Magician (5e Class)
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Magician[edit]
It's a Magicians job to tow the line between what is possible and what is supposed to be impossible!
The Magician[edit]
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[edit]
A Master elf Magician, Source |
Do you prefer to toy with your enemies instead of using the old "hit it till it's dead" style of combat? Do you want to be extremely flashy, making all bystanders gasp in awe 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 Entertainer background.
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 sets, Playing card sets, Thieves’ tools.
Saving Throws: Charisma, Dexterity
Skills: choose 3 from Deception, Insight, Performance, Persuasion, Perception, Stealth, Acrobatics, Sleight of hand
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 Daggers or (b) A simple weapon or (c) A Magician 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
Level | Proficiency Bonus |
Features | Magician points | Spells known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||
1st | +2 | Stage Violence, Magicians Classic | - | - | — | — | — | — | — |
2nd | +2 | Magician points, True magic | 4 | 4 | 2 | — | — | — | — |
3rd | +2 | Sleeving Magician, Tricky Caster, Magician Style | 6 | 6 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 8 | 6 | 3 | — | — | — | — |
5th | +3 | Performer at Heart, Improved Magicians Classic | 10 | 8 | 4 | 2 | — | — | — |
6th | +3 | Magician Style | 12 | 8 | 4 | 2 | — | — | — |
7th | +3 | A Volunteer! | 14 | 10 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 16 | 10 | 4 | 3 | — | — | — |
9th | +4 | Trump Card | 18 | 12 | 4 | 3 | 2 | — | — |
10th | +4 | Magician Style | 20 | 12 | 4 | 3 | 2 | — | — |
11th | +4 | More Magic Tricks, Let the Show Begin, Perfected Magicians Classic | 22 | 14 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 24 | 14 | 4 | 3 | 3 | — | — |
13th | +5 | — | 26 | 16 | 4 | 3 | 3 | 1 | — |
14th | +5 | Magician Style, | 28 | 16 | 4 | 3 | 3 | 1 | — |
15th | +5 | Charming Trickster | 30 | 18 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 32 | 18 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 34 | 20 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | No Trick | 36 | 20 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 38 | 22 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Grand Finale | 40 | 22 | 4 | 3 | 3 | 3 | 2 |
Magicians Classic[edit]
Starting at 1st level you can hide any one object in your hat that is 5 pounds or up to 5 objects under 1 pound, or you can hide two objects equal to 5 pounds, as long as it is not exceeding a volume of 0.5 cubic feet. Any creature inspecting the hat must make a DC 8 + both your proficiency bonus + your Charisma modifier perception check to see the object(s) hidden inside. The weight of the objects does affect the weight of the hat. Another feature of this hat is that you can retrieve items from it using a bonus action.
If your hat is destroyed or lost you can make a new one on any rest. Doing so will remove any special properties on the old hat. This is consistent for all the Magicians Classic features
Stage Violence[edit]
Starting at 1st level you learn to fight with magician weapons, which are Walking Canes, Magician Wands, and Throwing Cards.
- Throwing Cards
You learn how to throw cards like a true magician. You can use any card from a gaming set as a simple ranged weapon, that causes 1d6 slashing damage and have the finesse and thrown (20/60) properties.
In addition, when you take the Attack action and attack with any of your magician weapons, you can throw a card using your bonus action. The number of cards you can throw as part of this bonus action increases to 2 at 5th level in this class, 3 at 11th level in this class, and 4 at 17th level in this class.
- Walking Canes
You can use your walking cane as a melee weapon, that has the finesse property, and that causes 1d6 bludgeoning damage on a hit.
In addition, when wielding the cane in one hand, and nothing on the other, you can use your reaction to add your proficiency bonus to your AC for melee attacks made against you.
- Magician Wands
You can use your magician wand as a simple melee weapon, with the light and finesse property, that causes 1d4 piercing damage on a hit.
In addition, you can use your bonus action to deceive an opponent threatening to cast a powerful spell against it. Make a Charisma (Deception) check resisted by your opponent Wisdom (Insight). If you win, your next attack made against him in this turn has advantage. You can't use this ability against a creature who you have already deceived in this manner.
True magic[edit]
Starting at 2nd level, 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 Magician wand as a spellcasting focus for your Magician spells.
Magician points[edit]
At 2nd level, 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 have a number of Magical points equal to the amount listed on the Magician Points table plus your Charisma Modifier. You regain all Magician Points at the end of a long rest, and a quarter of them on a short rest.
- A Magician's 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 and gain advantage 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 ten times your class level and if you fall for 30 feet or less you just cleanly land on your feet and take no damage.
- Staff flurry. Immediately after you take the Attack action on your turn with a staff-like weapon (such as a Quarterstaff, a Magician wand, a Walking cane, etc.) you can spend 2 magician points to make an additional attack with the same weapon.
- Cardistry. As a bonus action, you can spend 2 magician points to throw an amount of cards equal to your proficiency bonus using Stage Violence. To be able to use this feature you need both of your hands.
- Unhittable Trickster. When you are subjected to an effect that makes you make a Dexterity saving throw to take only half damage, you can spend 2 Magician points and your reaction to instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Quick Dodge. When you are hit by an attack, you can spend 1 Magician points and your reaction to add a +5 to your AC for that attack. Potentially causing it to miss.
Tricky Caster[edit]
Starting at 3rd level, 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, 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. Once you use this feature, you can't use it again until you have not casted any spells on one of your turns.
- 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 Insight/Investigation check.
Sleeving Magician[edit]
At 3rd level, 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: Until Dispelled or 8 hours
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 or bonus action to summon the object to your free hand, and you can use your action or bonus 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 flicked.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 12th, 16th, and 19 levels, 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[edit]
Like all Magicians, you are a performer at heart and you know how to put on a show.
At 5th level, 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 the thaumaturgy, prestidigitation and druidcraft cantrips.
Improved Magicians Classic[edit]
At 5th level, you improve your classic magic trick with real magic! Your hat now functions just like the large central pouch from the handy haversack without any change in the weight of the hat. And any creature inspecting the hat still must make a DC8 + both your proficiency bonus and your Charisma modifier. Perception check to see the object(s) hidden inside. Also, When you reach into your hat for a specific item, the item is always magically on top. But, when a non Magician reaches into your hat they need a make a DC 15 sleight of hand check or get a random item that was stored in the hat instead. A returning feature of this hat is that you can retrieve items from it using a bonus action. But this time it has a catch. If you succeed in a DC 15 sleight of hand check you can retrieve an item from it using a bonus action. If you fail your bonus action is wasted and you take a full action retrieving the item instead.
A Volunteer![edit]
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 for 2 rounds you gain disadvantage on the exact same properties against any other creatures. You can do this once per short or long rest.
Trump Card[edit]
At 9th level, you learn to keep something that can turn the tide of battle up your metaphorical sleeve.
When you are about to make an attack using Throwing Cards from the Stage Violence feature you can choose to deal force damage equal to your missing hit points instead of the normal 1d6. While using this feature you can only throw 1 card. And the feature is used up even if you miss your attack. And finally, you can only use this once per long rest
More Magic Tricks[edit]
At 11th level, You learn to incorporate more tricks into your spells
- The Power of Illusions. Whenever cast a non-damaging Illusion Spell you can spend 1 Magician point, give yourself a +1d4 on your spell DC for that spell.
- Spell Effect When you are Making a Spell Attack action. You can spend 2 Magician points to make the spell itself invisible, this also gives the target of the spell disadvantage on dexterity saving throws unless they have a way to see invisibility. (Thanks to truesight, blindsight, or a See Invisibility spell, etc.)
Perfected Magicians Classic[edit]
At 11th level, you have finally perfected your classic magic trick! Your hat now functions just like the bag of holding without any change in the weight of the hat. And any creature inspecting the hat must make a DC10 + both your proficiency bonus and your Charisma modifier. Perception check to see the object(s) hidden inside. Also, When you reach into your hat for a specific item, the item is always magically on top. But, when a non Magician reaches into your hat he needs a make a sleight of hand check against your spell save or get a random item that was stored in the hat instead. Finally, you have mastered grabbing items from your hat you can now grab an item from the hat as a bonus action without the need to make a check.
Let the Show Begin[edit]
At 11th level, You are always ready to start your big show. No matter if you are in peril, or if it is you delivering the peril.
- You can now add your charisma modifier to your initiative rolls.
- You have advantage on spell attacks against creatures that have the surprised condition. You can also add an additional 1d4 + your Charisma modifier on both the attack roll and the damage roll of spells against creatures that have the surprised condition.
Charming Trickster[edit]
At 15th level, you have become a Master Magician. You have become charming to the point it seems unnatural. And more dexterous than what seemed possible. Both your charisma and dexterity cap are raised to 22. Also, any tricks that use Magician Points and that use a 1d4 now use a 1d6. This also extends to your Let the Show Begin feature.
No Trick[edit]
At the 18th You can choose both 2 cantrips and 2 level 1 spells that you know to be your signatures so that you can cast them without any Verbal and or Somatic components. You can't change the spells after choosing the spells.
Grand Finale[edit]
At 20th level, You know how to go out with a bang and make your show unforgettable
When you use this feature as an action you can cast 5 spells, 3 damaging and 2 non-damaging. It still uses spell slots as normal. And this is meant to be the final blow. If you use this feature, and it does not either A, kill a creature, or B, finish the combat encounter. You take half your max HP + Your level and your performance modifier in unavoidable and unresistible damage. This cannot kill you, however, it can knock you unconscious when it does you are considered stable until you take any damage from another source.
Magician Style[edit]
At 3rd level, you choose a Magician Style. Choose between The Grand Show, The Escapist 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.
The Grand Show[edit]
“ | Now, prepare yourself for the greatest magic show of the century! | ” |
—A Grand Show Magician to his opponent |
Grand Show magicians are magicians who believe in order for their show to be the best it can be. That their magic must rival that of most wizards. Their magic is much more potent then you would expect, being able to throw out spells that can devastate most opponents with ease. All the while creating a spectacle more than worth watching.
- Bigger Magic
Starting at 3rd level you gain proficiency in Arcana, and your spells are more potent. Whenever you cast a spell that requires a saving throw, you may impose disadvantage on a total number of creatures equal to your Charisma modifier. You may do this a total number of times equal to your Charisma modifier, regaining all uses upon finishing a long rest. Also, you can learn an additional spell each time you reach a level milestone in this subclass. This includes this level.
- Taking up the mantle
Also Starting at 3rd level, you now start to dress for the grand occasion. You gain a new addition to your Stage Violence feature:
Cape You can use your cape to foil attacks. When holding the edge of your cape with one hand, you can use your reaction when a creature makes an attack against you, imposing disadvantage on that attack. You must have one free hand in order to do so. While wearing this cape you gain extra uses to your quick doge feature equal to your charisma modifier before needing to use magican points.
- Always Have An Out
At 6th level, you learn to have backups for the most extreme of failures. If you roll a 1 on a magic-based roll you can reroll the die and must use the new roll. You can do this equal to your Charisma modifier. Before needing a short or long rest to be able to use this feature again. You also learn the Take a bow feature from the escape artist subclass.
- A Magicians Preparation
At 10th level, you have learned to regain some of your magical energy by practicing your magic tricks while resting. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than a quarter of your Magician level (rounded up), and none of the slots can be 4th level or higher.
For example, if you're a 10th-level Magician, you can recover up to 3 levels worth of spell slots. You can recover either a 3rd-level spell slot or three 1st-level spell slots.
You also gain expertise in performance. If you already have expertise in performance then you can add your 1d4 to performance checks.
- Consistent Talent
At 14th level, you have become a consistent magic user that no longer has to guess the workability of magic. When you make a magic-based roll that fails, you can spend 4 Magician points to reroll the d20, and you must use the new roll, potentially turning the failure into a success.
- Sword Box Trick
Also at 14th level, you learn a new, famous, and deadly trick! That you can cast using 10 of your Magician points.
- Casting Time: 1 action
- Range: 60 feet
- Components: None
- Duration:1d6 turns
- Concentration: yes
You force a creature to make a Dexterity saving throw on a failure. You summon a Magical box around one opponent trapping and restraining them for 1d6 turns. While they are trapped in the Magical box they need to make a Constitution saving throw as you summon multiple swords to impale them while they are stuck in the box. On a failure, they take 4d10 magical piercing damage. Or half as much on a success, This Magician Spell can only be used once per long rest.
The Escape Artist[edit]
“ | I would love to stick around but I know when leaving is an optimal choice. Don't try to recapture me, it won't go any better then I think it will. | ” |
—An Escape Artist Magician after thoroughly escaping confinement and all traps that were setup for him. |
Escape Artists are masters of being on the move. Nothing can keep them in. Or out for that matter. From clear daylight escapes. To being gone from the moment eyes were taken off them. From death traps and dungeons to prisons and more. An Escape Artist Magician will never stay for long.
- Unseen escape
At 3rd level, you know when it's time to end your show and learn how to make a proper exit.You gain proficiency in stealth. And gain excess to the following tricks as well:
- Take a bow 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 after you have at least casted 1 spell or a cantrip in one of your the turns.
- Smoking exit You can cast a magical smoke bomb as a bonus action. if you do you summon a thick cloud of grey-black smoke starting at your feet into a 20-foot radius. All creatures within the smoke except you must make a Constitution saving throw against your spell save DC or be blinded until the smoke clears, or when they leave the smoke. The smoke lasts for 1 minute. Once you have used this feature you must finish a short or long rest in order to use this feature again.
- 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 paperclip, a metal dart, a fork prong, a fishing hook.
- Basic Escapology
At the 10th level, you become great at escaping almost anything from handcuffs to cages you are incredibly hard to contain. You gain the following features:
- Speedy Escape Your movement speed increases by 5 feet.
- Trap Master You can add your Charisma modifier to any checks involving traps.
- No hands needed You gain no negative effects to any non-combat or magic-related checks while you 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 the 14th level, containing you is as good as impossible. You are a master of escaping, deathtraps are nothing to you. You gain the following features:
- Uncatchable Your movement speed increases by another 10 feet.
- Untouchable You are also a master at dodging and are very elusive on the battlefield. When you use the Unhittable Trickster feature you gain advantage on the saving throw. And when you use the Quick Dodge feature the AC you gain is equal to double your Dexterity modifier.
- Unrestrainable You can spend 10 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.
- Houdini Effect As long as you are conscious any checks related to escaping and or dodging traps and their effects have advantage.
- No locks security You gain Thief's tools expertise and these benefits extent to your Lock Master feature as well.
- Escape or Die You can use a bonus action to fully unrestrain yourself and escape from anything from normal rope to straitjackets with locks on them to even magical chains. You can also use this feature to escape, cages, coffins, steel boxes, barrels, bags, fish tanks, magical cages, magical traps, and other perils alike. You must finish a short or long rest in order to use this feature again.
The Mentalist[edit]
“ | You think you have me figured out. Don't you? But the problem is that I already figured out, that you would think that you have figured me out before you figured that out. And that's why you will lose. | ” |
—A Mentalist Magician explaining their opponent's mistake. |
Mentalists are masters of reading their opponents. From quickly gaining insight into little details about people. To more experienced Mentalists being able to read their opponent's every move on the fly. Mentalists are masters of using your opponent's plans against them.
- Mentalist Magic
You realize that as a Mentalist you need to not only keep up your Charisma but your Wisdom as well seeing as that is needed for your new mind games.
When you level up to 3rd level, you can choose to change your spellcasting ability to Wisdom or keep it as Charisma. Once you have made this choice you can't change it.
- 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.
- I already knew...
At 6th level, you take it a step further into getting into people's minds. If you spend at least 1 minute observing or interacting with a creature, you learn one of the following pieces of information about it:
- One condition immunity.
- One damage resistance, immunity, or vulnerability.
- The creature's AC.
- The maximum amount of hit points the creature can have.
- One of the creature's traits (Chosen by the DM).
- If one of the creatures Ability scores is higher, lower, or equal to yours.
Live observation You can use an action plus 2 Magician Points to analyze a creature, instead of spending 1 minute.
You can do this once a day per creature.
- I knew even before you did.
Starting at 10th level, You now can guess what a creature intends to do before they do it. As a reaction to being attacked you can spend 1 Magician Point to make a Wisdom (Insight) check against a creature of your choice, the DC being their passive Charisma (Deception) (10 + Charisma (Deception) modifier) Do this with disadvantage against any; Aberrations, Constructs, Elementals, Monstrosities, Oozes and Plants. Upon a success, you guess what the enemy intends to do (The DM tells you.) And can choose one of the following effects:
- You can make an attack against the attacking creature before they attack.
- You gain the benefits of Unhittable Trickster.
- You gain the benefits of Quick Dodge.
You can do this an amount of times equal to your spellcasting ability score modifier.
Also, your thoughts are now completely under your control and can't be read by telepathy or other means unless you allow it. You also gain a resistance to psychic damage.
- Don't keep your thoughts to yourself!
Also Starting at level 10 you can now effectively read people's minds without even having to use any external matters. You can non-magically cast Detect Thoughts a number of times equal to your spellcasting ability score modifier. This gets reset on a long rest
- You are nothing but predictable
Starting At level 14, You have mastered the craft of reading people, horrors, faceless things, and even silent things. At this point, you can read any creature that can be thought of. You lose the creature type-specific disadvantage on "I knew even before you did." You also Gain an extra option for "I knew even before you did.":
- You can give yourself an extra 1d4 for any non-Dex saving throw.
You also gain a new trick: On instinct alone. At this point you can react to enemy tells without even needing to think first. Giving you a way better chance at dodging. You can use your reaction when you are about to be hit by any form of attack, to make the attacker miss, even if the attack is critical. You can use this feature equal to your spellcasting ability score modifier amount of times. This only gets reset on a long rest.
Magician Spell List[edit]
Only use UA spells if your DM allows it! (If your DM allows homebrew spells you use the Sorcerer spell list for homebrew spells specifically)
- 1st Level
Zephyr Strike, Witch Bolt, Unseen Servant, Thunderwave, Tenser's Floating Disk, Tasha's Hideous Laughter, Sudden Awakening (UA), Speak with Animals, Snare, Sleep, Silent Image, Sense Emotion (UA), Puppet (UA), Magnify Gravity, Magic Missile, Longstrider, Jump, Illusory Script, Identify, Id Insinuation (UA), Hellish Rebuke, Guiding Hand (UA), Guiding Bolt, Grease, Goodberry, Frost Fingers, Fog Cloud, Find Familiar, Feather Fall, Faerie Fire, Expeditious Retreat, Entangle, Ensnaring Strike, Earth Tremor, Distort Value, Dissonant Whispers, Disguise Self, Detect Magic, Create or Destroy Water, Comprehend Languages, Command, Color Spray, Chromatic Orb, Charm Person, Chaos Bolt, Cause Fear, Catapult, Burning Hands, Animal Friendship, Alarm, Absorb Elements.
- 2nd Level
Zone of Truth, Wristpocket, Web, Warding Wind, Thought Shield (UA), Tasha's Mind Whip, Summon Beast, Suggestion, Spike Growth, Spider Climb, Snilloc's Snowball Storm, Skywrite, Silence, Shatter, See Invisibility, Scorching Ray, Rope Trick, Pyrotechnics, Phantasmal Force, Pass Without Trace, Nystul's Magic Aura, Nathair's Mischief (UA), Moonbeam, Misty Step, Mind Thrust (UA), Mind Spike, Mirror Image, Mental Barrier (UA), Maximillian's Earthen Grasp, Magic Mouth, Locate Object, Levitate, Knock, Jim's Glowing Coin, Invisibility, Immovable Object, Icingdeath's Frost (UA), Hold Person, Heat Metal, Gust of Wind, Gift of Gab, Fortune's Favor, Flock of Familiars, Flaming Sphere, Find Traps, Enlarge/Reduce, Enhance Ability, Earthbind, Dust Devil, Dragon's Breath, Detect Thoughts, Darkvision, Darkness, Crown of Madness, Continual Flame, Cloud of Daggers, Calm Emotions, Blur, Blindness/Deafness, Arcane Lock, Animal Messenger, Alter Self, Aganazzar's Scorcher.
- 3rd Level
Wind Wall, Water Walk, Water Breathing, Wall of Water, Wall of Sand, Tiny Servant, Tidal Wave, Thunder Step, Summon Fey, Slow, Sleet Storm, Sending, Tongues, Pulse Wave, Psionic Blast (UA), Plant Growth, Nondetection, Melf's Minute Meteors, Meld into Stone, Major Image, Lightning Bolt, Leomund's Tiny Hut, Intellect Fortress, Incite Greed, Hypnotic Pattern, Haste, Glyph of Warding, Gaseous Form, Galder's Tower, Fly, Flame Stride (UA), Fireball, Fear, Fast Friends, Erupting Earth, Enemies Abound, Dispel Magic, Daylight, Create Food and Water, Counterspell, Conjure Animals, Catnap, Call Lightning, Blink.
- 4th Level
Watery Sphere, Wall of Fire, Summon Elemental, Storm Sphere, Stone Shape, Sickening Radiance, Shadow Of Moil, Polymorph, Phantasmal Killer, Otiluke's Resilient Sphere, Locate Creature, Leomund's Secret Chest, Ice Storm, Hallucinatory Terrain, Greater Invisibility, Gravity Sinkhole, Grasping Vine, Giant Insect, Galder's Speedy Courier, Freedom of Movement, Fire Shield, Fabricate, Ego Whip (UA), Dominate Beast, Dimension Door, Control Water, Conjure Woodland Beings, Conjure Minor Elementals, Confusion, Compulsion, Charm Monster, Banishment, Arcane Eye.
- 5th Level
Create spelljamming hammer, creation, scrying, dominate person, far step, modify memory, hallow, summon celestial, planar binding, greater restoration, summon Draconic spirit,telekinesis, steel wind strike, infernal calling, negative energy flood
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Magician class, you must meet these prerequisites: You need to have both a Dexterity and a Charisma of 13
Proficiencies. When you multiclass into the Magician class, you gain the following proficiencies: Performance, Sleight of hand, Dice sets, Playing card sets, and Thieves’ tools.
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