Back to Mentalism Magic Users
A magent is a magic-user that uses spells to assist hir in assassination and subterfuge.
Hit Points
Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st
Power Points
Power Point Dice: 1d4 per level
Power Points at 1st Level: 4 + your Charisma modifier
Power Points at Higher Levels: 1d4 (or 3) + your Charisma modifier per level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieve's Tools
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth
Magents choose 2 base lists and 2 open or closed Mentalism spell lists at Level 1. They learn 1 extra spell list every level until Level 10, then every odd level thereafter. They also gain 1 cantrip from the Bard Spell Lists and 1 additional cantrip at every 5 levels thereafter.
Magents cannot become proficient in more Closed Spell Lists than Open Spell Lists; they must know at least as many Open Spell Lists as Closed.
They can cast any spell up to their level in their own base and open lists, but are only proficient in the chosen lists.
Table: Class Level Progression
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5' of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Magent table.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Steady Aim
At 3rd level as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use your bonus action, your speed is 0 until the end of the current turn.
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Steady Eye
Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.
Kerwyn Level 1 Human Magent
Last edited by ionathas, October 29 2023 21:36:58. Secured game article. You most log in to contribute.