The Magician

Weavers of magic dazzle audiences accross the world. Beyond the rather serious mages that raise the dead or blast down city walls or the stern healers that bring people back from the brink of death or beyond, Magicians hold court on the stage. They put on a good show enthralling the crowds with dazzling displays, but the skills they practice can be applied to dealier purpose. Speed of hand for a trick is the speed of a blade in a fight and the magic that can dazzle and enthrall can equally confuse and divert enemies. The magician blends showmanship, raw magical power and sleight of hand into an act that can decieve a but the keenest of eyes and sharpest of minds.

As a Magician, you gain the following class features:

Hit Points

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

Proficiencies

Armor:
None
Weapons:
Simple and Martial light weapons
Tools:
None
Saving Throws:
Dexerity, Charisma
Skills:
Arcana, Acrobatics, Intimidation, Investigation, Performance, Perception, and Persuasion

Spellcasting Ability

Spell save DC
= 10 + your proficiency bonus + your Charisma modifier
Spell attack modifier
= your proficiency bonus + your Charisma modifier

Equipment

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

  • One light weapon of your choice and three daggers
  • An explorer’s pack

The Magician
Level Proficiency Bonus Features Starting Pizzazz
1st +2 Expertise, Pizzazz, Magician Spellcasting 1
2nd +2 Unarmoured Defence, Duplicitous Strikes 2
3rd +2 Act Feature 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack 5
6th +3 Discombobulation 6
7th +3 Master of Art, Well Rehearsed 7
8th +3 Ability Score Increase 8
9th +4 Act Feature 9
10th +4 Irridescent Slash 10
11th +4 Well rehearsed increase,Act Feature, Faster than the Eye 11
12th +4 Ability Score Increase 12
13th +5 Something up one’s Sleeve 13
14th +5 Major Discombobulation 14
15th +5 Discombobulation, Well rehearsed increase 15
16th +5 Ability Score Increase, 16
17th +6 Major Discombobulation, Illusory Reality 17
18th +6 Discombobulation, Act Feature 18
19th +6 Ability Score Increase,Well rehearsed increase, Close up Magic 19
20th +6 Grand Finale 20

 

 

Class Features

Expertise

At first level you gain proficiency in slight of hand and deception skills and whenever you would make a check using either of these skills you may add double your proficiency bonus to the result.

Pizzazz

you gain a number of pizzazz points equal to your charisma bonus plus your level. These points are used to power your abilities. Whenever you take a short rest you may recover a number of these points equal to half your level, rounded up.

Magician Spellcasting

You may expend pizzazz to cast a spell you know. You are considered to know all illusion spells, including cantrips and the maximum level of spell you may cast this way is equal to half your number of levels in this class rounded up. The amount of pizzazz consumed is related to the level of the spell:

Pizzazz Used to Cast a Spell
Level Pizzazz
1 2
2 3
3 5
4 6
5 7
6 9
7 10
8 12
9 14

Unarmoured Defence

At Second level you learn to weave minor illusions round yourself – light, shadows and distracting sounds and smells, making it harder for them to land a blow. As long as you are unarmoured you may add your charisma bonus to your armour class.

Duplicitious Strikes

Your penchant for showmanship and trickery manifests itself in the ability to deliver painful strikes to those whose guard is lowered. Whenever you have advantage on an attack, you may add your proficiency bonus to damage.

Act

At level 3 you chose an act - a set of additional skills and techniques to enhance your performances and provide an additional source of magic.

There are three available Artifices which are outlined beneath. The Mesmerist, The Clairvoyant, The Conjuror.

Ability Score Improvement

When you reach 4th level, and again at, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Discombobulations

At level 6 you gain one of the following abilities. You gain another at levels 9, 12, 15 and 18. Your artifice selection may add other abilities to this list. Unless an ability specifically mentions a spell effect, it is considered a non-magical ability, relying on slight of hand and no susceptible to effects like true-sight.

Feint Whenever you miss an enemy with an attack as part of an attack action, you may treat the roll as an opposed sleight of hand check against their insight score. If you are successful then you may use a bonus action to make a single attack against that same enemy with advantage. The enemy must know you are there and have an intelligence of at least 5.

Glamourweave When an enemy hits you with an attack you may use your reaction to try and misdirect it. Roll a deception check opposed by their insight, using the number rolled on the die for the attack as their roll. If you succeed, the attack misses you.

Kaleidoscopic Images Whenever you cast the mirror image spell you may ignore the first image lost. In addition the AC of the images is increased by 2.

Lingering suggestion Whenever you stop concentrating on an illusion spell, you may use your reaction to make a dexterity (arcana) check with a DC equal to 10 + twice the spell’s level. If you succeed you manage to continue the spell through more mundane means. Its effect continues, it no longer requires concentration and it is no longer considered magical. You may only have one spell at a time continue this way.

Misdirection When you subjected to a spell that targets only you and requires a caster to see you, you may use your reaction to make an opposed deception (cha) check against their spell DC. If you pass, the spell has no effect. Once you have used this ability against an enemy, you may not use it again until 24 hours have passed.

Distract Whenever you use your action cast an illusion spell of first level or higher, you may use your bonus action to dodge.

Thread the Weave Whilst you are concetrating on a spell you may direct part of its energy into your attacks. Whenever your attacks would benefit from your Duplicitous Strikes ability you may add aditional psychic damage to the atack equal to the level of the spell being concentrated on.

Master of Art

Beginning at level 7 whenever you make a save or an ability check against a spell from the illusion school you may treat it as a charisma save instead.

 

 

Well-Rehearsed

Beginning at 9th level, when you take your first turn in combat you may cast an illusion spell or use your conjure duplicate of second level or lower as a bonus action. At level 11 this rises to 3rd level or lower and rises again at levels 15 and 19 to 4th and 5th levels or lower respectively.

Iridescent slash

From 10th level, If a hostile creature is within the area of one of your illusions or is subject to one of your illusion spells having failed a save, all attacks against them increase the range of critical hits by one (normally to 19 or 20 unless there is another modifier).

Faster than the Eye

At level 11 you use your speed and precision of movement to land more deadly blows. The first time on a turn that each enemy is hit by one of your attacks it takes d10 Psychic damage.

Something Up one’s sleeve

From level 13, whenever you cast an illusion spell you may use your bonus action to make a single melee weapon attack. If the target of this attack was the target of the illusion spell or within the affected area of the spell the attack is made with advantage.

Major Discombobulation

At level 14 you may upgrade one of your Discombobulations. You may Upgrade a second one at level 17.

Improved Feint. Whenever you feint, if you missed an enemy with two or more attacks as part of your attack action you may attack twice instead of once with your bonus action. You may roll three D20 rather than two for advantage for these attacks.
Whenever you use your bonus action to make an attack using your “Something up one’s sleeve” feature, you gain advantage on that attack.

Improved Glamourweave. As part of your reaction, if you successfully use glamourweave you may move up to your movement speed without triggering any attacks of opportunity.

Improved Kaleidoscopic Images. Whenever you cast the mirror image spell you may ignore the first two images lost. In addition the AC of the images is increased by 3.

Improved Lingering suggestion. When you make your arcana check with lingering suggestion you regain the use of your reaction.

Improved Misdirection. Whenever you successfully use misdirection, you may add d5 to all further saves you make until the end of your next turn.

Improved Distraction. Whenever an enemy has disadvantage to hit you, either through your use of the dodge action or due to them being unable to see you, they roll 3 d20 and chose the lowest instead of two.

Improved Thread the Weave When you deal damage through Thread the Weave, you may add a further d6 psychic damage.

 

 

Illusory Reality

By 17th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone.

Close Up magic

Beginning at level 19, whenever you cast a spell from your illusionist calls that targets only an enemy within 5ft of you, you may substitute sleight of hand for raw magic. The spell takes one fewer pizzazz than it normally would to cast and truesight or other magical sense will no longer see through any illusion within 5ft.

Grand Finale

At 20th level, as a bonus action, you can begin your grand display. For the next minute each creature that makes a save or a check against one of your spells subtracts D6 from the result. Furthermore,you are immune to your own illusions and may ignore their effects.

 

 

Acts

Conjuration

The conjuror sometimes cheats a little, not just fooling the eye but putting real world objects into the act. Sometimes the tricks learned here are also useful for a life of adventuring.

Cheap Tricks

At 3rd level the Conjuror may begin to cast some conjuration spells as part of their repertoire. The following spells are known at the levels noted.

Character Advancement
Level Spells
3 Find Familiar, Fog Cloud
7 Misty Step
11 Thunder Step
15 Steel Wind Strike
19 Planeshift

Fast hands

At third level you may draw a weapon or use an object as a bonus action.

Conjure Antithesis

You can conjure a substance perfectly suited to harming the enemy you are fighting. Whenever you take the attack action you may use this ability to add your charisma to your next damage roll for a weapon attack that you make before the end of your turn. This attack ignores all resistances and immunities. Once you use this ability you may not use it again until you finish a short rest.

Discombobulation.

At level 6 when you gain the discombobulation feature you may add the following discombobulation and its level 14 enhancement to the list from which you may select. You must still chose to take it and do not get access to its benefits if you do not. Long Sleeves: As a bonus action, if you have a free hand you may draw a light weapon you haven’t used this combat and make an attack with it with advantage. If you do, you may not use this ability again until you roll for initiative Improved Long Sleaves: Whenever you use Long Sleeves, if you have two free hands, you may instead draw a weapon into each and make an attack with both. If you do use two weapons, these attacks do not gain advantage from this ability.

Spatial Origami.

Beginning at level 9,you are a master of assessing space and folding things into spaces they just don’t seem to fit. You don’t have a movement penalty for trying to move through small spaces and have advantage on any checks pertaining to interplanar spaces.

Party Trick.

At level 11,you know the dimension door spell and may cast it without expending any Pizzazz. Once When you cast it this way you may not do so again until you complete a long rest. Whenever you cast Dimension Door you may do so as a bonus action, its range is increased to 1000ft and you may take a second person with you.

Escapeist

At level 18, when you cast Misty Step or Dimension door you may use it to move to the Ethereal Plane or from the Ethereal Plane to the last plane you were on prior to entering the Ethereal Plane.

Clairvoyant

Your act is based around uncanny knowledge about your audience, some skill in reading people, but also some powerful divination magic.

Know Your Mark

At 3rd level the Clairvoyant may begin to cast some divination spells as part of their repertoire. The following spells are known at the levels noted.

Character Advancement
Level Spells
3 Detect Magic, Identify
7 Detect Thoughts
11 Clairvoyance
15 Legend Lore
19 True Seeing

Keen Observation

Whenever you would add your proficiency bonus to a wisdom (insight) check, you may add double that number instead.

Evade Defence

At 3rd level you know how to sense how an enemy will avoid an attack and bypass their defences. When you make an attack you can add your charisma bonus to your attack roll. Once you use this ability you may not use it again until you complete a short rest.

 

 

Discombobulation

At level 6 when you gain the Discombobulation feature, you may add the following discombobulation and its level 14 enhancement to the list from which you may select. You must still choose to take it and do not get access to its benefits if you do not.

Cold Reading As a bonus action you may attempt to see into another creature’s mind. Make an insight check opposed by a target creature’s wisdom save. This automatically fails if the target’s intelligence score is 5 or less. On a success you may add +2 to your armour class against attacks made by that creature for the next minute. Once you use this ability again, even if the attempt is unsuccessful, the effect on the current target ends. Magic resistance or anitmagic effects do not impede this ability.

Improved Cold Reading When you use the Cold Reading discombobulation the bonus to your armour class rises to +3 and you get a corresponding bonus to your dexterity saves.

Improved Initiative

From level 9 you develop a kind of prescience and get a sixth sense about the future. You may add your charisma bonus to initiative checks.

Party Trick

A level 11 you know the locate creature spell and may cast it as a bonus action without expending any Pizzazz. For you the spell has a range of 2000ft and no longer requires concentration. Once you have cast the spell this way, you may not cast it again until you have completed a long rest.

Anticipation

From evel 18 Being able to predict your enemy’s moves makes you better prepared to counter them. You may use a bonus action, rather than an action to ready an attack. If you use an action to ready an attack you may make two attacks rather than one when the conditions are met. If an enemy moves within your reach before you take a turn in combat you may make an opportunity attack against them. You can not be surprised as long as you are conscious.

 

 

The Mesmerist

You have developed the skills to lead peoples minds down certain paths, to hypnotise them and influence their behaviour. Your act may draw some laughs, but it brings a serious side as well.

####Great Minds At 3rd level the Mesmerist may begin to cast some divination spells as part of their repertoire. The following spells are known at the levels noted.

Character Advancement
Level Spells
3 Command, Sleep
7 Suggestion
11 Enemies Abound
15 Dominate Person, Modify Memory
19 Mass Suggestion

Beguilement

Whenever you would add your proficiency bonus to a Charisma (Persuasion) check, you may add double that number instead.

Torpor

When you hit an enemy with a melee weapon attack you may make that enemy sluggish an unresponsive. Their AC is reduced by 2 until the end of your next turn. Once you use this ability you may not use it again until you complete a short rest.

Discombobulation

At level 6 when you gain the Discombobulation feature, you may add the following discombobulation and its level 14 enhancement to the list from which you may select. You must still choose to take it and do not get access to its benefits if you do not.

Chicken Dance As a bonus action you call out some suggestive words to a target within 15ft, with intelligence 5 or greater, that can hear you. You must make a persuasion check with DC equal to the target’s wisdom save. If you succeed, their movement speed is reduced by 10ft until the end of their next turn and they are unable to hide.

Improved Chicken Dance The range of your Chicken Dance Discombobulation rises to 20ft and on a successful check their speed is reduced by 15ft and they may no longer fly.

Soothing words

Beginning at level 9, when you roll for initiative, if you are not surprised you may sing out soothing words, delaying action till your enemies shrug them off. Each enemy within 60ft suffers a d6 penalty to their initiative roll.

Party Trick

As part of your act you have become adept at putting people to sleep, using hypnotism and soothing words in addition to magic. Beginning at level 11 when you cast the sleep spell the Hit Point Die becomes a D12 rather than a D8. You may cast sleep as if from a higher level spell slot by expending an additional Pizzazz for each level of spell to a maximum number equal to your proficiency bonus. You may also chose to concentrate on the spell. If you chose to concentrate on the spell, record any unallocated hit-points from the casting. Whenever any enemy within range drops equal to or below this number of Hit Points they fall asleep and their remaining hit points are removed from the remaining total. Creatures immune to being charmed or put to sleep are no longer immune to the spell, but must instead make a wisdom save. On a pass they are immune to the effect but their hit points are not deducted.

Unhinge

From level 18, whenever you score a critical hit, add a third set of damage dice to the total. Damage from this set of dice is Psychic damage instead of its normal type.