Base Class: Bard
A student of the College of Magicians. Your street performances wow and amaze crowds as you make daring escapes from bindings, pull frogs out of a passerbyers trousers, and make a coin purse... Disapear. This is all done of course by magic learned from the school of illusion, and produced using "the secret" words learned at the College of Magicians. A real magician never reveals their secrets. Sleight of hand and persuasion are the tools of this trade.
magicians can make themselves valuable members of any adventuring troop. Often skilled at disarming traps, working a crowed of angry villagers, or creating a distraction for an encampment of Orcs while the rest of your team gets in position to attack! You can quickly duck into shadows, or swap an attacking Ogre's club out for a coiled viper.
Magicians have learned to cast both bard spells and any wizard spell in the school of illusion. Bard spells are cast using power words passed down from one magician to the next.
Masters of illusion
At third level Magicians gain access to any wizard spell in the school of illusion. They can choose and cast spells from the school of illusion as if it were a spell in the Bards list of spells. Spells must be of the same level as those allowed in the Bards list.
The Bard has ADVANTAGE on any saving throw versus a spell from the school of illusion
Nothing up my sleeve
Having been trained in the art of lock picking and master at sleight of hand tricks, at third level a Bard in the School of Magicians gains proficiency in the use of thieves' tools and in the skill sleight of hand. Pick a card, any card... Follow the ball under the cup, pulling coins out of an ear, or performing death defying escapes from chains and manacles are some of the parlor tricks at the disposal of the Bard, but that's not all they are capable of. Opening a locked door, or chest, or swapping an adversaries sword for a stick before its unsheathed are just a few other tricks up this Bards sleeves!
Baffled
"I got your nose!" seems like the oldest rick in the book and can leave some creatures "Baffled" for up to 1D6 turns while trying to figure out the trick they just witnessed. This effect can only be used on intelligent creatures. The range of the effect is any creature within 10 feet of the performance of the trick, and had line of site with the Magician.
Upon performing a trick meant to leave a creature "Baffled", the target creature(s) must make an intelligence check versus the Bards Spell Save DC. If a creature fails the Saving Throw, the creature is considered INCAPACITIATED (Unable to take actions or reactions) for 1D6 rounds or until a successful attack is made against the creature.
Grande Finale
Very powerful secret words have been passed down through the College of Magicians that allow the Bard to simultaneously cast up to 3 spells. The sum total level cannot be higher than the highest level spell slot the Bard can cast plus the Bard's Charisma modifier. The Grande Finale uses one spell slot at a level equal to the sum of the spell levels or the Bard's highest know spell level. The Grande Finale may be used once per long rest.
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Posted Apr 22, 2021I don't know how to really suggest anything for this as I myself am inexperienced in this "department", however I would love to play a rabbitfolk magician that pulls humans out of his hat LOL.
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Posted Dec 12, 2019This is my first go at a dndbeyond home-brew subclass. Let me know what you think and what tweaks are needed to make this a well balanced subclass. I am undecided about the Grande Finale feature. I feel this may be too powerful, but it is a 14th level feature.