Wizard
Base Class: Wizard

Magicians specialize in divination, illusions, changing appearances, and controlling strong muscles and facial expressions.
They gain enhanced memory, the ability to divine and detect danger, physical enhancements and become stronger at spells that one might find used in a circus.

A Magicians specialty is fooling perception and reality using both real and pretend magic to perform tricks to impress an audience.

Level 3: Enhanced Memory

You learn Guidance and Minor Illusion.

Choose two Wizard spells with the Ritual tag, each of which must be no higher than level 2, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell with the Ritual tag to your spellbook for free. The chosen spell must be of a level for which you have spell slots.

Level 3: Clowns Physique

A Magicians Dexterity and Speed become exceptional, they gain Proficiency in Acrobatics and Deception, or Expertise if they already have Proficiency.
Additionally they gain powerful coordination and a near inhumane sense of balance.
For example their enhanced coordination allows them to walk over tightropes as if they were flat ground, jump and land on the backrest of a chair without stumbling.

You can also soften your bones to escape from restraints or squeeze through gaps that would normally be slightly too small to squeeze through.

You can create a thin, invisible air pipe which has a length of up to 10ft to help you breathe underwater.

Acrobatics Expertise

If you're already Proficient.

Acrobatics Proficiency

If you don't already have it.

Deception Expertise

If you're already proficient.

Deception Proficiency

If you aren't already proficient.

Level 3: Paper Weapons

Gain Proficiency with Martial Weapons.
As an Bonus Action you can turn a sheet of paper into any weapon you can think of or back into an ordinary sheet of paper, additionally can use your intelligence instead of dexterity for attack rolls and damage with such a weapon.
Shortly after the paper weapon leaves your hands it will turn back into ordinary paper.

Level 6: Damage Transfer

As a Reaction a Magician can Transfer a single instance of damage they just took to different part of their Body, reducing the damage they took. Reducing the damage by 1d10 plus your intelligence modifier.
However the damage taken cannot be reduced to 0, it will always be at least 1.

Once you reach 10th level you can also use this feature to reduce damage an ally takes within 5ft of you.

You can use this feature a number of times up to their proficiency bonus.

Level 10: Illusion Creation

Once per long rest: You can turn a 30ft cube, that you can see, into an illusory zone in which they have full control of the details, disguising objects as other objects such as turning a paper figurine into the illusion of a real person, a drawing of ice cream into "real" ice cream or appear like a real cat by drawing cat features on their own face. The illusion makes any sounds it should reasonably make and smells like it should reasonably smell. In short symbolic actions can be turned into "reality" within the illusion. In addition any sounds the magician makes can instead come from any point within the illusion. Illusory objects can move within the Zone and can be interacted with to a reasonable extend (for example a paper figurine turned person can be touched as if it were real, an illusory mirror reflects light like a real mirror).

The amount of time it takes to set up the illusion is determined by the DM based on the complexity of the illusion (for example drawing a picture of ice cream would take longer than an action, but if you had a pre-prepared picture you could make the illusion "real" within an action).
You can choose any number of creatures you can see to have their vision unaffected by the illusion.


If anything that is disguised within the illusion would take damage or be destroyed it automatically turns back into it's original form.
If you would take damage or start a short or long rest the illusion ends immediately.
If someone is unconvinced by the illusion they can make an Intelligence(Investigation) check against your spell save dc to see through the illusion, they can try to repeat this check whenever an object reverts to it's original form.

Level 14: Summon Historical Projection

You have gained the Ability to Hoodwink reality to a certain extend.
As an action, you can summon a person, creature or object that you are intimately familiar with as a projection from the past.

Only one such projection can be active at a time and it lasts at most 10 minutes, but can be dismissed at will.

If the historical projection is a person or creature it shares it's hit points with you, however it has resistance against all damage. It shares your initiative but does nothing, unless you use an action to command it. It uses it's own stat block.

If it's an object you can use it like any other object, however you cannot attune to it (if it requires attunement).

If the projection uses an ability, then it cannot do so again until you perform a long rest. If a spell would be cast by the projection you use your own spell slots as if you had cast that spell.

Once the projection moves more than 30ft away from you then it is dismissed automatically.

When the Historical Projection ends you suffer one level of exhaustion.

Magician Image

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