Magician (5e Subclass)
From D&D Wiki
Magician[edit]
Alice, a magician. Source |
Wizard Subclass
As people discovered magic, they recorded spells and techniques. Before long, these early discoverers of magic decided that it needed to be passed down to younger generations. Thus, they began to create universities, where students could be taught and magicians were born.
The amount of study required to graduate as a magician causes all but the most brilliant and determined to burn out before they can finish. If someone becomes a magician, they become one of the most powerful people in the world. The laws of the universe are at their fingertips.
- Popper's Hand Exercises
Magicians spend years practicing the hand movements required to produce rudimentary level spell effects. The more they practice, the more effective their magic becomes.
Starting at 2nd level, any time you cast a spell, you can add your Dexterity to your spell attack modifier and spell save DC. Magicians are different from other styles of spellcasting in that they don't need to use an arcane focus to cast their spells. Instead, they use their hands as if they were an arcane focus. However, this means that a magician must have both of their hands free if they wish to cast any spells.
- Circumstances
An important part of being a magician is having a thorough understanding of the position of the moon, stars, and other celestial bodies. The combination of these different factors are called circumstances. Each of these things will affect your spells and if you get them wrong, your spell can fail or backfire. However, those with greater knowledge can use circumstances to their advantage and create greater effects than usual.
At 6th level, you can take advantage of magical circumstances to make spells cast one level higher than the spell slot you are using. Can’t go above 9th level
- Magical Disciplines
At 10th level you are assigned a magical discipline. Choose between physical, natural, illusion, healing, knowledge, and psychic, all detailed below.
- Physical: You learn the cantrip mending. This does not count towards your cantrips known. Additionally, whenever a creature makes a ranged spell attack within 60 feet of you, you may use your reaction to give the caster disadvantage on their roll.
- Natural: You can cast plant growth. You will need to finish a short or long rest before you can use this feature again.
- Illusion: You can cast invisibility. You will need to finish a short or long rest before you can use this feature again.
- Healing: You can use an action to diagnose a creature you can see. You will know any diseases, poisons, or curses that the target is affected by.
- Knowledge: You know how to shape magic more to your will. When you cast an AOE spell, you may choose up to two creatures that will not be affected by the spell. You will need to finish a long rest before you can use this feature again.
- Psychic: You have advantage on saving throws against being charmed and resistance to psychic damage.
- Master Magician
At 14th level, you no longer need a spellbook to learn, prepare, or change list of spells.
Back to Main Page → 5e Homebrew → Character Options → Subclasses