Base Class: Bard
The College of Prestidigitation is rather disorganized and informal. Run mostly by con artists and charlatans, members of this college are either victim of a grift or the grift's perpetrators. Bards that excel in this college learn to speak fast and move their hands faster.
Using their talent for misdirection and showmanship, graduates of this program often go on to become renowned stage magicians, street grifters, or court jesters. The most successful prestidigitators employ the use of conjuration magic to enhance their performances, juggling pocket dimensions around themselves to astound and captivate their audience.
* Created by reddit user HunterOfCthulhu
Stage Presence
At 3rd level, your training as an entertainer and manipulator grants you unmatched misdirection skills. You gain proficiency in Deception and Sleight of Hand.
Close-Up Magic
At 3rd level, you learn the Prestidigitation cantrip. Additionally, when you cast it, you may choose effects from the following additional options:
- You teleport an object that you can see within 30 feet of you into your hand. The object must be able to fit in your hand and cannot weigh more than 10 lbs. If the object is being carried by a creature, you must make a Sleight of Hand check against the creature's Passive Perception. On a failure, the creature notices you and prevents the object from being teleported.
- You change the appearance of an object you touch to that of another object you have seen before. Both objects must be able to fit into the palm of your hand. Any creature who examines the object can make an Investigation check against your spell save DC. On a success, they see through the illusion. The effect wears off after a minute.
Magician's Box
At 6th level, you have created an extra-dimensional space known as the Magician's Box to help you pull off some of your complex tricks. The space within the box is a 15 ft. cube that bears an interior appearance unique to your character's personality. The space can hold up to 2500 pounds. If a creature or object enters, exceeding this limit, it is deposited in the nearest unoccupied space to where it entered. Creatures inside the box cannot see out of it.
Creatures inside the box may attempt to escape by using their action to make an Investigation check against your spell save DC. On a success, they find an exit and appear in a random space within 10 feet of where they last entered. You automatically succeed on this check if you are inside the box.
This feature has a number of uses equal to twice your proficiency bonus per short rest. These uses can be used to activate the following abilities:
- You may expend one use as a bonus action to open a small hole that leads to your Magician's Box in a space you can see within 60 ft. The hole is small in size and has a 1 ft. radius. As part of your bonus action, you may retrieve or stow an item less than 20 pounds. Alternatively, you may allow a creature within 5 feet of a hole to retrieve and/or stow an item less than 20 pounds using their reaction. Creatures can make ranged attacks through the hole while it persists. The hole closes at the end of your turn.
- You may expend two uses as a bonus action to open one medium door (5 ft. square) into your Magician's Box in a space you can see within 60 feet. The door remains open until the end of your turn. During that time, creatures may willingly walk in and out of the Magician's Box.
- You may expend two uses as a bonus action to open up two small holes that lead to your Magician's Box in spaces you can see within 60 ft. The holes are small in size and have a 1 foot radius. The holes appear on opposite sides of the Magician's Box and you can see through the holes if you peer within. This allows creatures to make ranged attacks in through one hole and out through the other. The projectile still travels through the 15 feet of space it must cross to get through the Magician's Box. Both holes close at the end of your turn.
- You may expend four uses as a bonus action to open two medium doors (5 ft. squares) to your Magician's Box in spaces you can see within 60 ft. The doors remain open until the end of your turn. During that time, creatures may willingly walk in and out of the Magician's Box. The doors appear on opposite sides of the Magician's Box, allowing for a creature to walk through one door, expend 15 feet of movement, and leave through the other door.
Disappearing Act
At 14th level, you are able to pull off even more impressive feats through the use of your Magician's Box feature to activate the following abilities:
- You may expend four uses as a reaction to being hit by an attack roll to redirect the attack. You create a portal directly in front of you and one in a space you can see within 60 feet. The attack is transported to the chosen space. If it is a melee attack, you may select a new target with 5 feet of the chosen space. If it is a ranged attack, you may have the projectile continue it's path in a direction of your choice, originating from the chosen space. The first creature it hits in that path is subjected to the attack roll per normal combat rules.
- You may expend four uses as a reaction to failing a saving throw to vanish into your Magician's Box with a spell or ability effect you can see. If you do, you ignore the effects of the failed save and teleport into your Magician's Box.
- You may expend six uses as an action to attempt to force a creature you can see within 60 feet into your Magician's Box. The creature must make a Dexterity saving throw against your spell save DC. On failure, they are transported into the Magician's Box. In regards to the Magician's Box feature, they may use their action each turn to make an Investigation check against your spell save DC, escaping on a success. They then appear in a random space within 10 feet of the space they first entered the Magician's Box.
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