User:Guy/Splat/Classes/Magician
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Magician[edit]
Level | Proficiency Bonus |
Features | Magic Points |
Points Known |
---|---|---|---|---|
1st | +2 | Method, Source, Spellcasting, Cantrips | 3 | 3 |
2nd | +3 | Learning More Spells, Advanced Casting, Improvement (1st) | 6 | 7 |
3rd | +4 | Magic Recovery (1), Metamagic | 9 | 13 |
4th | +5 | Magic Recovery (2), Improvement (2nd) | 12 | 21 |
5th | +6 | Magic Recovery (3), Potent Cantrips | 15 | 26 |
Quick Build[edit]
You can make a magician quickly by following these suggestions.
- Make Charisma your highest ability score, then Constitution your second-highest.
- For your method, choose Mage.
- For your source, choose Arcane.
- (etc.)
- Leave your subclass undecided for now.
Hit Points[edit]
- Starting hit points: 4d6 (or 14) + quadruple your Constitution modifier
- Hit points on subsequent levels: 2d6 (or 7) + double your Constitution modifier
- Whenever your Constitution modifier increases by 1, your hit points permanently increase by an amount equal to double your proficiency bonus.
Proficiencies[edit]
If your first class level is magician, you gain proficiency in the following.
- Arms: Simple weapons
- Saving Throws: Intelligence, Wisdom
- Tools: Any one tool, or any one language
- Fortes: Engineering, Nature, or Occultism plus any 1 minor forte. Choose one more minor if your Intelligence ever becomes 13, and yet another major if your Intelligence ever becomes 17.
Reactions[edit]
If magician is your initial class, you can make the following reactions:
- Repel Spell. When you make any saving throw for any spell, before you roll the save you can use your reaction to gain advantage on the saving throw.
- Parry Spell. When you would be hit by a spell attack roll, before you take damage or suffer other effects you can use your reaction to force the attacker to roll the d20 again, and use the new result if it is lower.
Method[edit]
Your method is how you personally shape magical energy into spells. For some it's a science, and others an art. Choose one of the following methods. Your chosen method determines what ability score you use for casting. Your choice may also affect which subclass you can take.
- Sage. You learn and cast spells through rigorous study and practice. Intelligence is your casting ability for spells and tricks. As a bonus, you always add double your pro bonus to any Intelligence check made to identify a spell or its effects.
- Page. You learn and cast spells through faith; usually through belief in a being or cause much greater than yourself. Wisdom is your casting ability for spells and tricks. As a bonus, you always add double your pro bonus to any Intelligence check made to recall lore about the subject of your faith.
- Mage. You learn spells through means you don't fully understand, such as your dreams or spontaneous events, and casting them is tied to the strength of your emotions and willpower. Charisma is your casting ability for your spells and tricks. As a bonus, you gain a minor forte of your choice—ideally one related to your dreams or powers.
Source[edit]
Your source defines from where you draw the energy used to fuel the spells you cast. For some magicians a source is something very personal or has great meaning, while for others it is merely a means to an end. Choose one source from the following options. Your chosen source determines which spells you can learn. Your choice may also affect which subclass you can take. Click any source's name to see its description and list of spells.
- Alchemy. You can choose alchemy as your source only if you're a sage. As a bonus, gain fortes for Engineering and all artisan tools. You must use either alchemist's tools or tinker's tools (your choice) as material component for all alchemy spells that don't already have a material component.
- Arcane. As a bonus, gain the Occultism forte.
- Draconic. As a bonus, add Athletics to the major fortes you can select from for magician. You can also read and speak Draconic—or another language of your choice if you already know Draconic.
- Eldritch. As a bonus, add Deception to the major fortes you can select from for magician. You can also read and speak Deepspeech—or another language of your choice if you already know Deepspeech.
- Ki. As a bonus, add Athletics to the fortes you can select from for magician. You can use Dexterity instead of Strength for all aspects of your unarmed strikes. When you deal damage with an unarmed strike, replace the "1" with a 1d4.
- Jotun. As a bonus, add Athletics to the fortes you can select from for magician. You can also read and speak Jotun—or another language of your choice if you already know Jotun.
- Melodic. You can choose a melodic source only if you are a mage. As a bonus, you are proficient in the Performance skill and all musical instruments. You must use a musical instrument as a material component for all melodic spells that don't already have a material component.
- Spiritual. You can choose a spiritual source only if you are a page. As a bonus, you can read and speak two languages of your choice from Celestial, Infernal, and Primordial—and you can gain one more minor forte of your choice.
- Sylvan. As a bonus, gain the Nature forte.
Magic Points[edit]
You have 3 magic points, plus another 3 points for each magician level you gain after the first, as shown in the magician table. Spellcasting gradually consumes magic points, and if you run out of these points you can't cast spells.
Whenever you finish downtime, all your consumed magic points are fully restored.
Spellcasting[edit]
- See 5e SRD:Casting a Spell, as all those rules still apply to spellcasting.
- Ignore 5e SRD:About Spells, as the spellcasting rules presented here replace those.
Casting Powered Spells. "Powered" spells are any spells other than cantrips and tricks. To cast a powered spell, you must expend a number of magic points equal to the spell's point value. Casting a 1-point spell for example requires to you to expend 1 magic point.
Casting in Armor. If you are wearing armor that reduces your speed, it interferes with your spellcasting. You cannot cast any spell with a somatic component (S) while wearing such armor.
Powered Spells Known. You initially know three 1-point spells chosen from your source's spell list. You learn more and greater spells at later levels, as described under Learning More Spells.
Tricks[edit]
If magician is your initial class, you learn a number of tricks equal to your casting ability modifier (if it is at least +1), and learn another trick whenever this modifier permanently increases (above +0). Your casting ability for these tricks is determined by your method. The tricks you can choose from are determined by your source.
Cantrips[edit]
You initially know three cantrips, each chosen from your source's spell list. A cantrip is a generally weaker spell that does not require magic points, so you can cast a cantrip as often as you like.
- You can forgo learning any cantrip to instead gain an additional trick from your source.
- Each time you gain a class improvement, even from another class, you learn one more cantrip from your chosen source.
- As an enterprise, you can replace one of your tricks or cantrips learned this way with another you would be able to learn. Regardless, your number of cantrips known through this feature can't exceed 3 + your number of improvements.
Learning More Spells[edit]
2nd level | 4 new points |
---|---|
3rd level | 6 new points |
4th level | 8 new points |
5th level | 5 new points |
Each time you gain a magician level beyond the first, you learn more powered spells as described below. So long as you don't break Point Limit or Points Known. Any spells gained this way must be chosen from your source's spell list.
Point Limit. Any spell learned this way can't have a point-value exceeding your newly gained magician level. Upon reaching 2nd-level for example you can learn either 2-point or 1-point spells. Upon reaching 3rd-level you can learn spells of 1, 2, or 3-points.
Points Known. The sum points of spells you've learned this way can't exceed your points limit, as shown in the magician table. At 2nd level you have 7 points known, so upon reaching this level you can learn 4 more points' worth of spells. You could for example learn two 2-point spells since summing those together equals 4. Alternatively you could learn a 2-point spell and two 1-point spells; or you could learn four 1-point spells. While it's generally best to focus on learning more powerful spells, you can trade away power for a wider array of more versatile spells.
The amount of spell points gained each level are shown in the adjacent table. Following this table, you can see you gain 4 points' worth of spells upon reaching 2nd level, 6 points' worth upon reaching 3rd level, and so on.
Replacing Powered Spells. During downtime, as an enterprise you can replace up to 5-points worth of spells you've learned through this feature with an equal number of points. For example you could replace three 1-point spells with a 3-point spell, or replace a 2-point spell with two 1-point spells. Regardless you still can't exceed your Point Limit or Points Known.
Advanced Casting[edit]
Upon reaching 2nd level, you can learn 2-point spells through your Spellcasting feature. You also become able to "upcast" some 1-point spells to become 2-point spells when you cast them. However, these more powerful 2-point spells have their own limitations. Finally, you also become able to cast some spells as rituals.
Spell Exhaustion. Whenever you cast a spell of 2-points or more, you must finish a rest before you can cast another spell of 2-points or more. You can ignore this limitation if your magician level exceeds the spell's points. At 3rd-level you are no longer exhausted by 2-point spells. At 4th level you are no longer exhausted by 3-point spells. Once you become a 5th-level magician, however, a spell only exhausts you if the spell itself says it does. Some spells will always exhaust you regardless of your level, as noted on that spell's page.
Upcasting. Some spells become more powerful if you expend extra magic points beyond what is needed to cast them. Expending extra magic points on the life spell for example increases the hit points restored by the spell. The number of magic points you expend on a single spell can never exceed your magician level, whether you "upcast" it or not, and if the points equal your magician level the spell still exhausts you as normal (unless you're 5th level).
Ritual Casting. Certain spells are noted as "ritual," such as can be seen for the timely wick spell. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. Casting a spell as a ritual increases its cast time to 10 minutes, but doesn't expend any magic points. You can't upcast a spell when casting it as a ritual.
Magician Improvement[edit]
At 2nd level and 4th level, you can gain one of the following benefits (your choice):
- Increase one of your ability scores by 2, or two of your ability scores by 1 each. This can't increase any ability score above 20.
- Gain a perk for which you qualify.
- Gain the 1st-level benefit of a magician subclass you could have chosen at 1st level, but didn't.
- Choose any spell source you could have chosen at 1st level. From that source, learn any two 1-point spells, and any one cantrip or trick. Spells learned through an improvement don't count against your normal limits.
Additionally, you learn one more cantrip of your choice as noted under cantrips.
Magic Recovery[edit]
Starting from 3rd level, whenever you finish a rest, your remaining magic points replenish to 1 if you would otherwise have fewer remaining.
This amount increases to 2 points when you reach 4th level, and increases to 3 points when you reach 5th level.
Metamagic[edit]
By 3rd level, you also know how to modify the spells you cast to suit your needs. You learn three of the following metamagic options of your choice, in addition to any provided by your subclass. Whenever you cast a spell of 3-points or fewer, you can apply one metamagic to that spell at no additional cost (unless the metamagic option specifies a cost).
Work In Progress |
During downtime, as an enterprise, you can replace one metamagic option you've learned with another you would be able to learn.
Potent Cantrips[edit]
Once you reach 5th level, your most basic spells become packed with exceptional power. Whenever you cast any cantrip that deals damage, add one extra die to its damage roll. For example, jolt cadaver deals 2d10 damage instead of 1d10.
Magician Subclasses[edit]
Your chosen subclass grants many additional abilities. During character creation or downtime, you can take on a subclass of your choice from the following options, if you don't already have a magician subclass. You can't easily change your subclass once chosen, but you can delay choosing immediately to instead decide on one later.
Work In Progress |