely different system into 5E. I'm sure Mage is an awesome game-but if you want to convert parts of it to 5E, you have to actually CONVERT. You can't just copy-paste it over.
Yep. While I'm more familiar with the predecessor Mage: the Ascension, both Mage games are based around the idea of coming up with spells on the fly (yes, despite Awakening having a large spell list, the idea is to make it easier to judge effects). This works mainly because everybody is a mage, both games have been noted to have PCs so powerful that once they've built up some experience they trample over the PCs of other gamelines but mixed games aren't intentional.
Honestly, CofD Mages would have their thematics transition into D&D5e wonderfully as a Sorcerer Bloodline. Give them an Additional Spell Known at levels 1, 3, 5, 7, and 9 from any list in the game, Second Sight/Mage Sight at level 1, and the ability to Reach their spells (increase range, targets, area, or damage) at risk of Paradox at a higher level, and maybe one more ability that seems magical enough. Or instead of extra spells known let them replace their native Spell List with that of any class. Sure, it won't play anything like the original Mage, but it's translating thematics over mechanics.
Spoiler: CofD to D&D ramblings
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Honestly, if I was translating a CofD game for more variety in D&D I'd go with Changeling. Gain 1 Glamour Point per level, refill on short rests, this fuels most of your magical powers (yes, this is so much unlike the way Changeling works, but it balances better). At level 1 you gain your Seeming subclass, which gives you a minor at-will ability, the ability to heal yourself with Glamour, and possibly something else. Level 2 grants you your Kith, which gives you a 1 Glamour ability, and your first Common Contract (abilities equivalent to 1st or 2nd level spells, costing one or more points of Glamour, and each having a Loophole which when fulfilled negates the Glamour cost. You can take a Contract you can't pay for, but can only use it when fulfilling the loophole). 3rd level you get the ability to enhance your Seeming ability for Glamour, 5th level sees you get your first Royal contract (equivalent to 3rd to 5th level spells), and you fill the class out to make a sort of skill-monkey half caster, reliant on Glamour/Loopholes for great combat ability. I'd go into more, but it's late.
I'd do something similar for CofD vampires (your Clan is your subclass, the class mainly focuses on building your ability to use Disciplines and Vitae), the idea behind both is that you multiclass out if you want to gain proficiency in 'standard adventuring skills'. In fact I have rough ideas for how I'd do a 'Monte Cooke's World of Darkness 5e edition', the really big pains are Werewolves (do I give additional forms with levels or heavily frontload the class), Mummies (hello logarithmically decreasing power), and Demons (oh boy, Cover), but the way it treats the Mage is very different (half caster spell point class, gets full casting ability in Favoured Arcanum, but is delayed by two spell levels in their Inferior Arcanum and one in the rest). It also includes a bunch of 5 level classes based around the idea of 'I want to boost mundane skills' (currently the Brawler, the Charmer, the Mechanic, the Rogue, the Scholar, and the Soldier). I guess I should actually sit down and turn the rough plan into something actually substantial.
But yes, the class as presented works, kind of? It's certainly got the potential to be balanced, but there's a few odd bits (such as the 1st-3rd level mana progression leaving you with useless points). We really can't say much more until we know what the spell lists will look like. Paradox is also strangely downplayed, which would make sense for an Ascension conversion (as the Consensus in most D&D settings would likely be very broad), but doesn't so much fit for Awakening (where, especially in 2e, Paradox is more about overreaching your abilities).