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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

Core domain
Grace
Homebrew domain

Starting stats

Evasion
12
Hit points
5

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.

Class items

  • A bag of practical tricks
  • A deck of cards

Character questions

Background prompts

  1. What was the first trick you ever learned?
  2. There was a person you wanted to impress with your magic, who was it and why did their opinion matter to you?
  3. Why did you pursue such fanciful and performative magics?

Connection prompts

  1. You once saw me performing and decided to stick by me. What did I do that compelled you?
  2. You refuse to believe what I do is "real magic". Why?
  3. 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.