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Class Features: The Magician

This document provides the class features and abilities of a Magician from levels 1-20. Key points include: - Magicians gain cantrips and spells known as they level up. They can cast spells using spell slots that increase in number and level. - At level 1 they gain the ability to summon a Mimic as an action that acts independently but obeys commands. - Starting at level 2 they can swap places with their Mimic as a bonus action and pull creatures out of a hat to command for 1 minute. - Expertise in skills is gained at levels 3 and 10. Ability score improvements are gained every 4 levels. - Later abilities include greater control and summon

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0% found this document useful (0 votes)
248 views3 pages

Class Features: The Magician

This document provides the class features and abilities of a Magician from levels 1-20. Key points include: - Magicians gain cantrips and spells known as they level up. They can cast spells using spell slots that increase in number and level. - At level 1 they gain the ability to summon a Mimic as an action that acts independently but obeys commands. - Starting at level 2 they can swap places with their Mimic as a bonus action and pull creatures out of a hat to command for 1 minute. - Expertise in skills is gained at levels 3 and 10. Ability score improvements are gained every 4 levels. - Later abilities include greater control and summon

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The Magician

Proficiency Cantrips Spells


Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Mimic 2 4 2 — — — — — — — —
2nd +2 Smoke and Mirrors, Hat Trick 2 5 3 — — — — — — — —
3rd +2 Expertise, subclass feature 2 6 4 2 — — — — — — —
4th +2 Ability score improvement 3 7 4 3 — — — — — — —
5th +3 Now you see it, now you don't 3 8 4 3 2 — — — — — —
6th +3 Subclass feature 3 9 4 3 3 — — — — — —
7th +3 3 10 4 3 3 1 — — — — —
8th +3 Ability score improvement 3 11 4 3 3 2 — — — — —
9th +4 Now I need a volunteer 3 12 4 3 3 3 1 — — — —
10th +4 Expertise, magical secrets 4 14 4 3 3 3 2 — — — —
11th +4 Double Trick 4 15 4 3 3 3 2 1 — — —
12th +4 Ability score improvement 4 15 4 3 3 3 2 1 — — —
13th +5 Trap Card 4 16 4 3 3 3 2 1 1 — —
14th +5 Subclass feature, magical 4 18 4 3 3 3 2 1 1 — —
secrets
15th +5 4 19 4 3 3 3 2 1 1 1 —
16th +5 Ability score improvement 4 19 4 3 3 3 2 1 1 1 —
17th +6 Greater hat trick 4 20 4 3 3 3 3 1 1 1 1
18th +6 My biggest trick, magical 4 22 4 3 3 3 3 1 1 1 1
secrets
19th +6 Ability score improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Triple trick 4 22 4 3 3 3 3 2 2 1 1

Spellcasting
Class Features You have learned to untangle and reshape the fabric of reality
As a magician, you gain the following class features in harmony with your wishes and music. Your spells are part
of your vast repertoire, magic that you can tune to different
Hit Points situations. See Spells Rules for the general rules of
Hit Dice: 1d6 per magician level spellcasting and the Spells Listing for the bard spell list.
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution Cantrips
modifier per magician level after 1st You know two cantrips of your choice from the wizard spell
Proficiencies list. You learn additional wizard cantrips of your choice at
Armor: Light armor higher levels, as shown in the Cantrips Known column of the
Weapons: Simple weapons, wands and canes Magician table.
Tools: Forgery kit and disguise kit Spell Slots
Saving Throws: Charisma, Dexerity The Magician table shows how many spell slots you have to
Skills: Choose three from Persuasion, Perception, Stealth, cast your wizard spells of 1st level and higher. To cast one of
Investigation, Sleight of Hand, Intimidation, Deception these spells, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you finish a
Equipment long rest.
You start with the following equipment, in addition to the For example, if you know the 1st-level spell cure wounds
equipment granted by your background: and have a 1st-level and a 2nd-level spell slot available, you
(a) a short sword or (b) any simple melee weapon can cast cure wounds using either slot.
(a) a entertainer's pack or (b) a diplomat's pack
leather armor and a cane
Spells Known of 1st Level and Higher Your mimic has the same senses as you, understands the
You know four 1st-level spells of your choice from the wizard same languages but cannot speak any.It has the same
spell list. proficiencies, AC and shares all your statistics, except for
The Spells Known column of the Bard table shows when your hit points. The mimic's hit point maximum is equal to
you learn more wizard spells of your choice. Each of these four times your illusionist level + your charisma modifier.
spells must be of a level for which you have spell slots, as Following, the mimic does not gain any of your special
shown on the table. For instance, when you reach 3rd level in features unless specifically stated in the feature.
this class, you can learn one new spell of 1st or 2nd level. Your mimic has the same movement as you and can take
Additionally, when you gain a level in this class, you can any action except for the Attack action. In addition, when
choose one of the wizard spells you know and replace it with taking the help action it cannot give advantage to ability
another spell from the bard spell list, which also must be of a checks - it can only help to feint an enemy in combat. The
level for which you have spell slots. Mimic is unable to activate magic items or use objects that
require an action or bonus action to use. Following, the
Spellcasting Ability mimic cannot attempt to make any intelligence or wisdom
Charisma is your spellcasting ability for your spells. Your based skill checks, however, it can still make saving throws.
magic comes from the heart and soul you pour into the Note that you cannot summon more than one mimic.
performance of your music or oration. You use your
Charisma whenever a spell refers to your spellcasting ability. Smoke and Mirrors
In addition, you use your Charisma modifier when setting the Starting at 2rd level, if your mimic is within 30 feet you can
saving throw DC for a bard spell you cast and when making swap places with it as a bonus action.
an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Hat Trick
Charisma modifier
Spell attack modifier = your proficiency bonus + your At level 2 you may pull a creature out of your hat. It exists and
Charisma modifier is under your command for one minute. After the effect ends
the creature disappears back into the hat. The maximum
Ritual Casting challenge rating of the creature is equal to a third of your
You can cast any wizard spell you know as a ritual if that spell magician level (Not character level) and with a maximum
has the ritual tag. height of 20 pounds. You can't summon magical itens.
Spellcasting Focus Expertise
You can use a can or wand as the spellcasting focus for your At 3rd level, choose two of your skill proficiencies. Your
spells. proficiency bonus is doubled for any ability check you make
that uses either of the chosen proficiencies.
Mimic At 10th level, you can choose another two skill
As an action, you summon a mimic on an unoccupied space proficiencies to gain this benefit.
with 30 feet. The mimic is a magical construct that looks
identically to you. Your mimic acts independently of you, but Ability Score Improvement
it always obeys your commands. It counts as a seperate When you reach 4th level, and again at 8th, 12th, 16th, and
creature from you and is unaffected by spells and effects that 19th level, you can increase one ability score of your choice
target you, such as blur, mirror image, invisibility etc. by 2, or you can increase two ability scores of your choice by
However, in combat it has the the initiative as you and you get 1. As normal, you can't increase an ability score above 20
to decide whether you or the mimic goes first each round. using this feature.
You can communicate with your mimic telepathically.
Additionally, as an action, you can see through your mimic's Now you see it, now you don't
eyes and hear what it hears until the start of your next turn.
As an action, you can temporarily dismiss your mimic. It At level 5 you may extend a white cloth to cover an object or a
disappears into a pocket dimension where it awaits your willing/unconscious being. Once fully covered the
summons. Following, you can resummon it as an action on an object/being is transported to another dimension where
unoccopied space within 30 feet. nothing can damage it, but horrors will attempt to traumatize
If your mimic ever gets more than 120 feet away from you the being depending on time spent there. Each turn spent
it is immediately dismissed and must be resummoned. If it is inside the other dimension forces a wisdom save with DC
reduced to 0 hit points it disintegrates and you must finish a equal 3 * number of turns spent, causing the creature to take
short rest before you can resummon it (it is automatically 2d10 psychic damage at each failed save.
restored to maximum hit points when you complete a short The user may bring the object back to their plane of
rest). If your mimic is ever dismissed, it immediately drops existence at any time, by extending the cloth out from their
any items it was carrying before vanishing. palm and having it bend to one of the taken object/person’s
Creatures who look to investigate your mimic can discern shape. Should the user be knocked to 0 hit points while a
that it is a mimic on an investigation (intelligence) check DC living creature is being affected, the creature is released 5
equal to : 8 + your proficiency bonus + your charisma feet away from him.
modifier.
Now I need a volunteer Magician Schools
At the 9th level, you may touch any creature and instantly
transport yourself and it to a pocket dimension unaffected by Illusionist
time and space. A wooden box then builds around the
creature and metal saw blades cut the box in half Master of Mirrors
horizontally. Starting when you choose this school at 3rd level, you learn
The target must make a dexterity saving throw to escape. the minor illusion cantrip and the disguise self spell. You can
This deals 8D10 slashing damage to the target or half cast disguise self at will without spending any spell slots,
damage on a successful save. You must take a long rest also, when you cast disguise self you can choose to let your
before using it again. mimic assume the same shape as the one you are disguising
yourself as.
Magical Secrets Additionally, you don't need to see you mimic to change
By 10th level, you have plundered magical knowledge from a positions with it and the range of the smoke and mirrors skill
wide spectrum of disciplines. Choose two spells from any is increased to 120ft.
class, including this one. A spell you choose must be of a level Skillful Mimic
you can cast, as shown on the Magician table, or a cantrip. At 6th level, your mimic gains the following benefits:
The chosen spells count as bard spells for you and are
included in the number in the Spells Known column of the As an action, your mimic can cast the invisibility spell on
Magician table. itself at will without needing material components.
You learn two additional spells from any class at 14th level Creatures have disadvantage on investigation
and again at 18th level. (intelligence) checks to identify the mimic's true nature.
You can talk through the mimic's mouth as if
Double Trick ventriloquizing.
Starting at 11th level, any cantrips or single target spells of Twin Magicians
5th level or lower you use are mirrowed by your mimic, Starting at level 14, your mimic can freely interact with the
without using extra spells slots and against the same target. ambient and use actions. Additionally, whenever it uses
You take 1d4 psychic damage per level of the spell used this invisibility, it's treated as greater invisibility.
way due to having overrexented your magic skills.
Escapist
Trap Card
At level 13, you can create a card that you may use on a single Skill 1
unconscious or willing creature. The creature is trapped in Skill 2
the card indefinitely. You may communicate to the creature or
release them at will. Whether or not they are willing to Skill 3
respond is entirely up to the creature (DM). Pyrotechnitian
Greater Hat Trick Skill 1
At the 17th level, you may, instead of taking a creature or Skill 2
object, summon one of the effects of the deck of many things Skill 3
from your hat. You may use the deck of many things table or
an alternative one by your GM's discretion. You can't use hat
trick again until you take a long rest.
My Biggest Trick
At 18th level, you can turn your mimic into a illusionary
dragon as if casting the illusory dragon spell without using a
spell slot. You must finish a long rest before using this skill
again.
Triple Trick
At level 20, you can summon a second mimic just as
described on your mimic skill. The second mimic has the
same stats and skills as the first one, and any abilities
appliable to the first one are also appliable to it.

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