Court Mage
Court Mage
As deft with politics as they are with magic, court magicians are a common sight in large cities and wealthy nations where they serve as learned scholars and trusted advisers. These wizards weave deals, prepare nobles, and subtly influence the workings of power through means both magical and mundane.
Source: Source: Homebrew - Level Up 5E Gate Pass Gazette Issue 2 - Self Backport
Sub-Class Features
Level 2
Learned Counsel
When you choose this School at 2nd level you gain two proficiencies in either Arcana, Culture, History, Nature, and Religion. If you already have proficiency in each of these skills, you may choose two of your choice.
In addition, you learn the guidance cantrip, and you add spells to your spellbook for free (as per the Court Magician Expanded Spells table). You treat these spells as wizard spells. As you gain access to higher level wizard spell slots, you add more free spells to your spellbook.
| Court Magician Expanded Spells | |
|---|---|
| Spell Level | Spell |
| — | Guidance |
| 1st | Heroism, Speak with Animals |
| 2nd | Calm Emotions, Enhance Ability |
| 3rd | Speak with Dead |
Level 6
Skilled Deceit
At 6th level your magic seems especially reasonable. Choose one of the following benefits.
- Increased Efficacy - Choose one of the following sub-schools of magic: communication, compulsion, fear, knowledge, law, obscurement. When casting a spell from the chosen school using a spell slot lower than your highest level spell slot, the spell counts as though you were casting it using a spell slot that is one level higher.
- Preternaturally Persuasive - Choose one of the following sub-schools of magic: communication, compulsion, fear, knowledge, law, obscurement. Your spell save DC is increased by 2 when casting a spell from the chosen sub-school.
Level 10
Stern Rebuke
At 10th level, you inflict mental harm upon a creature when it makes a saving throw against an enchantment or illusion spell you have cast. A creature that fails its saving throw takes an amount of psychic damage equal to your Intelligence modifier, twice as much psychic damage if it succeeds. A creature can only be damaged by your Stern Rebuke once every 24 hours.
Level 14
Deceptive Mastery
At 14th level you have a firm grasp on the arts of trickery. Choose one of the following.
- Takes One to Know One - You have advantage on saving throws made against enchantment spells and illusion spells.
- Well-Worn Deception - You can cast an enchantment or illusion spell using a spell slot that is one or more levels lower by spending favor points. For example, you could cast Mislead (a 5th-level illusion spell) by using a 4th-level spell slot and 1 favor point or with a 3rd-level spell slot and 2 favor points. Once you have used this feature a number of times equal to your proficiency bonus, you cannot do so again until you finish a long rest.
Favor Points
Whether it’s a lavish gift given or a good turn done, favor points represent the social and economic obligations that can tie people together along with the information and ervices they can offer.
The most important thing to remember about favor points is that they can only be spent in the region in which they are gained. You should keep track of the favor points you accrue in different areas as these persist until they are spent, though the GM may rule that they may diminish if you do not return to a region for a year or more.
Favor points do not reset to 0 after a long rest, but the maximum amount of favor points you can have per area is equal to your Charisma modifier.
Spending Favor Points
Favor points can be spent in a number of different ways. They don’t need to be tied to a specific debt owed or action taken, but it’s often more interesting if you provide a compelling reason behind spending a favor point. While the GM can grant the use of favor points in any number of ways, here are some common uses.
- Enticing Offer. You’re not just well-known, you’re well-connected. When you would make a Prestige check to utilize the Calling in Favors mechanic, you may spend a favor point to gain advantage.
- Rumor Has It - You can suddenly recollect something interesting that could give you the upper hand. You can spend 1 favor point (at the Narrator’s discretion) to gain a advantage on an appropriate check before it is rolled. This is often (but not necessarily) during a social encounter, and the GM may rule that only so many favor points can be used with an NPC or during a scene.
- Smooth Over - You’ve made a mistake, but you have just the right explanation, convenient distraction, or charming mannerism to cover it up. After making an ability check for a social interaction but before the outcome of the result is known, you may spend 2 favor points to roll a second time and choose whichever result you wish. Favor points can only be spent on Smooth Over once per scene.
Gaining Favor Points
When you finish a long rest while in your Prestige Center and have no favor points remaining, you regain 1 favor point. If you are in your stronghold, you instead regain a number of favor points equal to half your stronghold’s grade (minimum 2 favor points). While outside of your Prestige Center, you must either gain favor points by performing notable deeds or impressive roleplay (granted at the GM’s discretion).