Roguish Archetype - Magician - by The Amethyst Dragon

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Magician Spellcasting and Spell Slots

Roguish Archetype Rogue


Level
Cantrips
Known
Spells
Known 1st 2nd 3rd 4th
Magician 3rd 3 3 2 — — —
Some rogues enhance their skills and agility with magical 4th 3 4 3 — — —
spells, creating tricks that entertain, confuse, and distract 5th 3 4 3 — — —
others. These rogues find work as street magicians,
pickpockets, and con artists, but can also be pranksters, 6th 3 4 3 — — —
mischief-makers, and adventurers. 7th 3 5 4 2 — —
8th 3 6 4 2 — —
This archetype is based on the trickster rogue in the base
game, and is intended to replace that archetype in campaigns 9th 3 6 4 2 — —
where one wants more of a Charisma-based showman. 10th 4 7 4 3 — —
11th 4 8 4 3 — —
Center of Attention 12th 4 8 4 3 — —
Beginning at 3rd level, your skill allows you to perform tricks
and illusions to entertain and distract others. You gain 13th 4 9 4 3 2 —
proficiency with Charisma (Performance) checks. 14th 4 10 4 3 2 —
15th 4 10 4 3 2 —
Spellcasting
When you reach 3rd level, you discover the ability to alter 16th 4 11 4 3 3 —
reality in mystical ways. You begin to cast a few spells like 17th 4 11 4 3 3 —
sorcerers do, using your force of personality to bring forth
and control the magic. 18th 4 11 4 3 3 —
Cantrips. You learn three cantrips: mage hand, minor 19th 4 12 4 3 3 1
illusion, and prestidigitation. You learn another sorcerer 20th 4 13 4 3 3 1
cantrip of your choice at 10th level.
Spell Slots. The Magician Spellcasting table shows how
many spell slots you have to cast your spells of 1st level and Mage Hand Legerdemain
higher. To cast one of these spells, you must expend a slot of Starting at 3rd level, when you cast mage hand, you can make
the spell's level or higher. You regain all expended spell slots the spectral hand invisible, and you can perform the following
when you finish a long rest. additional tasks with it:
For example, if you know the 1st-level spell charm person You can stow one object the hand is holding in a container
and have a 1st-level and a 2nd-level spell slot available, you worn or carried by another creature.
can cast charm person using either slot. You can retrieve an object in a container worn or carried
Spells Known of 1st-Level and Higher. You know the by another creature.
silent image spell and two other 1st-level spells of your choice You can use thieves’ tools to pick locks and disarm traps at
from the conjuration, enchantment, or illusion spells on the range.
sorcerer spell list.
The Spells Known column of the Magician Spellcasting You can perform one of these tasks without being noticed
table shows when you learn more spells of 1st level or higher. by a creature if you succeed on a Dexterity (Sleight of Hand)
Each of these spells must be a conjuration, enchantment, or check contested by the creature’s Wisdom (Perception)
illusion spell of your choice, and must be of a level for which check.
you have spell slots. For instance, when you reach 7th level in In addition, you can use the bonus action granted by your
this class, you can learn one new spell of 1st or 2nd level. Cunning Action to control the hand.
Whenever you gain a level in this class, you can replace one
of the spells you know with another spell of your choice from Misdirection's Magic
the sorcerer spell list. The new spell must be of a level for Starting at 9th level, if you would have advantage on an attack
which you have spell slots, and it must be a conjuration, roll against a target, the creature has disadvantage on any
enchantment, or illusion spell. saving throw it makes on the initial saving throw of the first
Spellcasting Ability. Charisma is your spellcasting ability spell you cast this turn.
for spells, since you will the bring forth the magic with sheer
personality. You use your Charisma whenever a spell refers to
your spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a spell you
cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma
modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier
Hand of Distraction
At 13th level, you gain the ability to distract targets with your
mage hand. As a bonus action on your turn, you can
designate a creature within the spell's range and cause the
spectral hand created by the spell to move within 5 feet of
that creature. That creature is distracted as it sees the hand
glitter and shimmer with magic. Doing so gives you
advantage on attack rolls against that creature until the end
of the turn.
Grand Exit
At 17th level, you have the ability to vanish from one location
and appear in another. You know the dimension door spell,
and it does not count against one of your spells known.
When you cast dimension door, there is a burst of
illusionary magic that happens at the location of your
disappearance. This is typically a burst of sparks, smoke,
confetti, flames, or something else designed to impress
crowds.
Though not yet able to normally cast 4th-level spells, you
are able to cast dimension door. Once you use this feature to
cast it, you can’t cast it again by this means until you finish a
long rest.

Created by The Amethyst Dragon. You can find this, and more
new 5e content, at patreon.com/TheAmethystDragon.

© 2017 Nathaniel Bruha. All rights reserved.


Reference to other copyrighted material in no way constitutes a challenge
to the respective copyright holders of that material.

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