Wizard - Order of Magicians
Deep below the surface, in the city of Vaurren, magic is treated as a dangerous substance. Only the highest education and status allow a person to learn how to use it. The Order of Magicians, however, sees this a farce. It is against the law to practice magic outside of controlled environments, but the Order circumvents these rules by performing "practical stage magic." They work tirelessly to hide the fact that they're using actual spells: props, mock sacrifices, and buffoonery all play a part in the grand act. Somehow, they have yet to be caught.
Magician's Secrets
2nd-level Order of Magicians feature
Out of necessity to hide your research, or now simply due to habit, your spellbook's entries look more like cooking recipes, diary pages, personal book reviews, and other writings that are seemingly unrelated to wizardry. As a result, your spellbook's properties change in the following ways:
- For each level of a spell that you wish to copy into the spellbook, the process takes 3 hours and costs 25 gp.
- A creature that inspects your spellbook must succeed on an Intellgience (Arcana) check against your spell save DC or fail to realize the book's true nature.
- You keep an extra, smaller spellbook with you at all times. This extra spellbook magically holds the same contents as your main spellbook, keeping them safe even if the main one is lost or destroyed. If this occurs, the extra spellbook allows you to prepare and cast spells as normal, but you can't copy spells directly into it. When replacing your main spellbook, the gold and time you must spend to copy spells is halved if you copy from the extra spellbook. If you lose the extra spellbook, you can spend 4 hours enchanting another similarly-sized book, which is then magically filled with the contents of your main spellbook if it exists.
You also gain proficiency in the Deception skill if you don't already have it.
Misdirection
2nd-level Order of Magicians feature
After using your action to cast a spell of 1st-level or higher, you can use your bonus action to take the Hide action. When you do, colored smoke begins to fill a 5-foot-radius sphere centered on you, causing the area to be lightly obscured until the beginning of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Wizardly Showmanship
6th-level Order of Magicians feature
You learn the prestidigitation cantrip, which doesn't count against the number of wizard cantrips you know. For you, it has a range of 60 feet, you can cast it as a bonus action, and it has additional magical effects to choose from:
- You change the makeup of a Tiny nonmagical object so that it is rubbery and bouncy for 1 hour.
- You create a burst of sound that can be heard up to 60 feet away near a creature within range. It must succeed on a Constitution saving throw or take 1d4 thunder damage. This damage increases when you reach 17th level (2d4).
If you already knew the prestidigitation cantrip, you instead learn another wizard cantrip of your choice.
Stage Props
10th-level Order of Magicians feature
The necessary cost of material components you use to cast your wizard spells is halved. Additionally, when you either cast a spell that consumes its material components or expend charges from a magical item, roll a d4. If the result is 4, the material components are not consumed, or the charges are not expended.
Nothing Up the Sleeve
14th-level Order of Magicians feature
You can now attune to your spellcasting focus if it doesn't already allow you to. Any spellcasting focus that you are attuned to gains the following additional properties:
Spells. The focus has 4 magician's charges. While holding it, you can cast any spell from your spellbook by expending a number of magician's charges equal to the spell's level. The focus regains 1d4 expended charges daily at dawn.
Assistant. You can attempt to make a creature believe that it is your helpful assistant. As an action while holding the focus, you force a creature within 30 feet of you to succeed on a Wisdom saving throw against your spell save DC or become charmed by you for 1 hour, or until it takes damage or sees its allies being harmed. Once you use this feature, you can't use it again until you finish a long rest.
Credits
Original Homebrew Content by Acenm5. Take the Survey.
Context: D&D 5th Edition by Wizards of the Coast, LLC.
Page 66 Art: Card Magician by Miqdad Habibullah.
Made w/ GM Binder.