Theme: Magician Trickster

## A Little Magic Goes a Long Way

The Magician is the master of illusion and enchantment. While they may only have relatively little magic at their disposal, they augment it with sleight and hand and misdirection to devastating effect.

The Magician is a delayed half-caster, meaning that from Level 3 onwards they gain Spells at the same rate as Archetypes with half-spellcasting, such as the Inventor, Champion and Explorer archetypes. They learn their Magic from the Arcane Tradition of magic, and their Spellcasting is determined by their Trickster Talent. In addition to their Spellcasting, the Magician Trickster may trigger their Sneak Attack feature on a Successful hit, and may summon and control minor illusions. At higher levels the Magician may use their illusions to both distract and charm Characters, and even swap positions with their illusions to avoid harm.

This Theme is inspired by stage Magicians, showmen, high concept illusionists and escape artists. It is intended to emphasize the true to life role of misdirection and trickery in the magical arts which is often missing from fantastical depictions of magic.

## Prerequisites

The Magician Trickster Theme is available to the Trickster Archetype only.

It is well suited for Modern settings with elements of magic realism, however it may be enjoyed in a range of settings where low-levels of magic are permitted.

## Level 3 Features

At Level 3 your Character gains the following features:

### Spellcasting

You have learned to reshape the world around you using your Magicians craft.

#### Spell List

Magicians may learn Spells from the Arcane Tradition of Magic.

Spells learned through this Subclass are referred to as Magician Spells.

#### Cantrips

* Cantrips are a subset of Spells which you may cast without expending a Spell Slot.
* You learn two Cantrips of your choice from the Arcane Spell List.
* You also automatically learn the spell Minor Illusion. This spell is not counted against the Cantrips known column of the Magician Spellcasting Table.
* You learn additional Arcane Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Magician Spellcasting Table.
* You may replace one Cantrip of your choice other than the Minor Illusion Spell with another from the Arcane Tradition of Magic whenever you Level Up.

#### Spell Slots

* The Magician Spellcasting Table shows how many Spell Slots you have to cast your Spells of 1st Level and higher.
* To Cast one of these Spells, you must expend a Slot of the Spell's level or higher.
	+ For example, if you know the 1st-level Spell Sleep and have a 1st-level and a 2nd-level spell slot available, you can cast Sleep using either slot.
* You regain all expended Spell Slots when you finish a Long Rest.

#### Spells Known of 1st Level and Higher

* You may learn any Spell from the Arcane Tradition of Magic
* The number of Spells you may learn increases as you level up.
* You may not learn a Magician Spell of higher level than that granted by the Spell Slots you gain from this Archetype (see the Magician Spellcasting Feature Table)
* The total number of Spells you may learn is equal to one + Half your Trickster Level rounded up (see the Magician Spellcasting Feature Table)
* You may learn any combination of Arcane Spells from any Spell Slot Level, provided they do not exceed the total number of Spells available at your Level and are of a Spell Level you can Cast as a Magician (see the Magician Spellcasting Feature Table)

#### Replacing Spells Known of 1st Level or Higher

* Whenever you gain a New Level, you may in addition to learning new Spells replace as many Arcane Spells you know with other Spells available from the Arcane Tradition of Magic.

#### Spellcasting Ability

* Your Magician Spellcasting Ability Modifier depends upon your Trickster Talent: Rough and Tumble use Dexterity, Suave use Charisma, Expert use Intelligence and Perceptive use Wisdom.
* You use this Ability Modifier whenever a Magician Spell refers to your Spellcasting Ability.
* In addition, you use this Ability Modifier when setting the Saving Throw DC for a Magician Spell you cast and when making an Attack roll for such a Spell.
	+ Spell save DC = 8 + your Proficiency bonus + your Magician Spellcasting Ability Modifier
	+ Spell Attack Modifier = your Proficiency bonus + your Magician Spellcasting Ability Modifier

#### Ritual Casting

* You can Cast any Spell you have learned as a Ritual if that Spell has the ritual tag.
* The duration to cast a Ritual is the Spell's usual casting time plus 10 minutes.
* When you Cast a Spell as a Ritual you do not expend a Spell Slot.
* Casting a Spell as a Ritual requires you maintain Concentration on the Spell throughout performing the Ritual.

#### Spellcasting Focus

* You may use a Spellcasting Focus whenever a costless material component is required to perform a Magician Spell.
* You may use a range of objects magically significant objects as Spellcasting focus. Decks of Cards, Magic Wands and similar are common such items for Magicians.
* Choose one such object which may be easily held in one hand which would act as a Spellcasting focus for your Magician Spells.
* You may have only one Spellcasting Foci capable of Casting Magician Spells at a time, and you may change the objects representing your Spellcasting Foci at the end of a Long Rest.
	+ If you lose a Spellcasting Foci, you may replace it by performing a 10 minute Ritual in which you prepare another suitable object of magical significance for the task.
* Whether an object is deemed suitable or not as a Spellcasting Focus is at the GM's discretion.

### Surprising Spell

* You may ignore the requirement for an Attack to be made with a Weapon for the purposes of using the Sneak Attack feature, allowing you to use Spell Attacks for the purposes of triggering your Sneak Attack feature.
	+ The Spell Attack must cause Damage to the Character in order to trigger your Sneak Attack. The type of Damage caused by your Sneak Attack feature is of the same Damage type as one of the Damage types the target takes as a result of this Spell (your Choice if there are multiple Damage types caused).

### Magician's Assistant

* You may Cast the Spell Minor Illusion as a Bonus Action.
* When you cast Minor Illusion, it may be made to create an Illusion of a Small or Medium Sized creature (such as a small animal or a Humanoid), with a height which may exceed 5ft but not 7ft.
* The Illusion cannot make sounds, however it moves as though it were a living creature.
* As a Bonus Action, you may Command your Illusion to move upto 30ft to a position which remains within 30ft of you.

## Level 6 Features

At level 6 your Character gains the following features:

### Reliable Talent: Sleight of Hand

* When you make a Skill Check to hide an object, pickpocket someone or otherwise move an object in a way intended to deceive someone, you may treat a d20 roll of 9 or lower as a 10.

### Distracting Illusions

* Once Per Turn, when you cast Minor Illusion or use your Bonus Action to Command it to move, you can cause the effects of the Distract Action on one Creature which can see the Illusion and is within 5ft of that Illusion.
	+ Only creatures other than yourself can benefit from the Advantage granted by this Distract Action.
* When a creature is Distracted by this Illusion, they must make a Wisdom Saving Throw against your Magician Spell Save DC.
* If they Fail their Saving Throw, they are Charmed by you for 1 Hour or until they are Attacked, take Damage or roll a Saving Throw.
* If they Succeed on this Saving throw, they are immune to this effect for the next 24 hours.

### Misdirection

* While a creature is Charmed by you, you gain the following benefits:
	+ Any Attack you make against them is considered Advantageous for the purposes of being eligible for your Sneak Attack feature.
	+ Saving Throws they make against Spells you Cast are made with Disadvantage.

## Level 10 Features

At level 10 your Character gains the following features:

## Level 14 Features

At level 14 your Character gains the following features:

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

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This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode