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Magician (Birthright Campaign Setting)

Magicians are practitioners of the art of ”Lesser Magic”. Some magicians use their talents to entertain the masses with their magic tricks, others serve as arcane advisors to kings.

Magicians are much more worldly than their studious wizard counterparts. They need not rely on spells to perform "magic" and learn how to perform tricks that entertain audiences. Like bards, magicians find themselves quite welcome in a tavern, theater, or any other venue with a small stage set up for performances. Their knack for performing slight-of-hand tricks, coupled with a keen mind, gives them an expertise in disarming traps and picking locks that is second only to rogues and those who rely on thievery to make a living.

Lesser Magic consists of arcane Divination and Illusion spells of 1st thru 9th level, as well as 1st and 2nd level spells from the schools of Abjuration, Conjuration, Enchantment, Evocation, Necromancy, and Transmutation. Thus, all magician spells are on the Wizard’s Spell List but not all spells on the Wizard’s Spell List are magician spells.

Magicians may specialize either the Divination or the Illusion arcane tradition. As their studies progress, they learn how to tap into the magic of the Shadow World, a force that natives of that dark plane of existence call The Seeming.
hit dice: 1d6
hit points at 1st level: 1d6 + your Constitution modifier
hit points at higher levels: 1d6 + your Constitution modifier per level above 1st
armor proficiencies: None
weapon proficiencies: Dagger, Dart, Handaxe, Light Crossbow, Short Sword, Sling, Quarterstaff
tools: Magician's Sketchbook
saving throws: Intelligence, Charisma
skills: Choose three from the following: Arcana, History, Insight, Investigation, Perception, Performance, Slight-of-Hand
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:


(a) A quarterstaff or (b) A dagger,
(a) a component pouch or (b) an arcane focus,
(a) a Scholar’s Pack or (b) an Explorer’s Pack,
a Magician’s Kit* and a Magician's Spellbook.
*a magician’s kit includes dice, decks of cards, and enough trinkets and accessories to put on an entertaining magic show. Use of a magician's kit allows you to add your proficiency bonus to any Charisma (Performance) skill checks.
spellcasting:
Spellcasting You are a practitioner of the arts of lesser arcane magic. Lesser Magic consists of all cantrips, all spells from the schools of Divination and Illusion, as well as 1st and 2nd level spells from the schools of Abjuration, Conjuration, Enchantment, Evocation, Necromancy, and Transmutation from the the Wizard’s Spell List.

You have a pool of spell points you use to cast spells and, as you advance to higher levels you learn to tap into the magic of the Shadow World, energy referred to by the elves as The Seeming.

The Magician table (see below) shows how many spell points you have for each Magician level. It also indicates the highest level spell you can cast. Even if you have enough spell points to fuel a higher level spell, you may not cast a spell higher than the listed maximum for your Magician level.

Spellbook You possess a Magician’s Spellbook containing each and every spell from the schools of Divination and Illusion listed in the PHB. Your spellbook also contains a number of low level non-divination/non-illusion spells. At 1st level, select six 1st level and six 2nd level spells from the schools of Abjuration, Conjuration, Enchantment, Evocation, Necromancy, and/or Transmutation and add your selections to your spellbook.

Every time you gain a level as a Magician, add two additional spells to your spellbook. These spells can be any 1st or 2nd level spells from the Wizard's Spell List. For you, they are considered Magician's spells. Alternatively, if your DM has approved other sourcebooks in addition to the PHB, you can opt to add any Illusion or Diivinatiion spell from those sources. You may only add spells if they are do not exceed the max level indicated for your level in the Magician's Table.

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in a treasure chest, for example, or in a dusty tome in an ancient library.

Copying a Spell into your Spellbook When you find a magician spell of 1st level or higher, you can add it to your spellbook. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the magician or wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

Replacing your Spellbook. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many magicians keep backup spellbooks in a safe place.

The Book’s Appearance. All magicians receive identical spellbooks given to them by their master during apprenticeship, a plain but functional leather tome containing all of the 1st thru 9th level Divination and Illusion spells on the Magician's Spell List. Each spellbook has additional blank pages at the end of the book that allow magicians to add a unique selection of additional, uncommon divination and/or illusion spells or low level non-divination/non-illusion spells of their own choosing.

Preparing Spells In order to cast a spell, it must first be prepared. After taking a long rest, select a number of spells from your spellbook equal to your intelligence modifier + your magician level (minimum of one spell). You may not prepare any spell if the spell’s level exceeds the maximum spell level indicated on the Magician table. Casting a spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of prepared spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Casting Spells. You can cast any spell you have prepared by spending a number of spell points. Your pool of spell points can never be reduced to less than 0.
The spell point cost per spell level is as follows:
1st Level = 2 Spell Points, 2nd Level = 3 Spell Points, 3rd Level = 5 Spell Points, 4th Level = 6 Spell Points, 5th Level= 7 Spell Points, 6th Level = 9 Spell Points, 7th Level = 10 Spell Points, 8th Level = 11 Spell Points, 9th Level = 13 Spell Points.

By spending the required number of spell points, you may cast a more powerful version of a lower level Divination or Illusion spell if the spell description indicates there is a benefit for doing so. For example, a 7th level magician can cast a Phantasmal Force spell as a 4th level spell by spending 6 Spell Points. Even if you have enough spell points to cast a spells of a higher level than the maximum level indicated on the Magician’s Table, you may not do so.

Illusion and Divination Spells of 6th level and higher are particularly difficult to cast. Regardless of how many spell points you have available, you may only cast one 6th, 7th, 8th, and 9th level spell per long rest.

You regain all spent Spell Points after a long rest.

Spellcasting Ability Intelligence is your spellcasting ability for your magician spells. You use your Intelligence whenever a spell refers to your spellcasting ability. Use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell Attack Modifier = your proficiency bonus + your Intelligence modifier
Seeming Score = your magician level + your Intelligence modifier

Ritual Casting You can cast any magician spell you know as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared and casting the ritual does not cost any spell points.

Spellcasting Focus You can use an arcane focus (see "Equipment") as a spellcasting focus for your magician spells.

class features:
Lesser Magic Focus. Upon reaching 2nd level, you must decide where to focus your arcane studies. You can specialize in spells of Illusion or spells of Divination but you cannot specialize in both. Specialists in divination magic are called Seers. Those who specialize in crafting illusions are technically Illusionists but many find it counterproductive to announce their fakery to the world so they often call themselves Sorcerers or Conjurers. Your specialization grants you additional features at 2nd, 6th, 10th, and 14th level.

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.

Shadow Magic Starting at 7th level, you are able to channel the power of The Seeming to create an illusory copy of any evocation spell on the Wizard's Spell List as long as its spell level does not exceed the maximum level available to a magician of your level.

Targets of Shadow Magic do not receive saving throws, even if the spell being simulated normally grants one. They do, however, have a chance of seeing through the illusion. A creature targeted with Shadow Magic, or within its area of effect, is allowed to make a passive Wisdom (Perception) check opposed by your Seeming Score. Success indicates the creature has seen through your illusion and does not believe it to be real.

Shadow Magic has normal effects on creatures who believe it to be real. However, objects, creatures with an Intelligence score of 3 or lower, and those who successfully disbelieve are immune to its effect.

After you use this ability, you may not do so again after a short or long rest.

Shadow Monsters Starting at 9th level, you are able to channel the power of The Seeming to create an illusory creature under your control. Shadow Monsters can simulate any Conjuration spell with the Summoning tag on the Wizard’s Spell List, as long as its spell level does not exceed the maximum level allowed for a magician of your level.

Any creature that takes damage from a Shadow Monster is allowed to make a passive Wisdom (Perception) check opposed by your Seeming Score. A successful Perception check indicates the creature has seen through your illusion and does not believe it to be real.

Shadow Monster attacks deal full damage to any creature who believes it to be real. Special abilities, such as an ability that causes Petrification, do not actually occur but if a creature believes the Shadow Monster is real, they will react appropriately.
Objects, creatures with an Intelligence score of 3 or lower, and disbelieving creatures are immune to a Shadow Monster's attacks.

Once you use this ability, you cannot do so again until after a short or long rest.

Demi-Shadow Magic starting at 13th level, you are able to channel the power of The Seeming to create a quasi-real copy of any evocation spell on the Wizard's Spell List as long as its spell level does not exceed the maximum level available to a magician of your level.
Targets of Demi-Shadow Magic do not receive saving throws, even if the spell being simulated normally grants one. They do, however, have a chance of seeing through the illusion. A creature targeted with Demi-Shadow Magic, or within its area of effect, is allowed to make a passive Wisdom (Perception) check opposed by your Seeming Score. Success indicates the creature has seen through your illusion and does not believe it to be real.

Demi-Shadow Magic has normal effects on creatures who believe it to be real. Because Demi-Shadow Magic is quasi real, objects, creatures with an Intelligence score of 3 or lower, and those who successfully disbelieve are treated as being resistant (they take only 50% damage).
Demi-Shadow Magic replaces your Shadow Magic feature. After you use this ability, you may not do so again after a short or long rest.

Demi-Shadow Monsters Starting at 15th level, you are able to channel the power of The Seeming to create a quasi-real creature under your control. Demi-Shadow Monsters can simulate any Conjuration spell with the Summoning tag on the Wizard’s Spell List, as long as its spell level does not exceed the maximum level allowed for a magician of your level.

The first time a creature takes damage from a Demi-Shadow Monster, it is allowed to make a passive Wisdom (Perception) check opposed by your Seeming Score. A successful Perception check indicates the creature has seen through your illusion and does not believe it to be real. 

Demi-Shadow Monster attacks deal full damage to any creature who believes it to be real. Special abilities, such as an ability that causes Petrification, do not actually occur but if a creature believes the Shadow Monster is real, they will react appropriately.
Because Demi-Shadow Monsters are quasi-real, objects, creatures with an Intelligence score of 3 or lower, and disbelieving creatures still take 50% damage from attacks (as if they were resistant). If a Demi-Shadow Monster uses a special ability, such as the ability to cause petrification, against an object, a creature with an Intelligence score of 3 or lower, or a disbelieving creature, there is a 50% chance that the effect simply does not occur.

Demi-Shadow Monsters replaces your Shadow Monsters feature. Once you use this ability, you cannot do so again until after a short or long rest.

Lesser Magic Mastery At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level magician spell and a 2nd-level magician spell that are in your spellbook. You can cast those spells at their lowest level without expending any spell points. If you want to cast either spell at a higher level, you must spend the appropriate number of spell points, as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Signature Spells When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending any spell points. When you do so, you can't do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend spell points as normal.
subclass options:


Lesser Magic Focus

 

School of Divination

The counsel of a Seer is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a seer, you strive to part the veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight.

Divination Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved. Also, you may add your Proficiency bonus to any Wisdom (Perception) check you make. If you are already proficient in Perception, add your Proficiency bonus twice. If your DM uses the Perception Score variant rule, your Perception Score is likewise increased by this feature.

Portent Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one o f these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Expert Divination Beginning at 6th level, casting divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. Casting divination spells of 2nd level or higher requires you to spend only 50% of the normal Spell Points (round up).

Third Eye Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.
Darkvision. You gain darkvision out to a range o f 60 feet, as described in chapter 8.
Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
Greater Comprehension. You can read any language.
See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

Greater Portent Starting at 14th level, the visions in your dreams intensify and paint a more accurate picture in your mind of what is to come. You roll three d20s for your Portent feature, rather than two.

School of Illusion

You focus your studies on magic that dazzles the senses, befuddles the mind, and tricks even the wisest folk. Your magic is subtle, but the illusions crafted by your keen mind make the impossible seem real. Some illusionists are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their illusions to frighten and fool others for their personal gain.

Illusion Savant When you select this school at 2nd level, the gold and time you must spend to copy an illusion spell into your spellbook is halved. Also, your Seeming Score is increased by your Proficiency modifier.

Improved Minor Illusion When you choose this school at 2nd level, when you cast the minor illusion cantrip, you can create both a sound and an image with a single casting of the spell.

Malleable Illusions Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for the illusion), provided that you can see the illusion.

Illusory Self Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates. Once you use this feature, you can’t use it again until you finish a short or long rest.

True Illusion By 14th level, you have learned the secret of weaving the power of The Seeming 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.
LevelProficiency BonusFeaturesSpell PointsMax Level
1st+2Spellcasting, Cantrips41
2nd+2Lesser Magic Focus61
3rd+2142
4th+2Ability Score Increase172
5th+3Cantrip273
6th+3Lesser Magic Feature323
7th+3Shadow Magic384
8th+3Ability Score Increase444
9th+4Shadow Monsters575
10th+4Lesser Magic Feature645
11th+4736
12th+4Ability Score Increase736
13th+5Demi-Shadow Magic837
14th+5Lesser Magic Feature837
15th+5Demi-Shadow Monsters948
16th+5Ability Score Increase948
17th+61079
18th+6Lesser Magic Mastery1149
19th+61239
20th+6Signature Spells1339

Created by

Magnus Argent.

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