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The Magician

Warlock magicians are those who have made a pact with powerful magical entity, whether it be a trickster god, a cosmic being, or something else. The pact grants the ability to perform magical tricks that can be used to dazzle and amaze friends and foes alike.   A magician may be flamboyant and showy or they may be a new aspiring performer who dreams of something bigger. Regardless of who someone was before they became a magician, once someone becomes a magician, a new path of magical experiences awaits them.

Bonus Cantrip

At 1st level, you learn the minor illusion cantrip. It counts as warlock cantrip for you, but it doesn't count against your number of cantrips known.

Expanded Spell List

The Magician lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.  
Magician Expanded Spells
Spell Level  Spells
1st  burning hands, color spray
2nd  levitate, rope trick
3rd  feign death, hypnotic pattern
4th  fabricate, polymorph
5th  animate objects, wall of force

Magic Trick

Starting at 1st level, you gain access to a number of magic tricks which can be used to awe both your spectators and your foes. You may use your magic to use any of the following tricks:   Confuse Senses. Once a turn, when you hit a creature with an attack, you may create a momentary distraction that overwhelms the targets senses. Until the end of the creature's next turn, their special senses range is halved.   Fake Magic. Magic is your forte and every good magician should be able to turn potential magical danger illusionary. When you would take damage from a spell or magical ability, as a reaction you may reduce the damage taken by 1d4 + your warlock level.   Pull a Pseudodragon Out of The Hat. As a bonus action, you may have a target object or willing target Tiny creature within 10 feet of you that is not being held by another creature teleport into your hand.   Magical Performance. When you would make a Charisma (Performance) check that uses magic, real or fake, you are considered proficient in the Performance skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.   Magical Surprise. When you make a damage roll on a spell, but before the results of the roll are announced, you may reroll one damage die and must use the new roll.   You may use your magic tricks a number of times equal to your proficiency bonus, and you regain all expended uses of this feature when you finish a short or long rest.

Disappearing Act

Starting at 6th level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead, teleport to an unoccupied place you can see within 10 feet of you, and become invisible until the start of your next turn. Once you use this feature, you can not use it again until you finish a short or long rest.

Eyes of Truth

Starting at 10th level, you gain the ability to see the truth in the world. As an action, you may gain 10 feet of truesight for 1 hour. Once you use this feature, you can not use it again until you finish a long rest.

Grand Finale

Starting at 14th level, you gain the ability to finish off your performance with an act that will be remembered. As an action, you may create a 10ft by 10ft illusion within 120 feet of you that lasts until the start of your next turn. All creatures of your choice within 120 feet of the illusion must make a Charisma saving throw. On a failure, they take 10d4 psychic damage, and until the start of your next turn, they are charmed by you and will use their action to applaud your performance. On a successful save or if a creature can not be charmed, they take half as much damage, are not charmed, and are distracted, causing them to have disadvantage on their attack rolls until the start of your next turn. Once you use this feature, you can not use it again until you finish a long rest.

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