Class Level |
Features |
HP Gained |
Metamagic |
Spell Slots Gained
(Class Tier 1) |
Spell Slots Gained
(Class Tier 2) |
1st |
Deceptive Casting |
2 |
|
+1 2nd,
+1 3rd |
+1 5th |
2nd |
Cunning Action: Use Magical Object |
2 |
Silent Spell |
+1 Cantrip,
+1 4th |
+1 6th |
3rd |
Handyman, Cunning Action: Cast/Control Mage Hand |
2 |
|
+1 1st |
|
4th |
Convoluted Spells |
2 |
Indiscernible |
|
+1 4th |
5th |
Magic Hands |
2 |
|
+1 5th |
+1 7th |
Level 1
Deceptive Casting… Spells you cast have a certain flair to them that make them more dangerous to those who don’t understand them or don’t see them coming. Your sneak attack damage dice now apply to your successful spell attack rolls, provided they meet the conditions. In addition, any enemy that your sneak attack could apply to have disadvantage on saving throws against your spells.
Level 2
Cunning Action: Use Magical Object... You may use your cunning action to activate scrolls, wands, or other magical objects. You may ignore any race or class restrictions that the item has. Level restrictions still apply.
Metamagic Gained:
Silent Spell... Your next spell can be cast even while silenced, ignoring any need for vocal components. Those hit or caught in its radius are considered to have met the conditions for a sneak attack. Casting this spell doesn’t reveal your position to the enemy.
Level 3
Handyman... Your mage hand can now access your inventory and carry up to 30 pounds. It gains an additional 30ft of movement. In addition, you can now perform the following actions with the mage hand:
- Perform the Help action
- Use an Object (Magical or non-magical, functions like your cunning action)
- Make a Sleight of Hand check
- Make an unarmed melee attack (Spell attack to hit, deals 1 damage, can use your sneak attack)
Cunning Action: Cast Mage Hand... You may cast the spell "Mage Hand" using your cunning action. In addition, the spell "mage hand" is added to your spell list for no cost. The mage hand you create is invisible.
Cunning Action: Control Mage Hand... You may control your mage hand by using a bonus action.
Level 4
Convoluted Spells... Enemies that are not proficient in the type of magic you are casting cannot counter or dispel your magical effects without using any special abilities. (Spells slots are still wasted on an attempt.)
Metamagic Gained:
Indiscernible... Enemies cannot tell what the next spell you will cast is. If they would like to dispel or counter it, they must guess as to whether or not they are proficient.
Level 5
Magic Hands... You may reduce the range of any of your spells to 'touch'. If you do, that spell may be cast as a cunning action, may be used through your mage hand, and has the 'silent spell' meta magic added to it freely.
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