Wizard
Base Class: Wizard

The Magician is a master of fooling others into believing their control of magic. You, however, throw this out the window, and instead of only using Sleight of Hand to fool others, you instead also use actual magic to confuse your enemies. The main thing separating you from other spell casters is that instead of obviously throwing that fireball into the local bandit, YOU instead hide it under your charming personality and magic hat so that when you do unleash the fiery terror no one could ever have seen it coming.

Magic Tricks

Starting at 2nd level, you have a solid understanding of magical fundamentals. You know the Thaumaturgy and Prestidigitation cantrips and you do not need Verbal or Somatic components to cast them. Additionally, you have a number of Magic Trick Points equal to your Proficiency Bonus, and spent points return after a long rest. You can use a Magic Trick Point to do one of the following:

  • Ignore the Verbal and Somatic components when you cast a spell.
  • Add 1d6 to the roll of your Sleight of Hand, Deception, or Performance check.
  • You can cast a cantrip with a casting time of 1 action as a Bonus Action on your turn.

Arcane Apparatus

Also at 2nd level, you specialize with a particular type of arcane focus. Choose on of the following:

Crystal

When you cast a cantrip with a crystal as your Arcane Focus, you can change the damage type of the spell to radiant damage. Spells you cast ignore resistance to radiant damage.

Orb

You do not need to concentrate on Divination spells you cast. You can use a Magic Trick Point as an Action to give yourself Truesight to a range of 10 feet for a minute.

Rod

When you cast a spell of 1st level or higher, you gain 1d4 temporary hit points per level of the spell casted. You can do this once per long rest, and must expend a Magic Trick Point to do it again.

Staff

Whenever you cast a spell, you can expend a Magic Trick point to double the range of the spell, or two Magic Trick Points to double the area that the spell effects.

Wand

You learn three cantrips of your choice from any spell list. When you use you Action to cast a cantrip, you can use your Bonus Action to cast a cantrip that doesn't do damage.

Magician's Classics

Starting at 6th level, you gain proficiency in a gaming set of your choice.

Additionally, you gain proficiency in one of: Deception, Persuasion, or Sleight of hand skills. You double your proficiency bonus for checks you make with that skill.

Minor Magica

At 10th level, you can use magic to power up your cantrips. Whenever you deal damage with a cantrip, you can expend a spell slot. You roll an additional amount of damage dice equal to the level of the slot expended. This damage is unaffected by critical hits.

Additionally, you regain a Magic Trick Point whenever you score a critical hit or reduce a hostile creature to 0 hit points.

Let the Show Begin

At 14th level you can use a Magic Trick Point to do one of the following:

  • Add your Charisma modifier to an Attack, Ability Score, Saving throw, or Initiative roll.
  • Cast a cantrip with a casting time of one Action as a Bonus Action.
  • Teleport 30 feet in a direction of your choice as either a Bonus Action or a reaction to taking damage.

Additionally, you gain an effect depending on your specialized Arcane Focus.

Crystal

Whenever you use a spell to charm, frighten, blind, deafen, or stun a creature, you gain 20 temporary hit points.

Orb

You can gaze into your Orb as an Action to gain the benefits of the Foresight spell until the end of your next turn.

Rod

You have resistance to all magical damage while you have temporary hit points.

Staff

Every time you hit a creature that is more than 60 feet away from you with a spell attack, you regain 5 hit points.

Wand

At the end of a hostile creature's turn, you can use your reaction to cast a cantrip with a casting time of one Action.

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