The Magician Dodging left and then right, kicking up the reddened sand of the arena floor, a one-eyed, human fighter-mage glowing with layers of protective magic armor nimbly ducks the slashing attack of a skeleton warrior’s ax and swiftly slices upward with his sword scattering the monster's bones upon the floor of the fighting pit. Noticing his opponent chanting across the arena circle, he dips his sword tip to the ground and mutters a few enchanted words of his own. He barely finishes erecting the magic circle of protection as his opponent raises his hand and unleashes a fireball that explodes upon and engulfs the perimeter of the circle before dissipating, leaving the fighter-mage completely unscathed. A thin, silver haired elf draped in a hooded, white robe kneels beside her companion, who was just knocked down by an arrow covered in a foul smelling goo, and pours a cup full of shimmering water out over his chest. As she pulls the arrow from him the wound begins to heal, the poison bubbles up and, dissolving into nothing, becomes harmless. The elf magician’s friend opens his eyes and is wholly relieved to see her smiling over him, knowing he is safe from harm while in her magical hands. A withered, ancient looking man with a pure white beard that cascades nearly to his knees stands calmly behind a row of heavily armored knights who are struggling to do battle with twice as many orc marauders. As he raises his staff, the wide sleeve of his ragged grey cloak falling back, and points it at the dark cloud forming above the orcs, his eyes roll back in his head and he mutters something incomprehensible into the wind. Suddenly the heavens explode with a crack and a flash as the cloud unleashes a bolt of lightning that arcs from one orc to the next until all that’s left are smoking piles of blackened hide on the ground. Magicians are some of the most skilled practitioners of spell craft and ritual magic, relying on the mental strength they’ve built over years of intense practice, and the unwavering concentration given to their art, to enable them to draw on the more subtle forces present in the universe and utilize that energy to cast their spells. They are often as intelligent as, and sometimes even more so than, wizards but are not constrained by the many limitations, such as particular schools of magic, that hold back other types of magic users. This versatility allows many magicians to not only focus on their skill in wizardry but also enables them to direct their attention towards other useful methods of study and practice that often become highly complementary to their craft, leading many magicians to dabble in areas normally outside of a wizards purview. A Mind for the Subtle Forces The true heart and soul of a magician’s art is in the superior level of mental capacity and control that he develops through years of meticulous study and the intensity which he demands of himself in practice. In fact, a true magician is one who takes the magical arts so seriously that often, through repetition of rituals and keen observation of the effects his actions cause, they become just as much of a science for him as an art. Because he pays considerable attention to the mental forces at work in and around him, a magician is always learning and is often committing his time and energies to reaching towards higher attainments. A magician learns to look for answers and solutions to the problems he faces in the physical world that he inhabits by realizing its relationship to the higher spiritual planes and through examination and utilization of the transference of energy between its grosser and more subtle forms. Through constant development of wisdom and ever growing understanding, the magician empowers his mental connection of the spiritual and physical forces, and by this means he comes to control the elemental energies around him, bending both gross and subtle forces to his will. Bridging the Spiritual and Physical Deciding to become a magician is not a choice that should be made lightly. One must have the foresight to be able to look years into the future to see what consequences might come from the decisions of the present and the veracity to challenge not only the laws of the established order but maybe even of the universe itself. Because of the expansive level of knowledge and talents that magicians usually end up attaining, they often turn to applying their skill and energy towards more than just wizardry. Many will focus on their strength of will gaining powers similar to those of a sorcerer or warlock, or spend their time trying to obtaining a higher wisdom as is common amongst clerics and priests. Some even take up arms, weaving their magic into their fighting style to dominate their enemies on the battle field. Regardless of the pathway an aspiring magician ends up taking, the journey down it will surely be both a difficult and rewarding one.

The Magician Level Proficiency Bonus Features Cantrips Known 1st 2nd -Spell 3rd Slots 4th per

5th Spell 6th Level-7th 8th 9th 1st +2 Spellcasting, Magician's Tool 3 2 — — — — — — — — 2nd +2 Mage Path 3 3 — — — — — — — — 3rd +2 MetaInvocations 3 4 2 — — — — — — — 4th +2 Ability Score Improvement 4 4 3 — — — — — — — 5th +3 ─ 4 4 3 2 — — — — — — 6th +3 Mage Path feature 4 4 3 3 — — — — — — 7th +3 ─ 4 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 4 4 3 3 2 — — — — — 9th +4 ─ 4 4 3 3 3 1 — — — — 10th +4 Mage Path feature 5 4 3 3 3 2 — — — — 11th +4 ─ 5 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — — 13th +5 ─ 5 4 3 3 3 2 1 1 — — 14th +5 Mage Path feature 5 4 3 3 3 2 1 1 — — 15th +5 ─ 5 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 — 17th +6 Magician's Tools 5 4 3 3 3 2 1 1 1 1 18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 20th +6 Magus Trismegistus 5 4 3 3 3 3 2 2 1 1 Creating a Magician When creating a magician, there are many things you may want to consider in regards to your character’s back story. When and how did your character first realize he was able to use magic and cast spells? Did some extraordinary event or encounter early on cause you to be partial to a certain path forward in the magical arts or to a certain ideal that drives your goals and ambitions? Does someone or something from your past cause you to direct your study towards certain types of spells or enchantments over others? It also may be helpful after considering what drove your magician to where he is today, to think about where you want to go from here. Do you aspire to fill your grimoire, or book of spells, from cover to cover with the strongest magical incantations and rituals that have existed? Are you looking to make a name for yourself as the greatest spellcaster in the land and to gain employment as an advisor to some great king or lord? Or do you merely wish to uncover the deepest and most occult knowledge from its ancient hiding places in order to bring true illumination and understanding back to world? Quick Build You can quickly create a magician by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose either the sage or the hermit background. Third, choose the mage hand, light, and fire bolt cantrips, along with the following 1st-level spells for your spellbook: absorb elements, detect magic, mage armor, shield, and protection from good and evil. Class Features As a magician, you gain the following class features Hit Points Hit Dice: 1d6 per magician level

1d6 per magician level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per magician level after 1st

Proficiencies Armor: None

None Weapons: Daggers, darts, slings, clubs, staffs, shortsword, scimitar, rapier, longsword

Daggers, darts, slings, clubs, staffs, shortsword, scimitar, rapier, longsword Tools: None Saving Throws: Constitution, Intelligence

Constitution, Intelligence Skills: Choose two from Arcana, History, Nature, Investigation, Insight, and Perception Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shortsword or (b) a quarterstaff

(a) an arcane focus or (b) a component pouch

(a) scholar's pack or (b) an explorer's pack

A grimoire spellbook Spellcasting As an advanced practitioner of arcane magic, you are over the years constructing a unique spellbook called a grimoire that contains all of the rituals, ceremonies and sigils needed for you to cast the spells you come to know. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. Cantrips At first level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Magician table. Magician's Grimoire At level 1, you have a grimoire containing five 1st level wizard spells of your choice with the only exception being that at least one of the spells must have the ritual tag. Any spell that you have learned and come to know by committing it into your grimoire becomes a magician spell for you. Spell Slots and Casting Spells The Magician table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, at 3rd level you can use either one of your four 1st level spell slots or one of your two 2nd level spell slots to cast a spell of 1st level that you know such as witch bolt. Spellcasting Ability Intelligence is your spellcasting ability for your magician spells, since you learn spells through research and experience and commit them to memory through arduous practice. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a magician spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier ___ Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast a spell as a ritual if that spell has the ritual tag and you have the spell in your grimoire. To do so follow the rules for ritual casting found in chapter 10. Spellcasting Focus You can use an arcane focus (found in chapter 5) as a spellcasting focus for your magician spells. Leaerning Spells of Level 1 and Higher Each time you gain a magician level, you can add two magician spells of your choice to your grimoire. Each of these spells must be of a level for which you have spell slots, as shown on the Magician table, and from a spell list of which you have access. On your adventures, you might find other spells that you can add to your grimoire, (see rules under wizard’s “Your Spellbook” sidebar) these must also follow the rules above. At 1st level you may choose one of the four Magician's tools to become proficient in, if you do not already have the common form of the item you chose from your starting equipment you make take one of the chosen tools you lack, being worth no more than 15gp, from the item’s or weapon’s lists. Each comes with its own benefits and any tool you are proficient in may be used in conjunction with any others that you are proficient in. Any of the Magician’s tools you are proficient in can be used for your Arcane Focus, and you may switch between them as a Focus at will. You may also choose to change a tool to a different object of the required type, that item then becoming your Magician’s tool of that type, at the end of any long rest. At level 17 you gain proficiency in two of the tools you did not choose at level 1. Magician's Sword Your superior intellect allows you to mystically channel your mental power through a particular blade. One sword that you choose becomes your Magician's Sword, allowing you to use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls when attacking with that Sword. In addition, when you reach level 7 in this class, whenever you are at or above your max hit points your Magician’s Sword lets out a magic pulse when you attack with it giving your Sword the reach property and making it a magic weapon for the purpose of dealing damage. Magician's Stave Heightened awareness and guile gives you the ability to react quickly and decisively, especially when your balance is enhanced by your Stave. Choose one staff, club, or wand to link to your will and become your Magician’s Stave. Whenever an enemy’s attack or spell would hit you while wielding this Stave you may use your reaction, in conjunction with the magic imbued in your Stave, to give yourself +2 to either your AC or saving throw potentially changing the outcome of the attack or spell. Once you reach level 7 in this class, you may instead choose to use your reaction to deflect a missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Intelligence modifier + your magician level.

Magician's Cup Your mind is as vast as the seas and when the sweet nectar of your knowledge flows forth it can alter the course of fate. Choose any cup, chalice, mug, bottle or any other vessel that can hold no more than 2 pints of liquid, that item becomes your Magician’s Cup. Once per turn you can use an action to fill your Cup with water, during that turn and on subsequent turns you may use a bonus action to anoint one creature in melee range with the liquid causing the creature to heal 2d4 + your Intelligence modifier hit points. You may use this feature twice each time your Magician’s Cup is filled. Alternatively, after gaining level 7 in this class, once your Cup is filled you may instead use a following action to administer the entirety of the liquid to one creature, curing that creature of one disease or condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Magician's Pentacle Years of intensive practice and rigorous demands on your capacity to concentrate have given you the ability to tap into and focus energy from certain objects such as amulets and talismans. Choose one amulet, ring, gem stone, or similar object that can be carried, worn or fitted into a piece of your equipment. This item now resonates with the frequency of the spirits of a higher plane, and is magically adorned with a pentacle star, allowing you once per long rest to channel its energy to cast one spell that you know without using one of your spell slots. You cast this spell as if you were using a slot with a level equal to your Intelligence modifier, though this notional slot cannot be of a higher level than that which you are currently able to cast, and the spell must be of a level no greater than that of your Intelligence modifier. In addition, once you reach level 7 in this class, and only one time per long rest, you may spend 1 minute concentrating on your Magician’s Pentacle allowing you to recover up to your Intelligence modifier worth of spent spell slots. For example, if you have an Intelligence score of 16 you could regain either one 3rd level slot, one 2nd level slot and one 1st level slot, or three 1st level slots using this feature. Mage's Path When you reach 2nd level you choose a Mage Path, giving more direction to your practice of the arcane by means of following a specific magician archetype: White Mage, Black Mage, Grey Mage or Red Mage. Your chosen path gives you specific features at 2nd, 6th, 10th, and 14th level as well as access to certain spell lists in place of the wizard list that you will use from now on when learning new magician spells. Each path also lets you choose from an expanded list of spells when you learn new magician spells, these spells are added to the list of spells you may choose from when you gain a level in this class. Regardless of the spell list that it comes from, any spell you learn by gaining new levels in magician counts as a magician spell for you. The spells you learned from the wizard list at 1st level you keep, even though you no longer have access to that spell list because of your chosen path, as they are also considered magician spells for you. MetaInvocations As your abilities develop, your versatility only deepens the control you have over your magic. At 3rd level you gain one Metamagic ability from the sorcerer class feature and one warlock Eldritch Invocation of your choice. You must follow any level prerequisites and may not choose an Invocation that requires a warlock Pact Boon. Also if the Invocation requires you to use a warlock spell slot you instead use a magician spell slot. If the Invocation you choose requires the eldritch blast cantrip and you do not know eldritch blast you may instead apply the Invocation to one other damage dealing cantrip of your choice, chosen at the time you choose your Invocation. Your Metamagic effect is powered by mage points instead of sorcery points and you have mage points equal to half of your mage level rounded up. You regain all spent mage points after a long rest. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, if your DM choses to use the variant Feats rule, you may choose a feat instead of increasing your ability scores whenever you would gain this feature. Spell Mastery At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st level spell and a 2nd level spell that are in your grimoire. You can cast those spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.

Magus Trismegistus Though you know there are still a few final goals yet to be attained, that in the very least some small scraps of knowledge and wisdom remain out there for you to shed light upon, your mastery over both the science and art of magic leaves few but the gods themselves that can challenge your power. Once you reach level 20 your spell save DC starts at a base of 11, your spellcasting attack modifier improves by half your proficiency bonus (rounded up) in addition to normally adding your full proficiency bonus, and you may now add half your proficiency bonus (rounded up) to any spell damage when you would normally add your Intelligence modifier to the damage roll. Spell Save DC = 11 + your proficiency bonus + your Intelligence modifier ___ Spell attack modifier = your proficiency bonus + your Intelligence modifier + half of your proficiency bonus ___ Spell damage modifier = your Intelligence modifier + half of your proficiency bonus Mage Paths A life spent in the pursuit of attaining the highest goals of the magical arts and spell craft can either lead the well prepared to having one’s name and legacy raised to the status of legend or, just as easily, to the loss of one’s sanity and the complete destruction of his reputation if he is not well equipped for the work. Only a strong foundation built on focused abilities and control over one’s mentality will allow a magician to build his power ever higher until it towers in the heavens over all who challenge him. Once your basis in magic becomes firmly rooted through your understanding of theory and experience in practice, you will find yourself ready to choose a more specialized path forward for your studies. Each of the available paths for your magician to follow constitutes an archetype that mages attune themselves to as they advance in level. Whether you choose to embrace the revitalizing healing powers of a White Mage, the destructive offensive magic of a Black Mage, the versatile wisdom and flexibility in casting that defines a Grey Mage, or the combination of spells and combat that makes a Red Mage a robust fighting-mage, you are certain to be a useful member of any adventuring party and an effective part of the team both in and out of battle. White Mage Healing and Defensive Magic Choosing this path gives you access to the cleric and sorcerer spell lists to learn spells from whenever you do so by gaining a level in magician. Also, when you decide to take the path of the White Mage you learn 1 extra cantrip of your choice from the cleric spell list. Finally, you gain the Divine Sense feature from the paladin class which allows you, as an action, to detect the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. You can use this feature a number of times equal to half your Intelligence modifier rounded up. When you finish a long rest, you regain all expended uses. White Mage Expanded Spells Spell Level ` Spells ` 1st divine favor, heroism 2nd locate animals or plants, nystul's magic aura 3rd aura of vitality, crusader's mantle 4th aura of life, aura of vitality 5th antilife shell, circle of power 6th guards and wards, wind walk 7th sequester, force cage 8th mind blank, antipathy/sympathy 9th power word heal, prismatic wall Lay on Hands At level 6 the healing magic of your touch becomes strong enough for you to use the paladin class feature Lay on Hands. The total number of hit points you can heal using this feature equals your mage level x 4 and your entire pool of hit points replenishes after a long rest. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Aura of Warding When you reach 10th level the protective power of your magic become so strong that you become surrounded by an Aura of Warding. You and friendly creatures within 10 feet of you have resistance to damage from spells. Supreme Healing At level 14, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. Black Mage Curses and Offensive Magic When you decide to take the road of the Black Mage you gain access to the warlock and sorcerer spell lists instead of the wizard list. You also learn 1 extra cantrip from the warlock spell list. In addition, you gain the ability to put a hex on your enemies making them more vulnerable to your spell attacks. As a bonus action, choose one creature you can see within 30 feet of you to place your Black Mage’s Hex on, and also choose one ability type. The target is cursed for 1 minute and for the duration suffers disadvantage to saving throws of the chosen ability type. The curse ends early if the target dies, you die, or you are incapacitated. You can use this feature a number of times equal to half your Intelligence modifier rounded up. When you finish a long rest, you regain all expended uses.

Black Mage Expanded Spells Spell Level ` Spells ` 1st bane, inflict wounds 2nd melf's acid arrow, gentle repose 3rd animate dead, bestow curse 4th evard's black tentacles, phantasmal killer 5th planar binding, contagion 6th harm, planar ally 7th symbol, project image 8th clone, illusory dragon 9th weird, shapechange Empowered Spells Beginning at 6th level, you can add your Intelligence modifier to one damage roll of any cantrip or magician spell you cast. Expanded Invocations At level 10 you may choose 2 more Eldritch Invocations from the warlock class. You must follow any level prerequisites and may not choose any Invocations that require a warlock Pact Boon. Also if the Invocation requires you to use a warlock spell slot you instead use a magician spell slot. If the Invocation you choose requires the eldritch blast cantrip and you do not know eldritch blast you may instead apply the Invocation to one other damage dealing cantrip of your choice, chosen at the time you choose your Invocation. Savage Spell Caster Upon reaching level 14, when you roll damage for a spell attack you can reroll the spell’s damage dice and use either total. You may only use this ability once per turn. Grey Mage Wisdom and Versatile Magic The path of the Grey Mage gives you ultimate versatility and freedom as a spell caster. When you choose this path at level 2 you choose any two spell lists, not including the wizard list, to learn your magician spells from at this and future levels. Keep in mind, if you choose two lists that do not have cantrips you will not be able to gain cantrips at later levels as shown in the Magician table. Also upon taking up this path you learn 1 extra cantrip of your choice, this cantrip can come from any spell list even if it is not one of the two you chose for this path feature. You also gain expertise, doubling your proficiency bonus, in either one skill or one item of your choice from the Tools list. You must already be proficient in the chosen skill or tool. Grey Mage Expanded Spells Spell Level ` Spells ` 1st faerie fire, command 2nd rope trick, augury 3rd leomund's tiny hut, phantom steed 4th mordenkainen's private sanctum, fabricate 5th dispel evil and good, legend lore 6th forbiddance, planar ally 7th similacrum, mord's magnificent mansion 8th telepathy, antimagic field 9th astral projection, foresight Additional Magician's Tool At level 6 you become proficient in another one of the Magician’s tools of your choice described earlier in this class. Uncovered Metasecrets When you gain 10th level you deepen your reach into the Metamagical, allowing you to choose two more Metamagic options from the sorcerer class feature. Your pool of mage points also grows and as such your maximum number available points is now equal to your magician level minus 1. You regain all spent mage points after a long rest. Occult Understanding At level 14 your advanced knowledge of the energies that course between the different planes of existence and the laws which govern them has allowed you to uncover magic that would have otherwise remained secret. You learn 4 new spells, which you copy into your grimoire, of your choice from any spell list. The only exceptions being that one of the new spells must be a cantrip, one must have the ritual tag, and that the ritual spell as well as the other two must be of a level no greater than that which you currently have spell slots for. These spells do not count against the number spells you already know, learn at this level or will learn at future levels, and they become magician spells for you. Red Mage Fighting and Concentration Magic A Red Mage strives to combine and balance the magical arts with physical combat to gain as much of an upper hand over his enemies as possible. From now on you will choose your spells from the paladin and sorcerer spell lists. You also learn 1 extra cantrip spell that you choose from one of the following: Guidance, Resistance, or Shillelagh. In addition, the intensity of your focus allows you to perform spellcasting rituals in a fraction of the time it would take other magic users, you can now complete a ritual casting that takes just 1 minute longer than the spells regular casting time instead of the normal 10 minutes.