Magician
An elf sits alone repeating the arcane gestures, again and again. His delicate fingers move ever so slightly to trace the spell's sigils in the air. Only the most perceptive creature looking directly at his hands would be able tell he was spellcasting. But the elf continues his exercises; in time no one at all will be able to detect his spellwork.
A tiefling loudly approaches the ogre squaring off with her wizard friend. The orge turns to look at her, and the tiefling draws the ogre's eyes to her right hand twirling a glowing crystal. The ogre doesn't see the tiefling unsheathe the sword, but she certainly feels it as it pierces her abdomen.
A well-dressed dragonborn smiles warmly as he entertains the lord's party with trifling tricks accompanied by amusing banter. No one at the party notices as his companions sneak into the mansion's basement.
Magicians are practitioners of magic and more. Through endless practice of each of the individual components of spellcasting, they have perfected magic into an art form. One they perform so well so as to be completely unnoticed. And their magic often reflects that, employing a combination of subtle influencing enchantments, tricky illusions, and disappearing things before your very eyes. Not being simply limited to arcane prowess, their diligence allows them to cultivate other abilities to their zenith as well.
Practice
Magicians are masterful manipulators of magic. Not through an intricate study of the arcane, but rather a dedicated practice in the skills required to create magic. Growing in talent until the movements and incantations are second nature, working and perfecting until finally it's as if they aren't being performed at all. The great magicians execute somatic gestures without moving and provide verbal components without speaking. They don't gain access to the most powerful spells, but their proficiency in the art of spellcasting is unparalleled.
This dedication and work bleeds over into the mundane. You will find magician's with a variety of skills and understandings outside of the spheres of magic. Intense effort and much time is spent acquiring these abilities. Hours of failure and rehearsal go into making it look like everything they do is easy and effortless.
Creating a Magician
There are some things to consider when you make a magician. How did you begin to study magic? Magicians lack the large academies of wizards or the communal colleges of bards, but a small alliance of magicians is not unheard of. Still more common is a magician taking on an assistant or two, teaching them the proper techniques in exchange for aiding the magician in their work. You may have learned in either environment. Or you may merely be self taught. After all, the road to becoming a magician is merely about having the dedication in perfecting your capabilities as a magic user.
You should also think about your idiom. Are you the type of magician to make grand entrances and call all eyes to yourself or do you prefer to work your magic completely unnoticed? Or maybe you do both depending on the situation or your mood? As for practicing your craft, do you find a particular time of day better for training? Do you need peace and solitude or does needing to tune out a raucous pub help you focus better? Does your character drill their exercises too much or do they procrastinate their practice?
Quick Build
You can make a magician quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the charlatan or entertainer background.
Optional Rule: Multiclassing
If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose magician as one of your classes.
Ability Score Minimum. As a multiclass character, you must have at least a Charisma score of 13 to take a level in this class or to take a level in another class if you are already a magician.
Proficiencies Gained. If magician isn't your initial class, here are the proficiencies you gain when you take your first level as a magician: the disguise kit, light armor, hand crossbows, shortswords, scimitars, and one skill from the class's skill list.
Spell Slots. Add half your levels (rounded up) in the magician class to the appropriate levels from other classes to determine your available spell slots.
The Magician
| Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Misdirection, Spellcasting | 3 | 2 | — | — | — | — |
| 2nd | +2 | Gregarious, Mundane Practice | 3 | 2 | — | — | — | — |
| 3rd | +2 | Expertise, Materialization | 3 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
| 5th | +3 | Mundane Practice feature | 3 | 4 | 2 | — | — | — |
| 6th | +3 | Assistance | 3 | 4 | 2 | — | — | — |
| 7th | +3 | Legerdemain | 3 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 3 | 4 | 3 | — | — | — |
| 9th | +4 | Perfect Spellcasting (1st level) | 3 | 4 | 3 | 2 | — | — |
| 10th | +4 | Deft Distraction, Expertise | 4 | 4 | 3 | 2 | — | — |
| 11th | +4 | Mundane Practice feature | 4 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement, Perfect Spellcasting (2nd level) | 4 | 4 | 3 | 3 | — | — |
| 13th | +5 | — | 4 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Ventriloquism | 5 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | Mundane Practice feature, Perfect Spellcasting (3rd level) | 5 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | — | 5 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Major Misdirection, Perfect Spellcasting (4th level) | 5 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Arcane Praxis | 5 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a magician, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per magician level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per magician level after 1st
Proficiencies
- Armor: Light armor
- Weapons: Clubs, daggers, darts, handaxes, hand crossbows, light crossbows, javelins, scimitars, shortswords, sickles, and spears
- Tools: Disguise kit
- Saving Throws: Dexterity, Charisma
- Skills: Choose three from Animal Handling, Acrobatics, Arcana, Deception, Insight, Investigation, Performance, Persuasion, Sleight of Hand, or Stealth.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) an entertainer's pack or (b) a scholar's pack
- Leather armor, two daggers, and an arcane focus
If you forgo this starting equipment, as well as the items offered by your background, you start with 5d4 x 10 gp to buy your equipment.
Misdirection
1st-level magician feature
You learn how to draw a creature's attention away from where it should be to gain the upper hand. As a bonus action on your turn, you can choose a creature within 30 feet of you that can see or hear you. The next attack roll or contested Strength or Dexterity check you make against the target before the start of your next turn is made with advantage.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Spellcasting
1st-level magician feature
Through thorough practice of spellcasting techniques you can harness magic. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of the class description 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.
Preparing and Casting Spells
The Magician table shows how many spell slots you have to cast your magician spells. To cast one of your magician spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of magician spells that are available for you to cast, choosing from the magician spell list. When you do so, choose a number of magician spells equal to your Charisma modifier + your magician level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level magician, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell charm person, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of magician spells requires time spent practicing and rehearsing the mechanics of the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Charisma is your spellcasting ability for your magician spells, as it is through your rehearsal and perfect performance that you unlock the secrets of magic. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your magician spells.
Gregarious
2nd-level magician feature
You have developed a knack for working crowds of people. If you make a Charisma check against a group of 6 people or greater, you may treat a 20 roll of 9 or lower as 10.
Once you use the ability, you can't use it again until you finish a long rest.
Mundane Practice
2nd-level magician feature
You further your magical pursuit, training with your choice of props: Cards and Decks, Locks and Ropes, Pendulums and Spirals, Swords and Saws, or Wands and Gimmicks, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 11th and 15th level.
Expertise
3rd-level magician feature
Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with the disguise kit. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose two more of your proficiencies (in skills or with the disguise kit) to gain this benefit.
Materialization
3rd-level magician feature
When you cast a spell with material components, you don't need to have a hand free to access them (or your arcane focus), but they still must be on your person.
In addition, you may use your action to teleport an object no larger than 1 foot in any dimension that only you are holding to a concealed location within 5 feet of you, such as the pocket of a creature or behind a wall.
Ability Score Improvement
4th-level magician feature
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.
Assistance
6th-level magician feature
Your allies can now take advantage of your distracting capabilities. When you use your Misdirection feature, you can have a creature of your choice gain its benefits instead of yourself.
Legerdemain
7th-level magician feature
Your motions to cast spells have become so practiced and precise as to be imperceptible. When you cast a spell, you can cast it without any somatic components.
In addition, you don't have disadvantage on attack rolls or Dexterity saving throws as a result of the restrained condition and ignore any penalty you would have to Dexterity checks as a result of being bound or in tight quarters.
Perfect Spellcasting
9th-level magician feature
You have attained a mastery over your spellwork. You can cast a 1st-level spell from the magician spell list without needing to expend a spell slot, provide any components, or have the spell prepared. You gain the ability to cast higher level magician spells in the same way when you reach certain levels in this class, a 2nd-level spell at 12th level, a 3rd-level spell at 15th level, and a 4th-level spell at 18th level.
Once you cast a spell in this way, you can't cast a spell of that level in this way again until you finish a long rest.
Deft Distractions
10th-level magician feature
You've developed and refined more ways to mislead. You regain all of your expended uses of Misdirection when you finish a short or long rest.
Ventriloquism
14th-level magician feature
You have trained to speak without sound or needing to move your lips. When you cast a spell, you can cast it without verbal components. Also, you can throw your voice up to 30 feet away and speak distinctly even with your mouth obstructed, such as by a gag or if full of water.
Major Misdirection
18th-level magician feature
You can manipulate enemies to let their guard down on an instinctual level. As a bonus action, you may choose one creature within 30 feet of you that can see or hear you. The target has disadvantage on the next saving throw it makes until the start of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Arcane Praxis
20th-level magician feature
You have honed your casting to conceal as much of your magic as you can. When you cast a spell that specifies a creature is aware of the spell's effects, you may have it be unaware instead.
Also, when you cast a spell that has a visual or audio effect, you may choose to have the spell not have that effect. Alternatively, you may make it appear as if the spell and its effects are coming from a different source within 60 feet of you such as another creature or another location, although the range of the spell still originates from you. If you are hidden when casting a spell and hide its visual and audio effects or have them appear to come from another source, it does not reveal your location.
Mundane Practice
Magicians will train in an area outside the arcane. This other practice is identified by a pair of objects, one or two tools the magician uses in their honing of their art. Just as they perfect their spellcasting, they perfect their manipulation of these tools as well.
The object is usually one that requires fine movements and subtle gesticulation. As such the magician can overlap their training. Drilling down their unseen spellwork enhances abilities that allow them to handle and work their props with ease and vice versa.
Cards and Decks
Although initially utilized by cheats, the adroit maneuvers required to palm card, force draws, and pull cards from sleeves found immediate purpose for magicians. They both required intense work to cultivate graceful movements which, most importantly of all, must not be detected by anyone. Of course, magicians were able to take card techniques one step further by turning them into weapons as well.
Bonus Proficiency
2nd-level Cards and Decks feature
You gain proficiency with the playing card set, and you can add double your proficiency bonus to ability checks using it.
Card Sharp
2nd-level Cards and Decks feature
Your skill with cards has turned them into weapons. You can make an attack with a card. It counts as a simple ranged weapon with which you are proficient. It has the light and thrown properties (range 20/60). On a hit, a card deals 1 slashing damage (plus your Dexterity modifier). The cards count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. When you cast a spell on your turn, you may use your bonus action to make a single attack with a card.
Cutting Cards
5th-level Cards and Decks feature
You may make a number of attacks with cards equal to your proficiency bonus as an action. Drawing the cards required to make these attacks only counts as a single object interaction.
Suits and Pips
11th-level Cards and Decks feature
You can unleash the innate magic in the randomness of the cards. When you use your Cutting Cards feature, the first hit against a creature gains an additional effect based on the suit and value of the card. For the suit, roll a d4 and consult the Suit Effect table to determine the effect. For the value, roll a d12 and add the result to the damage of the attack. A roll of 1 represents an ace card in which case the next Cutting Cards attack you hit with on this turn also gains an additional effect based on suit and value, which you roll for in the same manner.
Through clever manipulation of the deck you can force the card you wish to turn up. Instead of rolling, you choose the result. Once you use this ability, you can't use it again until you finish a long rest.
Suit Effect
| d4 | Effect |
|---|---|
| 1 | The target is pushed 10 feet in a direction of your choice. |
| 2 | Choose another creature within 20 feet of the target. If your same attack roll would hit the second creature, it takes the same damage as the initial target. |
| 3 | You gain a number of temporary hit points equal to the damage dealt. |
| 4 | After you make your last Cutting Cards attack, you become invisible to the target until the beginning of your next turn. |
Different Decks
Suits and values can vary from deck to deck. Many suits exist such as hearts, diamonds, wands, cups, acorns, shields, bells, and so forth, although four suits for a deck is nearly universal. As is numbering the suits from 1 to 10, although the number and types of cards without pips (such as face cards) varies. The dice values to determine a card's suit and value may not exactly reflect the composition of your deck, but the magic results remain the same.
Trick Deck
15th-level Cards and Decks feature
You can create a storm of cards swirling from you as an action. Each creature in a 30-foot cone originating from you must make a Dexterity saving throw against your magician spell save DC. A creature takes 8d12 slashing damage on a failed save and half as much on a successful one. This damage counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Once you use this feature, you can't use it again until you finish a long rest.
Locks and Ropes
One of the typical ways to prevent a spellcaster from working their magic is to bind them. As such, magicians of this Mundane Practice have trained as artists of escape. Whether it be by manacles, ropes, or magic vines, these magicians work their fast fingers to never be constrained.
Bonus Proficiency
2nd-level Locks and Ropes feature
You gain proficiency with thieves' tools, and your proficiency bonus is doubled for any ability check you make using them.
Ensnare
2nd-level Locks and Ropes feature
Your training in escaping binds can be applied to bind others. You gain proficiency with nets. Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls with a net. Both the net's AC and DC gain a bonus equal to your Charisma modifier. You may also use at least 15 feet of rope as if it were a net, magically entwining the target when you hit with an attack.
Escape Artist
2nd-level Locks and Ropes feature
You add your Charisma modifier to ability checks to end the grapple or restrained conditions.
Defenseless
5th-level Locks and Ropes feature
You can exploit the weaknesses of immobile opponents. When you hit a creature with a weapon attack that is grappled, incapacitated, or restrained, you deal an extra weapon die worth of damage to the creature.
Contortionist
11th-level Locks and Ropes feature
You can magically contort your body into impossible shapes. You can move through a space as narrow as 6 inches wide without squeezing, can move through a hostile creature's space regardless of its size, and can't be targeted by opportunity attacks.
Uninhibited
15th-level Locks and Ropes feature
Almost nothing can hold you. Moving through difficult terrain costs you no extra movement, and you are immune to the grappled, paralyzed, petrified, and restrained conditions.
Pendulums and Spirals
The deft swinging of pendulum or spin of a spiraled wheel can bring a person into a hypnotic trance. You have developed the skills to invoke this state in an instant, rendering the subject highly vulnerable to your spells and suggestible to your input if only for a moment.
Instant Mesmerism
2nd-level Pendulums and Spirals feature
You can attempt to charm a creature of your choice within 10 feet of you that can see or hear you as a bonus action on your turn. The creature must make a Wisdom saving throw against your magician spell save DC. On a failure, it is charmed by you until the end of your next turn.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Under Your Spell
2nd-level Pendulums and Spirals feature
A creature charmed by you automatically fails the next saving throw it makes against one of your magician spells or magician features. It won't automatically fail again until you charm the creature again.
Psychosomatic
5th-level Pendulums and Spirals feature
You are able to make a creature believe it is in great pain. As an action, you may choose a creature within 30 feet of you to make a Wisdom saving throw against your magician spell save DC. On a failure, it takes 2d8 psychic damage. The damage increases by 1d8 when you reach 11th level (3d8) and 17th level (4d8) in this class.
Whenever you deal damage with this feature, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than first.
Irresistible
11th-level Pendulums and Spirals feature
You can resist those who would charm you and overcome those who would resist your charms. You are immune to being charmed. In addition, creatures that are immune to being charmed can still be charmed by you and aren't immune to spells you cast that creatures that can't be charmed are immune to (such as the enthrall or suggestion spells), and creatures that have advantage on saving throws against being charmed don't have advantage against being charmed by you.
Mass Appeal
15th-level Pendulums and Spirals feature
The range of your Instant Mesmerism feature becomes 30 feet and can now affect each creature of your choice within range.
Swords and Saws
Few things can be as helpful in battle as a sharp blade. A magician's study to effortlessly cast spells allows them to be able to wield weaponry and not be limited like other spellcasters needing to hold material components or perform somatic gestures. These magic-users can simply focus on the fight.
Bonus Proficiencies
2nd-level Swords and Saws feature
You gain proficiency with medium armor, shields, battleaxes, glaives, greataxes, greatswords, halberds, longswords, pikes, and rapiers.
Fighting Style
2nd-level Swords and Saws feature
You adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if something in the game lets you choose again.
Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Flash Attack
2nd-level Swords and Saws feature
Once on your turn, before or after you make an attack, you may teleport 5 feet to an unoccupied spot you can see. When you reach 11th level in this class, you may teleport each time you make an attack on your turn.
Extra Attack
5th-level Swords and Saws feature
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Impaled
11th-level Swords and Saws feature
You can remain perfectly unharmed despite appearing to take a severe wound. When you are hit with a weapon attack, you may use your reaction to take no damage from the attack.
Once you use this feature, you can't use it again until you finish a short or long rest.
Vanishing Strike
15-level Swords and Saws feature
You may cast the banishing smite spell without expending a spell slot. If the attack did not reduce the target to 50 hit points or fewer, you may choose to vanish into a harmless demiplane. When the spell ends, you appear in an unoccupied spot of your choosing within 30 feet of where you vanished.
Once you use this ability, you can't use it again until you finish a long rest.
Wands and Gimmicks
Wands have long been utilized by arcanists to aid in spellcasting, but a magician's wandwork can draw the eyes of foes. A subtle means of direction which can allow the magician to heighten their spell. Although using a wand means magicians of this Mundane Practice can rarely hide the fact they are a spellcaster.
And even alongside magic items, these magicians have use for mundane objects. A well timed use of a device can aid in diversions and create crucial openings
Magician's Wand
2nd-level Wands and Gimmicks feature
You gain a magician's wand that has two cantrips of your choice from any classes. While holding it, you can cast either cantrip using the spell's normal casting time. Only you can use the wand to cast spells from it. You use your magician spell attack bonus or spell save DC for any spells you cast from the wand (if one is required). You can summon your magician's wand as a bonus action on your turn, causing it to teleport instantly to your hand.
Gimmicks
2nd-level Wands and Gimmicks feature
You may take the Use an Object action as a bonus action, you add your proficiency bonus to attack rolls you make with objects, and when you use an object that requires a saving throw, you may use your magician spell save DC instead of the DC listed with the item.
Magician's Wondrous Wand
5th-level Wands and Gimmicks feature
You add your Charisma modifier to one damage roll of any spell cast from your magician's wand or any magician spell you cast while holding your magician's wand.
Magic Materials
11th-level Wands and Gimmicks feature
You may attune to or unattune from a magic item as a bonus action. Also, you ignore all class, race, spell, and level requirements on attuning to or using a magic item.
Magician's Marvelously Wondrous Wand
11th-level Wands and Gimmicks feature
When you cast a spell while holding your magician's wand, you gain a +1 bonus to the attack roll or spell save DC.
Magician's Marvelously Wondrous Wand of Miracleworking
15th-level Wands and Gimmicks feature
You enhance your wand with more magic. Choose one 6th-level spell from any class. While holding your magician's wand, you may cast the spell using the spell's normal casting time. Once you cast the spell with the wand, you can't cast the spell with it again until the next dawn.
Magician Spell List
Here's the list of spells you consult when you learn a magician spell. The list is organized by spell level, not character level.
These spells are from the Player’s Handbook. If there is a superscript following the spell, it denotes it is from another source.
AI spells are from Acquisitions Incorporated.
EE spells are from the Elemental Evil Player's Companion as well as Xanathar’s Guide to Everything.
EGW spells are from the Explorer's Guide to Wildemount.
FTD spells are from Fizban's Treasury of Dragons.
LLK spells are from the Lost Laboratory of Kwalish.
M spells are located after the Magician Spell List.
SCC spells are from Strixhaven: Curriculum of Choas
SCAG spells are from the Sword Coast Adventurer's Guide.
TCE spells are from Tasha's Cauldron of Everything.
XGE spells are from Xanathar’s Guide to Everything.
Cantrips (0 Level)
- Acid Splash
- Blade Ward
- Booming BladeSCAG
- Control FlamesEE
- Create BonfireEE
- Dancing Lights
- Friends
- Green-Flame BladeSCAG
- GustEE
- Light
- Mage Hand
- Magic StoneEE
- Mending
- Message
- Minor Illusion
- Poison Spray
- Prestidigitation
- Produce Flame
- Shape WaterEE
- Sword BurstSCAG
- Thunderclap
- Vicious Mockery
1st Level
- Animal Friendship
- Burning Hands
- CatapultEE
- Cause FearXGE
- Charm Person
- Chromatic Orb
- Color Spray
- Command
- Comprehend Languages
- Create of Destroy Water
- Detect Magic
- Disguise Self
- Dissonant Whispers
- Distort ValueAI
- Entangle
- Expeditious Retreat
- Faerie Fire
- Find Familiar
- Fog Cloud
- Force RayM
- Grease
- Identify
- Illusory Script
- Jim's Magic MissileAI
- Magic Missile
- Object InvisibilityM
- Silent Image
- Silvery BarbsSCC
- Sleep
- Snare
- Tasha's Caustic BrewTCE
- Tasha's Hideous Laughter
- Time JumpM
- Unseen Servant
2nd Level
- Animal Messenger
- Arcane Lock
- Blur
- Borrowed KnowledgeSCC
- Calm Emotions
- Cloud of Daggers
- Darkness
- Detect Thoughts
- Disarm
- Dragon's BreathXGE
- EarthbindEE
- Enhance Ability
- Enlarge/Reduce
- Enthrall
- Flock of FamiliarsLLK
- Gift of GabAI
- Invisibility
- Immovable ObjectEGW
- Jim's Glowing CoinAI
- Kinetic JauntSCC
- Knock
- Levitate
- Locate Object
- Magic Mouth
- Magic Weapon
- Melf's Acid Arrow
- Mind SpikeXGE
- Mirror Image
- Misty Step
- Naithar's MischiefFTD
- Nystul’s Magic Aura
- Pass without Trace
- Phantasmal Force
- PyrotechnicsEE
- Rope Trick
- Saw in HalfM
- See Invisibility
- Shadow BladeXGE
- Silence
- Shatter
- Sky WriteEE
- Suggestion
- Summon BeastTCE
- Transport/TransposeM
- Vortex WarpSCC
- WristpocketEGW
3rd Level
- Blink
- Conjure Animals
- Counterspell
- Create Food and Water
- Dispel Magic
- DisruptionM
- EscapeM
- Enemies AboundXGE
- Fast FriendsAI
- Fear
- Galder's TowerLLK
- Hypnotic Pattern
- Incite GreedAI
- Intellect FortressTCE
- Lightning Bolt
- Magic Circle
- Major Image
- Motivational SpeechAI
- Nondetection
- Reveal SurroundingsM
- Thunder StepXGE
- Tiny ServantXGE
- Wall of WaterEE
- Water Breathing
- Wind Wall
4th level
- Arcane Eye
- Banishment
- Charm MonsterXGE
- Compulsion
- Confusion
- Dimension Door
- DiversionM
- Dominate Beast
- Fabricate
- Freedom of Movement
- Greater Invisibility
- Hallucinatory Terrain
- Leomund's Secret Chest
- Locate Person
- Mordekainen's Private Sanctum
- Otiluke's Resilient Sphere
- Phantasmal Killer
- Polymorph
- Raulothim's Psychhic LanceFTD
- Shadow of Moil
- Summon ConstructTCE
- Wall of Fire
- Watery SphereEE
5th Level
- Animate Objects
- Bigby's Hand
- Control Winds
- Creation
- Conceal Magic
- Control Senses
- Danse MacabreXGE
- Dominate Person
- Far StepXGE
- Geas
- Immolation
- Legend Lore
- Mislead
- Modify Memory
- Passwall
- Rary's Telepathic Bond
- Scrying
- Seeming
- Skill EmpowermentXGE
- Synaptic StaticXGE
- Telekinesis
- Teleportation Circle
- Transmute RockEE
- Wall of Force
- Wall of LightXGE
Conceal Magic
5th-level illusion
- Casting Time: 10 minutes
- Range: Self
- Components: V, S, M (obsidian dust worth 1,000 gp, which the spell consumes)
- Duration: Instantaneous
Choose a spell of 5th level or lower that you can cast. You must begin casting that spell--called the concealed spell--immediately after casting conceal magic. If you fail to complete the casting of the concealed spell, conceal magic fails. The concealed spell cannot be detected by magical or normal means (detect magic will not detect the spell, nor will the spell have any visual or auditory effect that can be detected through normal senses or special senses such as truesight). The concealed spell cannot be prevented by other spells or abilities, such as a nondetection spell preventing divination spells or forbiddance preventing teleportation. If the spell specifies a creature is aware of the spell's effects, it is unaware for this casting. While casting the spell, you may choose creatures who can still detect the concealed spell.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the level of the concealed spell can be of one level higher for each slot level above 5th.
Control Senses
5th-level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a lantern and cut figures or puppets)
- Duration: Concentration, up to 10 minutes
Choose a creature you can see in range. The target must succeed on a Wisdom saving throw or you have complete control of everything it sees, hears, and feels. You must use your action on each of your subsequent turns to continue the elaborate illusion otherwise the spell ends.
While you can make the creature feel pain, it takes no damage from these sensations, and if the creature takes damage, the spell ends.
If you create something that defies reality, the target may wish to make an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed over its normal vision, hears it as a muffled sound along with its normal hearing, and feels it as a dulled sensation.
Disarm
2nd-level transmutation
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Instantaneous
Choose an object in range whose longest dimension is 6 feet or less. If the object is being worn or carried by a creature, the creature must make a Strength saving throw. On a failure or if the object is not being worn or carried, the object flies towards you. You may use your reaction to catch it if you have an empty hand. Otherwise, the object lands at your feet.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell doubles for each slot level above 2nd.
Disruption
3rd-level enchantment
- Casting Time: 1 action
- Range: Self (30-foot sphere)
- Components: V, S, M (something cacophonous, ostentatious, or provocative)
- Duration: Concentration, up to 1 minute
You cause a commotion that can disconcert a creature to its very core. Each creature of your choice that can see or hear you in a 30-foot sphere range of you must make a Wisdom saving throw. On a failure, it is has disadvantage against saving throws it makes to maintain its concentration and on all attack rolls and ability checks for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Diversion
4th-level illusion
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You force creatures to focus on a spot of you wish. Pick a 5-foot cube within range. Each creature of your choice within 30 feet of you that can see the cube must make a Wisdom saving throw. On a failure, the creature is blinded and deafened to everything not located in the cube for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Escape
3rd-level conjuration
- Casting Time: 1 action
- Range: Touch
- Components: V
- Duration: Instantaneous
You touch a willing creature and choose a spot within 300 feet of the target. The creature teleports to the spot. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet."
If the target would arrive in a place already occupied by an object or a creature at least one size larger than the target, the target takes 4d6 force damage, and the spell fails to teleport the target.
If the target would arrive in a place already occupied by a creature of the same size or smaller, this creature must make a Wisdom saving throw. On a success, the spell fails. On a failure, the creature is teleported to the target's initial spot. If the target had been grappled or restrained in its initial spot, the creature it switched positions with is now grappled or restrained in that way instead unless it would be immune.
Force Ray
1st-level evocation
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You create a beam of pure magic essence directed at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 force damage, and the target is pushed 10 feet away from you.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 and the distance pushed increases by 5 feet for each slot level above 1st.
Object Invisibility
1st-level illusion
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a small mirror)
- Duration: 8 hours
You touch an object no larger than 6 feet in any dimension and thata is not being held or worn by an unwilling creature causing it become invisible for the duration. The spell ends for the object if it is used to deal damage or cast a spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional object for each slot level above 1st.
Magic Binds
3rd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a piece of rope or chain)
- Duration: Concentration, up to 1 hour
A creature of your choice within range must succeed on a Dexterity saving throw or be restrained by magic ropes and chains until the spell ends. A creature restrained by the binds can use its action to make a Dexterity check against your spell save DC. On a success, it frees itself.
While concentrating, you can use your action on subsequent turns to attempt to bind another creature within range in the same way. When you do so, the magic binds disappear from where they were, freeing any bound creature.
At Higher Levels. When you cast this spell using a spell slot of 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Reveal Surroundings
3rd-level divination
- Casting Time: 1 action
- Range: Self (30-foot sphere)
- Components: V, M (50 gp worth of powdered copper, silver, gold, and platinum, which the spell consumes)
- Duration: Instantaneous
A magical wave bursts from you, rippling through the area. As this wave travels you learn of everything in its path as if you were seeing it with truesight. This wave travels through creatures, objects, and structures.
Saw in Half
2nd-level transmutation
- Casting Time: 1 minute
- Range: Touch
- Components: V, M (a saw or cleaver)
- Duration: 1 hour
You touch a willing creature of size Large or smaller or a nonmagical object able to fit entirely inside a 10-foot cube and not being held or carried by an unwilling creature. For the duration, it is divided in up to 8 pieces in shapes of your choosing. If you put the pieces back together in the correct way, the parts are reassembled and the spell ends.
If it is a creature, it remains conscious and may take actions as normal, however the DM may rule some actions as difficult or impossible depending on the division of body parts. The creature may take 1 minute concentrating to reassemble itself, provided all its parts are within 5 feet of each other and not separated by barriers, at which point the spell ends.
When the duration ends, the parts will reassemble instantly when all the parts are within 5 feet of each other and not separated by barriers. If still divided after the spell ends, the creature or object takes 1d12 slashing damage at the end of each of its turns until it is reassembled or the spell is cast again touching one of the pieces. Casting it in this way gives the spell the new duration.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or 4th level, the spell lasts for 8 hours. At 5th level or higher, the spell lasts 24 hours.
Time Jump
1st-level conjuration
- Casting Time: 1 bonus action
- Range: Self
- Components: S, M (an ornate hourglass worth at least 50gp)
- Duration: Instantaneous
You jump forward through time briefly. You disappear completely, reappearing in the exact same spot at the start of your next turn. If the spot is occupied when you reappear, you appear in the nearest unoccupied spot instead. You have no knowledge of what transpires while you are displaced in time.
Transport/Transpose
2nd-level conjuration
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
Pick one or two objects that you can see in range. Any object chosen must be able to fit entirely inside a 10-foot cube and must not be held or carried by an unwilling creature. You transport if you chose one object and transpose if you chose two.
Transport. The object disappears with a loud popping sound and reappears with the same sound in an unoccupied space of your choice within range. That space must be on the ground or on a floor.
Transpose. The objects switch places accompanied by a loud popping sound. If the size or shape of either object would prevent it from occupying the same space as the other, the spell fails.
Magician Spells for Other Classes
The following classes can learn the following magician spells.
Artificer Spells
1st level: object invisibility
2nd level: disarm, saw in half, transport/transpose
3rd level: magic bindsBard Spells
2nd level: disarm
3rd level: disruption
4th level: diversion
5th level: control sensesCleric Spells
2nd level: disarm
3rd level: magic bindsPaladin Spells
3rd level: magic bindsRanger Spells
3rd level: reveal surroundingsSorcerer Spells
1st level: force ray
2nd level: disarmWarlock Spells
1st level: object invisibility
2nd level: saw in half
3rd level: reveal surroundings
5th level: control sensesWizard Spells
1st level: object invisibility, force ray, time jump
2nd level: disarm, transport/transpose
3rd level: reveal surroundings
5th level: control senses