Magician
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About this class
All of life’s a stage! And none understand that better than the Magician. Magicians make use of spectacle to get their way, aided by magic tricks and fantastic maneuvers. Often written off as merely stage magic or parlor acts, Magicians hold true power in their tricks, and are capable of great and powerful feats.
Domains
Grace
Starting stats
Hope feature
Class features
-
Wow
Once per session, spend a Hope and describe how you invoke awe in those around you. Pick one of the following effects:
- The GM must spend an additional Fear to move the spotlight to any adversaries within Close range that can see you.
- Allies within Very Close range that can see you gain a token. They can spend this token instead of spending a Hope, and must clear it after a rest. -
Sleight of Hand
You gain advantage on rolls to misdirect, distract and deceive. Additionally, at the top of each session, gain a number of tokens equal to your tier. These tokens can be spent to add your Presence to a Finesse roll, and vice versa.
Class items
- A bag of practical tricks
- A deck of cards
Character questions
Background prompts
- What was the first trick you ever learned?
- There was a person you wanted to impress with your magic, who was it and why did their opinion matter to you?
- Why did you pursue such fanciful and performative magics?
Connection prompts
- You once saw me performing and decided to stick by me. What did I do that compelled you?
- You refuse to believe what I do is "real magic". Why?
- You believe my potential to be wasted on my craft. What do you think I could better use my talent on?
Subclass cards
Printable via header menu
Illusionist
Foundation
SPELLCAST TRAIT: Presence
Certain Illusion: Mark a Stress to create a temporary illusion that can be slightly larger than you within Close range. It lasts until you cast a spell, and it holds up to scrutiny until an observer physically interacts with it.
You can have a number of these illusions equal to double your Spellcast trait.
Illusionist
Specialization
Unreal Veil: Once per scene, spend a Hope and surround yourself in an unseen veil of illusion. This veil can completely disguise a single action you make before it dissipates. If this action is an attack, gain a +3 bonus to your damage roll.
Refuse to Be Outdone: Your Hope Die becomes a d20 on action rolls involving seeing, sensing or resisting illusions.
Illusionist
Mastery
Major Illusion: Make a Spellcast Roll (15). On a success, create an illusion that can be twice your size within Far range. It lasts until the scene ends or you create another Major Illusion, and holds up to scrutiny until an observer physically interacts with it.
Semi-Reality: When you make an illusion, you can spend a Hope to select one sensory aspect of it to make indistinguishable from reality.
Escape Artist
Foundation
SPELLCAST TRAIT: Finesse
Release: You are able to easily free yourself of any mundane or non-magical restraints, and you can Mark a Stress to clear the Restrained condition on yourself if inflicted by magical means.
Contort: You can fit easily into any space half your size.
Escape Artist
Specialization
Now You See Me: Mark a Stress to draw attention to yourself and become obvious. Adversaries within Far range must target you with their next action, or else spend a Fear to target someone else.
Now You Don't: Once per scene, when you can be seen by an adversary, make a Spellcast Roll (14). On a success, you seem to disappear until you make an action roll.
Escape Artist
Mastery
Impossible to Hold: You can always find a way to remove yourself and your allies from a space, even when there is no physical way to escape. You leave no trace of your presence.
Additionally, you no longer mark a Stress when using your Release feature for magical restraints.
Magician
All of life’s a stage! And none understand that better than the Magician. Magicians make use of spectacle to get their way, aided by magic tricks and fantastic maneuvers. Often written off as merely stage magic or parlor acts, Magicians hold true power in their tricks, and are capable of great and powerful feats.
Domains
Grace + Hazard
Starting Evasion
12
Starting Hit Points
5
Class Items
- • A bag of practical tricks
- • A deck of cards
Magician’s Hope Feature
Magician's Secret : Spend 3 Hope to have a small object or creature you can see within Far range appear in a spot within Melee range of you.
Class Features
Wow
Once per session, spend a Hope and describe how you invoke awe in those around you. Pick one of the following effects: - The GM must spend an additional Fear to move the spotlight to any adversaries within Close range that can see you. - Allies within Very Close range that can see you gain a token. They can spend this token instead of spending a Hope, and must clear it after a rest.
Sleight of Hand
You gain advantage on rolls to misdirect, distract and deceive. Additionally, at the top of each session, gain a number of tokens equal to your tier. These tokens can be spent to add your Presence to a Finesse roll, and vice versa.
Magician Subclasses
Choose either the Illusionist or Escape Artist subclass.
Illusionist
Conjure mystical, fantastical illusions to warp the senses of those around you.
Spellcast Trait
Presence
Foundation Features
Certain Illusion: Mark a Stress to create a temporary illusion that can be slightly larger than you within Close range. It lasts until you cast a spell, and it holds up to scrutiny until an observer physically interacts with it.
You can have a number of these illusions equal to double your Spellcast trait.
Specialization Feature
Unreal Veil: Once per scene, spend a Hope and surround yourself in an unseen veil of illusion. This veil can completely disguise a single action you make before it dissipates. If this action is an attack, gain a +3 bonus to your damage roll.
Refuse to Be Outdone: Your Hope Die becomes a d20 on action rolls involving seeing, sensing or resisting illusions.
Mastery Feature
Major Illusion: Make a Spellcast Roll (15). On a success, create an illusion that can be twice your size within Far range. It lasts until the scene ends or you create another Major Illusion, and holds up to scrutiny until an observer physically interacts with it.
Semi-Reality: When you make an illusion, you can spend a Hope to select one sensory aspect of it to make indistinguishable from reality.
Escape Artist
Get out of binds and disappear before people's eyes.
Spellcast Trait
Finesse
Foundation Features
Release: You are able to easily free yourself of any mundane or non-magical restraints, and you can Mark a Stress to clear the Restrained condition on yourself if inflicted by magical means.
Contort: You can fit easily into any space half your size.
Specialization Feature
Now You See Me: Mark a Stress to draw attention to yourself and become obvious. Adversaries within Far range must target you with their next action, or else spend a Fear to target someone else.
Now You Don't: Once per scene, when you can be seen by an adversary, make a Spellcast Roll (14). On a success, you seem to disappear until you make an action roll.
Mastery Feature
Impossible to Hold: You can always find a way to remove yourself and your allies from a space, even when there is no physical way to escape. You leave no trace of your presence.
Additionally, you no longer mark a Stress when using your Release feature for magical restraints.
Background Questions
Answer any of the following, or create your own.
- • What was the first trick you ever learned?
- • There was a person you wanted to impress with your magic, who was it and why did their opinion matter to you?
- • Why did you pursue such fanciful and performative magics?
Connections
Ask one of the following, or improvise.
- • You once saw me performing and decided to stick by me. What did I do that compelled you?
- • You refuse to believe what I do is "real magic". Why?
- • You believe my potential to be wasted on my craft. What do you think I could better use my talent on?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.