Magician

An old man walks along the side of a road, taking every step with the help of a carved wooden staff. Suddenly a gust of wind snaps the trunk of a tree and it comes crashing down towards the traveler. The old man makes a subtle wave of his staff and the tree stops in midair, allowing the man to walk by without slowing his pace.

A set of dwarven twins race through the dusty corridors of an ancient temple, running from an unseen foe they know is just behind them. One of them is looking behind, casting bolts of lightning from the tip of his wand at the beast. The other dwarf waits, cradling his own staff in his hands. When the pair reach a fork in the corridor the second dwarf slams his staff into the floor and summons a wall of light that surround himself and his brother. An angry chimera slams into the wall of light, breaking its body against the magical barrier.

Magicians are versatile mages that have devoted their efforts of study to enchantment and the trapping of magic for later use. The best magicians can find themselves growing skilled with any school of magic, however a magician is always most comfortable when he has a wand in hand.

## Wandsmiths

A magician is never without his wand, and a wand can have no better owner than a magician. Magicians have developed techniques to trap magic in hand-crafted wands and staffs, which they can use as the source of their powers and abilities. A magician is able to coax more power out of a staff than anyone else, even other mages, could ever manage. These specialized spellcasters have a great affinity for enchanted objects, especially those that they create with their own hands.

Creating a wand is an intimate ordeal for a magician, as the act of trapping and shaping magic can take a great toll on the mind of the maker. While other mages might be able to make a wand they will not be able to make one with such potential strength as a magician could. Other mages are typically limited to a small number of enchantments they can imbue a wand with; magicians are only limited by their imagination.

## Masters of the Craft

Only those mages with a particulaly sharp and careful mind can learn the magicians's arts. A true magician gives themselves to their craft, and as such each of their enchanted wands holds a piece of themselves. It is said that this is the reason that magicians are able to coax just that bit more of power out of a wand than others.

Adventuring magicians are a valuable asset to any group looking to find themselves fortune and glory. Spellcasters are always useful to a group of adventurers, but a spellcaster that can use a bit of time and a few choice materials to create an arsenal of magical weapons for their companions is arguably much more useful.

## Creating a Magician

When creating a magician, consider how you came about your skills with their particular line of enchantment. Were you a different sort of spellcaster before deciding to focus on wandcraft? Have you always been interested in the use and creation of wands in order to better use your latent magical talents?

Will you only craft wands for yourself or will you be a craftsman for all? Will you charge for your creations, or will you make specialized magical tools for anyone that needs them? Also an important thought to consider is how you create your wands. Do you simply mutter spells as you carve a length of wood or hammer a rod of metal, or do you use a more taxing method of enchantment? How you craft your wands may determine how you feel about using and sharing them.

### Quick Build

You can make a magician quickly by following these suggestions. First, Intelligence should be your highest ability score. Your next highest score should be Wisdom, or Dexterity if you plan to choose the Arcane Knight Vow. Second, choose the sage background.

# Class Features

As a Magician, you gain the following class features

### Hit Points

***Hit Dice:*** 1d6 per Magician level

***Hit Points at 1st Level:*** 6 + your Constitution modifier

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

### Proficiencies

***Armor:*** None

***Weapons:*** Daggers, clubs, sickles, darts, slings, quarterstaffs

***Tools:*** None

***Saving Throws:*** Intelligence, Wisdom

***Skills:*** Choose two from Arcana, Religion, History, Perception, Insight, or Investigation

### Equipment

You start with the following equipment, in addition to the equipment granted by your background:

* (a) a dagger or (b) a sling and (20) rocks
* (a) a component pouch or (b) an arcane focus
* (a) a scholar's pack (b) or a diplomat's pack
* a quarterstaff

## Spellcasting

You have spent an immeasurable amount of time studying the strange workings of the arcane, and have found a method of using and trapping magical energies in physical objects and wands. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and the end of this document for the magician spell list.

### Cantrips

At 1st level, you know three cantrips of your choice from the magician spell list. You learn additional magician cantrips of your choice at higher levels, as shown in the Cantrips Known column of the magician table.

### Cantrip Versatility

Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the magician spell list.

### Spell Slots

The magician table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these magician 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, if you know the 1st-level spell Chaos Bolt and have a 1st-level and a 2nd-level spell slot available, you can cast Chaos Bolt using either slot.

### Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the magician spell list.

The Spells Known column of the magician table shows when you learn more magician spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of that or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the magician spells you know and replace it with another spell from the magician spell list, which also must be of a level for which you have spell slots.

### Spellcasting Ability

Intelligence is your spellcasting ability for your magician spells, since the power of your magic relies on careful study and understanding. 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
### Spellcasting Focus

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your magician spells.

## Wand Proficiency

As a magician you are trained in the use of magical wands, your skills with them allowing you to channel even more power through them.

Beginning at 1st level, when you use a wand that involves a spell save, instead of the spell save of the wand, you use your spell save DC calculation. When you use a wand that involves making a spell attack, you use your Spell attack modifier instead of the spell attack modifier of the wand.

Also, when you expend the last charge of a wand and are required to roll, and if the result of the roll would involve the wand being destroyed, the wand gains 1 charge instead.

You have a total of five attunement slots, however no more than three of them can be used for items other than wands.

## Magician's Vow

All magicians focus their efforts on a particular use of their arcane power, allowing them to use their abilities in ways unique to their Vow of magic.

At 2nd level choose either:

* Arcane Knight
* Chaos
* Dark
* Solemn

Your Vow grants you new features at 2nd level, and again at 6th, 10th, and 14th level. Your Vow also grants you access to new spells.

## Wand Crafting

You have learned how to craft and enchant your own wands, allowing you to create an arsenal of magical weapons and artifacts that you and those around you are able to use to great effect.

At 3rd level, you gain proficiency with one of the following, which you use when crafting a wand: Smith's Tools, Tinkerer's Tools, or Woodcarver's Tools.

Beginning at 3rd level, you gain the ability to craft magical wands. Crafting a wand is considered a light activity, and crafting and enchanting a wand requires 30 minutes plus (30 minutes x the level of spell slot used when enchanting). The structural materials of the wand must be those that can be manipulated by the set of tools you chose to become proficient in. The magical focus of the wand must contain any and all material components of the spell the staff is being enchanted with. If the spell has no material components, a gemstone worth at least (50 x the spell slot level used when enchanting) gold pieces must be used as a magical focus. For purposes of magical focus requirements, a cantrip is considered a 1st level spell.

You can enchant a wand with any cantrip or spell that you know. When you enchant the wand, you must expend a spell slot that you have available and is the minimum required level for the spell. When you enchant a wand with a spell, the effects of the wand will be that of the spell slot level that you expended in its creation (ie, If you want to enchant a wand with fireball, you must expend a spell slot of at least 3rd level. You can expend a 4th level spell slot to create a wand of fireball that has the effects of a 4th level fireball spell). The casting time for a wand is the same as the spell used to enchant it. To enchant a wand with a cantrip you must expend a 1st level spell slot.

You can only enchant wands using up to a 5th level spell slot. You can only make a number of wands equal to half of your Intelligence modifier, rounded down, per day (minimum of 1).

Wands enchanted with a cantrip will scale their effects based on the level of the wielder.

Below is the chart that details the number of charges and recharge rate of your crafted wands based on the level of spell used to enchant it.

 5th | 2+1d4 | 1d4+1

Wands you craft regain a number of charges equal to its recharge rate at dawn. A use of wands you create consume one charge, and if all charges of a wand are used, roll a d20. On a 1 the wand is destroyed. All wands you create have a +5 to hit and a spell save DC of 15.

Wands you create have a base monetary value of ((100 + (100 x the level of spell slot used to enchant the wand) x the level of spell slot used to craft the wand)) gold pieces.

Your crafted wands have a weight equal to (the weight of all materials to craft the wand + 1.5) lbs, rounded up.

All wands that you create require attunement, but have no other prerequisites.

## 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 s cores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

## Infusion

You are able to tap into your internal arcane energies and use it to infuse your depleted enchanted items with more power.

Beginning at 18th level, you may use an an action to focus on a number of enchanted items equal to half of your Intelligence modifier, rounded up (minimum of 1). The objects must be within 5 feet of you. These items must require the use of charges. When you focus on these items they regain all possible charges that they can hold.

Once you use this ability you may not do so again until you complete a long rest.

## Master Magician

At 20th level, whenever you use your action to use a wand, you may use it twice as part of the same action.

Also at 20th level, you may drain any number of charges from one enchanted item and infuse them into another, allowing the second item to regain spent charges. You must be touching both objects, and replacing charges takes 1 minute per charge.

# Magician's Vow

## Arcane Knight

Arcane Knights are magicians that have vowed to take up the sword in addition to their already great magical prowess. The magicians are typically honorable warriors and are often aiding mundane knights with their use of magic. Arcane Knights that travel and fight on their own dazzle their opponents with their unique style of fighting that combines sword and sorcery.

Choosing the Arcane Knight Vow grants you access to a number of new spells you can choose from at 3rd, 5th, 7th, and 9th level.

### Battlemage

Beginning at 2nd level when you choose this Vow, you gain proficiency with light and medium armor, rapiers, shortswords, and scimitars.

### Empowered Spirit

When you choose this Vow at 2nd level, you gain hit points equal to your Intelligence modifier. Starting at 3rd level, each time you level up you gain an additional number of hit points equal to half of your Intelligence modifier, rounded down (minimum of 1).

### Might and Magic

Beginning at 6th level, if you use your action to make a weapon attack, you may use a wand as your bonus action.

### Arcane Weapon Fighting

Starting at 10th level, all of your weapon attacks are considered to be magical.

Also starting at 10th level, if you make a weapon attack with your action, you may cast a cantrip as a bonus action.

### Magical Knight

Beginning at 14th level, whenever you reduce a creature to 0 hit points, you may immediately make a weapon attack, cast a spell or cantrip, or use a wand.

Also at 14th level, you have access to a new wand enchantment, Knight's Blaze.

Knight's Blaze is a 2nd level evocation that unleashes a 15 foot cone of fire from the tip of the wand. Every creature within the cone must make a Constitution saving throw, taking 2d10 fire damage on a failed save. Any creature that fails the saving throw is considered to be burning, and all burning creatures make their attacks with disadvantage. Any burning creature may make the saving throw again at the beginning of its turn to stop burning. On a successful saving throw, the creature takes half damage.

The amount of fire damage increases by 1d10 for each level of spell slot enchantment above 2nd level.

## Chaos

Chaos magicians walk a fine line between the powers of light and darkness, and as such devote themselves to keeping the two powers in balance. These magicians are often quiet and reserved, spending their time contemplating the balance of magical forces and discerning ways to keep light and darkness equal powers within the multiverse. As such, chaos magicians are able to use the powers of light and dark in ways that other mages could only imagine.

Choosing the Chaos Vow grants you access to a number of new spells you can choose from at 3rd, 5th, 7th, and 9th level.

### Envoy of Chaos

Beginning at 2nd level when you choose this Vow, whenever you deal radiant or necrotic damage you add your Intelligence modifier to the damage calculation.

### Light in Shining Darkness

Starting at 2nd level when you chose this Vow, you gain 60 feet of darkvision.

### Balanced Casting

Beginning at 6th level, if you use your action to cast a spell or cantrip that deals radiant damage, you may use your bonus action to cast a spell or cantrip that deals necrotic damage, and vis versa.

### Chaos Shield

Starting at 10th level, you gain immunity to either radiant or necrotic damage, and resistance to the other.

### Master of Chaos

Starting at 14th level, whenever you reduce a creature to 0 hit points using either radiant or necrotic damage, you regain one 1st level spell slot. You may not regain more 1st level spell slots than you have avaible per the Magician class table.

Also at 14th level, you gain access to a new wand enchantment, Black Chaos.

Black Chaos is a 2nd level evocation that fires a line of chaos energy at a single target with a range of 120 feet. Black Chaos is a ranged spell attack, and on a hit deals 2d10 damage, half of which is radiant damage and half of which is necrotic damage. One damage type of your choice is rounded down, however the total damage to the target must equal the result of the dice rolls.

The amount of total damage increases by 1d10 for each level of spell slot enchantment above 2nd level.

## Dark

Dark magicians are the ultimate spellcasters in terms of attack and defense. They give themselves to the greater arcane forces of magic, and as they are able to summon bursts of raw magical energy whenever they cast a spell. These surges of raw arcane force allow these magicians to bring their enemies to their knees with the power and talent of their spells.

Choosing the Dark Vow grants you access to a number of new spells you can choose from at 3rd, 5th, 7th, and 9th level.

### Arcana Force

Beginning at 2nd level when you take this Vow, whenever a creature fails one of your saving throws, that creature takes force damage equal to your Intelligence modifier plus your proficiency bonus.

### Secret Arts

Starting at 2nd level when you take this Vow, you gain proficiency with the Arcana skill and make all Arcana rolls with advantage.

You also gain the ability to speak, read, and write one language of your choice.

### Dark Inheritance

Beginning at 6th level, when you calculate your spell attack modifier or spell save DC, add an additional value equal to half of your Intelligence modifier, rounded down (minimum of 1).

### Dark Renewal

Starting at 10th level, during a short rest you may spend 30 minutes in deep meditation to regain a number of 1st level spell slots equal to your Intelligence modifier, or a number of 2nd level spell slots equal to half of your Intelligence modifier, rounded down (minimum of 1). You may not regain more spell slots than you have available per the Magician class table.

Once you use this ability you may not do so again until you complete a long rest.

### Ultimate Magician

Beginning at 14th level, whenever you reduce a creature to 0 hit points, all creatures within 15 feet of that defeated creature must make a Wisdom saving throw against your spell save DC. Any creature that fails the save becomes frightened with you as the source for 1 minute.

Also at 14th level, you gain access to a new wand enchantment, Dark Magic Attack.

Dark Magic Attack is a 2nd level evocation that fires a blast of dark energy at a single target with a range of 80 feet. Make a ranged spell attack against a target, and on a hit the target takes 2d10 force damage and has to make a Wisdom saving throw. On a failed saving throw the target is stunned for 1 minute.

The amount of total damage increases by 1d10 for each level of spell slot enchantment above 2nd level.

## Solemn

Solemn magicians are peaceful, but more importantly, noble, mages of the highest order. Magicians that take a Solemn vow devote themselves to the healing and protection of those around them, and will do so in a way that is the epitome of grace and refinement. When around Solemn magicians, others find it difficult to act in anything but a noble manner.

Choosing the Solemn Vow grants you access to a number of new spells you can choose from at 3rd, 5th, 7th, and 9th level.

### Soothing Touch

Beginning when you choose this Vow at 2nd level, as an action you may touch a creature that is within 5 feet of you and is not incapacitated. That creature gains a number of hit points equal to your Intelligence modifier plus your proficiency bonus.

You may use this ability a number of times equal to your Intelligence modifier. All uses of this ability are replenished once you complete a long rest.

### Graceful Presence

Beginning when you choose this Vow at 2nd level, all Deception and Intimidation checks made against you are made with disadvantage.

### Guardian Ward

Starting at 6th level, whenever a creature that is within 15 feet of you and is not incapacitated makes a saving throw to defend themselves against being blinded, paralyzed, petrified, or poisoned, you may use your reaction to allow that creature to add your Intelligence modifier to the total result of their saving throw.

### Pure Soul

Starting at 10th level, whenever you use your Soothing Touch ability, the target gains hit points equal to twice your Intelligence Modifier plus your proficiency bonus.

Also starting at 10th level, whenever you use your action to use your Soothing Touch ability, you may use a spell or cantrip as a bonus action.

### Unwavering Grace

Beginning at 14th level, you make all saving throws against being blinded, paralyzed, petrified, or poisoned with advantage. Whenever you succeed on a saving throw against one of these effects, you gain a number of hit points equal to your Intelligence Modifier.

Also at 14th level, you gain access to a new wand enchantment, Solemn Serenity.

Solemn Serenity is a 2nd level evocation that fills the mind and body of a creature within 80 feet with a sensation of great peace. The creature gains 2d8 hit points and makes the next saving throw it must make in the next minute with advantage.

The amount of healing received increases by 1d8 for each level of spell slot enchantment above 2nd level.