The Magician

A well dressed main who pulls a rabbit out of a hat, or a dagger from his sleeve. The grizzled veteran who picked up a few magical tricks. The curious halfling, too impatient to study, and too eager to learn magic properly. Magicians are a varied bunch, but they all have one thing in common - magic is an art form. To them, the appearance is just as important as the result. Most choose to be stage performers, but many feel the urge to wander, searching for new spells, looking for adventure, or entertaining crowds.

Creating a Magician

An apprenticeship is the closest thing to formal training a magician might have. Most don't even have that much, instead collecting, inventing and modifying magical tricks into useful spells. While they may not be as powerful as other spellcasters, they make up for it in surprisingly potent cantrips. To make your magician feel unique, think about how they cast their spells, and where they learned them. They could say a prayer to Lathander to cast guidance; even if they don't worship him. Or, they could throw a homemade concoction to cast create bonfire. Since your magician is most likely the wandering kind, think about why he or she chose to leave a safe and comfortable life. What are they searching for, and why?

Playing a Magician

The most important thing about playing a magician is that their focus is their cantrips; the spells they get are cast as rituals. While the rituals are important, they most likely only give a passive benefit, or help you on the first turn of combat.

On your turn, you will usually attack with Devious Sting, or use Smoke Bomb with the Intelligence Saving Throw option. Keep an eye out for when one of the other options, or one of your other cantrips, is especially useful.

Remember that some of your performances can be incredibly powerful, if you cast them in advance. Mage armor is always welcome on characters with high Dexterity, like rogues. And Pass Without Trace can make an unwinnable fight into an easy one, or avoidable entirely. You just have to be mindful of how long your spells last, and if they require concentration.

When casting your rituals you can disguise them as actual performances. Casting Suggestion, and not having the target know is very powerful and entertaining.

Quick Build

To quickly make a magician, follow these suggestions. Your highest ability score should be Charisma, followed by Dexterity. Next, choose the entertainer background. Finally, choose the cantrips Devious Sting, Guidance, and Prestidigitation

Class Features

As a magician, you gain the following class features

Hit Points

Hit Dice: 1d10 per magician level

1d10 per magician level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per magician level after 1st

Proficiencies

Armor: Light armor

Light armor Weapons: Simple Weapons

Simple Weapons Saving Throws: Dexterity, Charisma

Dexterity, Charisma Skills: Sleight of Hand, and choose two from Perception, Acrobatics, Performance, Stealth, Investigation, Survival, Deception