Magician (5e Class)

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Magician

So many tricks that you can even trick yourself!

The Magician

The Magician is a master of fooling others into believing their control of magic. You, however, throw this out the window and instead of only using Sleight of Hand to fool others, you instead also use actual magic to confuse your enemies. The main thing separating you from other spell casters is that instead of obviously throwing that fireball into the local bandit, YOU instead hide it under your charming personality and magic hat so that when you do unleash the fiery terror no one could ever have seen it coming.

Creating a Magician

Do you prefer to toy with your enemies instead of using the old "hit it till its dead" style of combat? Do you want to be extremely flashy, making all bystanders gasp in aw at the sight of you fighting? Do you want to be easily able to make a living out of performing on stage? If so, then this is the class for you! you can outwit rivals and all others with your skills in stage magic and much more than that.

Quick Build

You can make a Magician quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charlatan background. Third, choose Dagger as your starter weapon

Class Features

As a Magician you gain the following class features.

Hit Points

Hit Dice: 1d8 per Magician level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Magician level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons
Tools: Dice set, Playing card set, Thieves’ tools.
Saving Throws: Charisma, Dexterity
Skills: chose 3 from Deception, Insight, Performance, Persuasion, Stealth, Acrobatics

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 2 Daggers or (b) A simple weapon
  • (a) An Explorers pack or (b) A set of Thieves’ tools
  • A set of Fine Clothes, A Magicians Hat, A Playing card set, A Dice set

Table: The Magician

LevelProficiency
Bonus
FeaturesMagician pointsSpells known—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Stage Violence, Magicians Classic--
2nd+2Magician points, Tricky Caster442
3rd+2Sleeving Magician, Magician Style663
4th+2Ability Score Improvement863
5th+3Performer at Heart10842
6th+3Magician Style12842
7th+3A Volunteer!141043
8th+3Ability Score Improvement161043
9th+4Trump Card1812432
10th+4Magician Style2012432
11th+42214433
12th+4Ability Score Improvement2414433
13th+526164331
14th+5Magician Style28164331
15th+530184332
16th+5Ability Score Improvement32184332
17th+6342043331
18th+6362043331
19th+6Ability Score Improvement382243332
20th+6402243332

Stage Violence

Starting at level 1 you learn to throw cards like a true Magician. As an attack action, you can throw a playing card. A thrown card deals 1d6 slashing damage, for a range of 30/80.

At higher levels, you can throw more cards in the same attack action at different targets. At level 5 you can throw 2, at level 10 you can throw 3, at level 15 you can throw 4 and finally, at level 20 you can throw 5.

Magicians Classic

Starting at level 1 you can hide any one object in your hat that is under 10 pounds or up to 5 objects under 1 pound, or you can hide an object above 10 pounds but not above 20 pounds, any creature looking at the hat must make a DC8 + both your proficiency bonus and Your Charisma modifier. Perception check to see the object(s) hidden inside.

True magic

At level 2 You are no fraud when it comes to Magic You are an actual Spellcaster You gain this power through training in The magician's traditions.

Spell Slots The Magician table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Magician spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from The Magician spell list.

The Spells Known column of The Magician table shows when you learn more Magician spells of your choice. Each of these spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of The Magician spells you know and replace it with another spell from The Magician spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability Charisma is your spellcasting ability for your Magician spells since the power of your magic relies on your mastery of trickery. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Magician spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Magician's Spellcasting Focus

You can use A walking cane or A small metal wand as a spellcasting focus for your Magician spells.

Magician points

At level 2 You become a true Magician. You gain access to Magician points. You can spend Magician points in a multitude of ways fueling your tricks. you can get all of them back after a long rest and you gain back a quarter rounded up on a short rest.

  • A Magicians talent. When you are making a Deception, Sleight of hand or Performance check. You can spend 1 Magician point to add a d4 to the ability check you can only do this once per check
  • The French Drop When falling You can spend 1 Magician point to use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your class level and if you fall for 30 feet or less you just cleanly land on your feet and take no damage.

Tricky Caster

At level 3 You learn to incorporate your tricks into your spells too

  • Spell Gaff. When you cast a spell, you can spend 2 Magician points to cast it without any somatic or verbal components.
  • Moment of big Magic. When you are Making a Spell Attack action. You can spend 2 Magician points to give yourself advantage on the spell attack roll or to give yourself a + 1d4 on your spell save for that spell. after that, you cannot use it again until you have either casted 2 non-damaging spells or combat ends
  • Inspection Proof. Whenever you make a deception check while using a Spell you can spend 1 Magician point, give yourself advantage on the check, or your opponent disadvantage on their Inspection check.

Sleeving Magician

At level 3 you get your own version of Wristpocket. Called Magic Sleeving That you can cast using 2 your Magician points

  • Casting Time: 1 action
  • Range: Self
  • Components: None
  • Duration: Up to 1 hour

You flick your one of your wrist, causing one non-magical object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.

Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.

You can only have two Magicians Pockets active at a time one for each wrist. And if you summon an object back to your hand it appears in the hand connected to the wrist you used

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th, and 19 level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.

Unlike most classes, you gain an automatic +1 to Dexterity on every other Ability Score Increase (i.e. 4th, 12th, and 19th.) You cannot increase an ability score above 20 using this feature.

Performer at Heart

Like all Magicians, you are a performer at heart and you know how to put on a show.

At level 5 you gain proficiency in Performance and if you already have proficiency you gain expertise.

You also gain advantage on all magic-related Performance checks.

And lastly, you also gain some cantrips to aid you in your show

You learn both the thaumaturgy And prestidigitation Cantrips and can cast them at will

A Volunteer!

At 7th level, you can choose who will be a volunteer in your next few tricks You choose 1 creature and gain advantage on both attack rolls and saving throws against them for 2 rounds. but you gain disadvantage on the exact same properties against any other creatures. for 2 rounds. You can do this once per short or long rest.

Trump Card

At 9th level, you learn to keep something that can turn the tide of battle up your metaphorical sleeve. When making an attack using stage violence you can choose to deal damage equal to your missing hit points instead of the normal 1d6 while using this you can only throw 1 card. And you can only use this once per long rest

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Magician Style

At 3rd level, you choose a Magician Style. Choose between The Escapist and The Grand Show and The Mentalist, all detailed right below this feature. Your choice grants you features at 3rd level and again at 6th level, 10th level and 14th level.

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The Escape Artist

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Take a Bow

At 3rd level, you know when its time to end your show. You can take a bow as an action. Doing this will grant you the properties of both the dash and disengage actions until the start of your next turn. You can do this once per combat encounter after you have at least casted 1 spell or a cantrip.

Lock Master

At 6th level, you become a master at the art of lockpicking and you gain the benefits of a full set of Thief's tools when picking locks if you have something and small metal to pick the lock with. E.G. A metal hairpin, a metal dart, a fork prong, a fishing hook.

Basic Escapology

At 10th level, you become great at escaping almost anything from handcuffs to cages you are incredibly hard to contain. You gain the following features

  • Trap Master You can add your Charisma modifier to any checks involving traps
  • No hands needed You gain no negative affects to any non-combat or magic related checks while your hands are restraint.
  • Full View Escape You gain advantage on stealth checks that are made to conceal your escape attempts.
  • Fake Restraints After you have escaped your restraints. You are able to put your restraints back on in such a way that it's almost indistinguishable from working restraints but you are actually able to take them off at any time, a creature is able to see through this after making a investigation check against your spell save DC + 1d4.


Master Escapist

At 14th containing you is as good as impossible you are a master of escaping. And Deathtraps are nothing to you. You gain the following features

  • Houdini Effect As long as you are conscious any checks related to escaping or dodging traps have advantage.
  • No locks security You gain Thief's tools expertise and the benefits extent to your Lock Master feature as well.
  • Unrestrainable You gain no negative affects to any non-combat or magic related checks while you are restraint.
  • Escape or Die Once per short or long rest you can fully unrestrain yourself from anything from normal rope to straitjackets with locks on them. You can also use this feature to Escape, cages, coffins, steel boxes, barrels, bags, fish-tanks, and other perils alike.


The Grand Show

You decide that when it comes to Magic its go big or go home. And fully focus on becoming a better spellcaster for your tricks Making you way more experienced in arcana.

Bigger Magic

Starting at level 3 You now classify as 2/3 Spellcaster instead of a 1/2 Spellcaster and gain a new chart to go with it. You also get proficiency in Arcana.

Spell Slots per Level
Lvl. Spells Known 1st 2nd 3rd 4th 5th 6th 7th
1st42
2nd62
3rd83
4th842
5th1042
6th1043-
7th12432
8th12432
9th14433-
10th144331
11th164331
12th164332-
13th1843331
14th1843331-
15th2043331-
16th20433321
17th22433321-
18th22433321-
19th244333211
20th244333211


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Grand Show Spell List

Thanks to your powerful new magic prowess you have your own new spell list.

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5th Level <!-5th level spell list->

6th Level <!-6th level spell list->

7th Level <!-7th level spell list->

The Mentalist

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Oh? Do tell

At 3rd level, you can spot many small tells that people extrude and learn to see their true intentions. You gain Proficiency in insight. If you already have proficiency in insight you gain expertise instead.

Also, you gain the ability to make it almost impossible to lie to you. As long as you maintain eye contact with a creature you have advantage on all checks that are to see if that creature is lying to you.

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Spell List

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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