5eBRCS » Class 5e » Magician 5e

[top]Hit Points

Hit Dice: 1d6 per Magician level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Magician level after 1st

[top]Proficiencies

Armor: None
Weapons: Simple weapons, shortswords
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose three from Arcana, Deception, History, Insight, Investigation, Performance, Persuasion, Sleight of Hand, Medicine and Religion

[top]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 spellbook

[top]Class Features

[top]Cantrips

At 1st level, you know four cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Magician table.

[top]Spellbook

At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.

Preparing and Casting Spells
The Magician Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of magician spells from your spellbook equal to your Intelligence modifier + your magician level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 3rd-level magician, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can east it using a 1st-level or a 2nd-level slot. Casting the 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 magician 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.

[top]Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw 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

Learning Spells of 1st Level and Higher
Each time you gain a magician level, you can add two wizard spells of your choose to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Magician table.

You can only learn 3rd level or higher spells if they are Divination or Illusion spells.
On your adventures, you might find other spells that you can add to your spellbook (see the "Your Spellbook" sidebar in the Player's Handbook).

[top]Ritual Casting

You can cast a wizard spell 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.

[top]Expertise

Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

[top]Spell Mastery

At 20th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot 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.

[top]Table: Level progression


LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
1st2Spellcasting, Expertise42
2nd2Archetype Feature43
3rd2442
4th2Ability Score Improvement543
5th35432
6th3Archetype Feature5433
7th354331
8th3Ability Score Improvement54332
9th4543331
10th4Archetype Feature643332
11th46433321
12th4Ability Score Improvement6433321
13th564333211
14th5Archetype Feature64333211
15th5643332111
16th5Ability Score Improvement643332111
17th66433321111
18th6Archetype Feature6433331111
19th6Ability Score Improvement6433332111
20th6Spell Mastery6433332211

[top]Archetypes

[top]Seer

[top]Divination Savant

At 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.

[top]Eldritch Sight

At 2nd level, you can cast Detect Magic and Identify at will, without expending a spell slot.

[top]Expert Divination

Beginning at 6th level, casting Divination spells comes so easily to you that it expends only a fraction of your spellcasting efforts. When you cast a Divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.

[top]The 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 of 60 feet.
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.

[top]Visions of Distant Realms

Starting at 14th level, you can cast arcane eye at will, without expending a spell slot.

[top]Visions

At 18th level, glimpses of the future begin to press in on your awareness. If you fail a saving throw you can choose to succeed instead. Alternatively, if you fail an ability check, you can treat the D20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest.

[top]Illusionist

[top]Illusion Savant

At 2nd level, the gold and time you must spend to copy an Illusion spell into your spellbook is halved.

[top]Improved Minor Illusion

At 2nd level, you learn the minor Illusion cantrip. lf you already know this cantrip, you learn a different wizard cantrip of your choice. The cantrip doesn't count against your number of cantrips known. When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.

[top]Malleable Illusion

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.

[top]Illusory Self

Starting at 10th level, you can cast Disguise Self at will, without expending a spell slot.

[top]Shroud of Shadow

Starting at 14th level, you can cast Invisibility at will, without expending a spell slot.

[top]Illusory Reality

By 18th level, you have learned the secret of weaving shadow magic 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, non-magical 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 for long enough for your allies to cross. The object can't deal damage or otherwise directly harm anyone.

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