Warlock
Base Class: Warlock

The Magician

The Magician is certainly an alluring figure. An individual wrapped in mystery, fancy clothes, and an aura of somewhat divine magic. Believed to have been born in the Feywild the Magician is an entity of endless chaos, change, and joy. An entity who is known for their great pranks and tricks as well as the bane of my tyrants and oppressors. Legends tell of the Magician ending wars between both mortals and immortals alike with simple displays of card tricks and cleverly placed buckets of water.

Power, for Free?

Absolutely not. However nobody really knows what the Magican wishes in return. Some speculate they simply find certain mortals fascinating and gives power to the ones they like the most. Others say the Magician like to find those with a knack for staying hidden, even in plain sight. Whatever the reason it’s nearly impossible to tell since the Magician is such an enigma of chaos, any thought could be running through their mind and nobody else would know. Work with your DM to attempt to decode your patrons intentions with you, or work like the Magician and just make it up as you go along...

Extended Spell List

The Magician teaches you some secrets and let’s you add the following spells to the warlock spell list for you:

Magician Expanded Spells

SPELL LEVEL SPELLS

1st

silent image, sleep

2nd

calm emotions, magic mouth

3rd

glyph of warding, major image

4th

confusion, greater invisibility

5th

mislead, seeming

Trickery 101

You’ve been gifted with the basics of at least pretending you know what you're doing. You gain proficiency in two skills of your choice.

When you complete a long rest you may choose to replace one skill with any other skill your not proficient with.

Trickster’s Guidance

The Magician has bestowed upon you subtle tricks to play on your chosen query. You gain the minor illusion cantrip. In addition you can create subtle illusions that seem like the mind played tricks on their targets. As an action you can target on creature within 30ft of you. The target must succeed a Intelligence saving throw against your spell DC or be forced to believe one of the following things for one minute:

  • Writing they see becomes jumbled and unintelligible
  • Creatures are talking in a language they don’t understand
  • You are standing 10 ft away from where you actually are, target cannot see the real you.
  • A tiny object that is real no longer exists, or vice versa

The target may make an Intelligence (Investigation) or Wisdom (Perception) check as an action in order to attempt to correct themselves. Ending the effect on a success. In addition targets who succeed their save are immune to further uses of this ability for 24 hours. Creatures who are immune to charm automatically succeed their saving throw. You can use this ability a number of times equal to your Charisma modifier and regain expended uses on a long rest.

Hidden Sleeve Magic

Every magician has a trick up their many sleeves, especially one that has traveled across the multiverse. You patron has given you the ability to use magic in a much more subtle manner. Up to a number of times equal to your Charisma modifier, when you cast a spell from the Enchantment or Illusion school you may ignore verbal and somatic components. You regain expended uses on a long rest.

Reality Shift

While the Magician has gifted you a way to dazzle your would be attackers with a flick of a wrist and lots of style. When you are hit with a melee attack from an attacker you can see, you can use your reaction to teleport to an unoccupied space you can see within 10ft. As part of this reaction you may also cast one Illusion or Enchantment spell of 1st level of higher at the attacker, as long as it targets only the attacker and has a casting time of one action, if you wish to do so.

Once you use this reaction you cannot do so again until you complete a short or long rest.

Prank Casting

Starting at 14th level your patron bestows upon you the ability to ignore certain aspects of spells that would prove to be a significant problem. A number of times equal to your Charisma modifier, when you cast an enchantment spell that would tell the target you manipulated them, you ignore that aspect of the spell. Instead the target believes the closest creature to them enchanted them when the spell ends. A greater restoration spell or similar magic of at least 5th level cast on the target(s) reveals that you were truly the manipulator.

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