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# The Magician Warlock magicians are those who have made a pact with powerful magical entity, whether it be a trickster god, a cosmic being, or something else. The pact grants the ability to perform magical tricks that can be used to dazzle and amaze friends and foes alike. A magician may be flamboyant and showy or they may be a new aspiring performer who dreams of something bigger. Regardless of who someone was before they became a magician, once someone becomes a magician, a new path of magical experiences awaits them. #### Bonus Cantrip At 1st level, you learn the *minor illusion* cantrip. It counts as warlock cantrip for you, but it doesn't count against your number of cantrips known. #### Expanded Spell List The Magician lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. ##### Magician Expanded Spells | Spell Level | Spells | |:---:|:---:| | 1st | burning hands, color spray | | 2nd | levitate, rope trick | | 3rd | feign death, hypnotic pattern | | 4th | fabricate, polymorph | | 5th | animate objects, wall of force | #### Magic Trick Starting at 1st level, you gain access to a number of magic tricks which can be used to awe both your spectators and your foes. You may use your magic to use any of the following tricks: **Confuse Senses.** Once a turn, when you hit a creature with an attack, you may create a momentary distraction that overwhelms the targets senses. Until the end of the creature's next turn, their special senses range is halved. **Fake Magic.** Magic is your forte and every good magician should be able to turn potential magical danger illusionary. When you would take damage from a spell or magical ability, as a reaction you may reduce the damage taken by 1d4 + your warlock level. **Pull a Pseudodragon Out of The Hat.** As a bonus action, you may have a target object or willing target Tiny creature within 10 feet of you that is not being held by another creature teleport into your hand. **Magical Performance.** When you would make a Charisma (Performance) check that uses magic, real or fake, you are considered proficient in the Performance skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. **Magical Surprise.** When you make a damage roll on a spell, but before the results of the roll are announced, you may reroll one damage die and must use the new roll. You may use your magic tricks a number of times equal to your proficiency bonus, and you regain all expended uses of this feature when you finish a short or long rest. #### Disappearing Act Starting at 6th level, when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead, teleport to an unoccupied place you can see within 10 feet of you, and become invisible until the start of your next turn. Once you use this feature, you can not use it again until you finish a short or long rest. #### Eyes of Truth Starting at 10th level, you gain the ability to see the truth in the world. As an action, you may gain 10 feet of truesight for 1 hour. Once you use this feature, you can not use it again until you finish a long rest. \pagebreakNum #### Grand Finale Starting at 14th level, you gain the ability to finish off your performance with an act that will be remembered. As an action, you may create a 10ft by 10ft illusion within 120 feet of you that lasts until the start of your next turn. All creatures of your choice within 120 feet of the illusion must make a Charisma saving throw. On a failure, they take 10d4 psychic damage, and until the start of your next turn, they are charmed by you and will use their action to applaud your performance. On a successful save or if a creature can not be charmed, they take half as much damage, are not charmed, and are distracted, causing them to have disadvantage on their attack rolls until the start of your next turn. Once you use this feature, you can not use it again until you finish a long rest. #### Additional Invocations ##### Delay Injury **Prerequisite: 11th level**
When you would take damage, as a reaction, you may delay taking that damage for 2 hours. Once you use this invocation, you can't use it again until you finish a short or long rest. ##### Illusionary Creation **Prerequisite: 3rd level, minor illusion cantrip**
When you would cast *minor illusion* and create an image, you can cause the image to act as if it was a real object. When you use *minor illusion* this way, you can touch the illusion and feel the object created, but other creatures can't touch it and the image creates sound, light, smell, and other sensory effects for the duration of the spell. When you cast the spell this way, creatures have disadvantage on their Intelligence (Investigation) checks made against your spell save DC to determine that the image is an illusion. Once you use this invocation, you can't use it again until you finish a long rest. ##### Needed Distraction **Prerequisite: 9th level**
You can cast mislead once using a warlock spell slot. You can't do so again until you finish a long rest. ##### Stage Performer You gain proficiency in the Sleight of Hand and Performance skills. ##### Summoning Mischief **Prerequisite: 5th level**
You can cast summon fey once using a warlock spell slot. You can't do so again until you finish a long rest. ##### True Magic **Prerequisite: 7th level warlock**
When you cast a spell that uses a 1st level or higher spell slot, the spell deals additional damage equal to half of the spell slot level used to cast the spell rounded up.
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