Base Class: Wizard
Magicians usually work as entertainers, they favour flashy spells and trickery, and others are adventurers, using what they have learned to conquer their foes, and others using their power to impress and invoke awe in others, most Magician's fall somewhere in between.
Party Tricks
Starting at 2nd level, you can cast the Wristpocket spell at will, without expending a spell slot, only requiring somatic components, and it can connect to your bag/bag of holding as long as it is on your person. You can simply make any item within an equipped bag appear in your hands, in whatever manner you choose. (Example: Puff of thick, black smoke/sparkle of light/fade into existence in a flash.)
Starting at 2nd level, you learn the Produce Flame and Prestidigitation cantrips, and these do not count against your cantrips known.
Extended Spells
At 6th Level, you can increase the range of your spell by the number of your Wizard Level, multiplied by 5, if it does not already have external range increases. (This does not include the radius of Area of Effect spells that do any damage, only the reach of the spell.)
Redirection
At 10th Level, once per long rest, you can cast Counterspell at the highest possible level you are capable of casting, without expending any spell slots.
If successful, you can choose to redirect the countered spell's effect to a target you can see, or at a willing ally if the spell being redirected can buff/heal them when redirected by you.
Warp Luck
At 14th level, once per long rest, you can twist luck. When a target you can see within 150 feet rolls a d20 and gets a Natural 20, you can activate this ability. Upon doing so, you roll 2d20 and replace the Natural 20 your target made with whichever one of the rolls you choose, as well as giving them a random effect from this table, you get the result from rolling a d8, and this roll can't be changed by anything.
- The target is sent to a pocket dimension, on a 15x15 space, in an eternally dark forest where it's always raining. The caster is sent to this pocket plane along with the target, for 2 minutes. When reappearing, they appear in the nearest available space if their original position is blocked. If the Magician that used this feature dies in this pocket dimension, they cannot be revived.
- The target loses all damage resistances, until they finish their next turn. If the target has no resistances, the target shrinks to half of their height and has disadvantage on all attacks until they finish their next turn.
- The target's movement speed becomes 10 feet, for 2 turns, and they feel a harmless sensory effect that the Magician using this feat can specify.
- The target falls asleep and floats slightly off the ground for 1 minute.
- The target, and allies within 10 feet of the target make a Dexterity saving throw. The targets that fail the save are shocked with electricity, taking 3d12 Lightning Damage. The targets that succeed the saving throw take 3d4 Lightning Damage.
- The target falls unconscious for a minute and to anyone with an Intelligence score under 19, they appear dead.
- The target's mouth disappears, they are unable to speak for 3 turns.
- The target takes 5+5d10 necrotic damage, they cannot die to this effect, they instead fall unconscious, but stable.
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