SangoProduction
2023-02-18, 01:51 AM
And by magician, I mean a classical sleight of hands, distraction artist.
If you were to create a "magician" as an adventuring class, what sorts of abilities would you have them gain?
Definitely at least touch-range, small illusions. Likely as an extraordinary effect.
Detect Surface Thoughts. Maybe even some fascination effects, or even full on hypnotism.
Ability to Aid Other more effectively.
What else?
As a D&D adventuring class, a "magician" based on classical sleight of hand and distraction would likely have abilities that focus on deception, misdirection, and trickery. Here are a few ideas:
Sleight of Hand: A magician would excel in pickpocketing, disarming traps, and hiding small objects. They could use this ability to take items from enemies or plant evidence to frame someone else.
Misdirection: A magician could use distractions to divert the attention of their enemies. They could throw glitter or confetti to blind them or set off a loud explosion to startle them.
Illusion: A magician could create illusions to trick their enemies. They could create a decoy of themselves or create a fake object to trick enemies into thinking it's the real one.
Charisma: A magician would be a charismatic character that could talk their way out of situations. They could use their charm to make enemies lower their guard or convince NPCs to help them.
Quick Thinking: A magician would need to be able to think on their feet and react quickly to unexpected situations. They could use their surroundings to their advantage, like grabbing a nearby object to use as a weapon or jumping behind cover.
Performance: A magician would be skilled at performing, which could be used to entertain NPCs and gain information. They could also use their performance skills to distract enemies or gain access to restricted areas.
Prestidigitation: A magician would have access to minor magical abilities that could enhance their performance. They could create small illusions, change the color or appearance of objects, or create small magical effects.
Deception: A magician could use their charisma and performance skills to deceive others. They could lie convincingly, disguise their appearance, or bluff their way through a situation.
Overall, a magician class in D&D would be a versatile class that relies on their quick wits and ability to deceive and distract their enemies.
Hmm. OK. I really hope you guys outdo ChatGPT. This thing's clever.
Come on! We've got a collective several hundred years of D&D-ish experience under our belts!
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Out of curiousity, I asked it, and it gave the following
Pick 3 from that list, and create the first 5 levels of a class with that power basis.
Sure! Here's a potential breakdown of the first 5 levels of a D&D class based on the three abilities of Misdirection, Charisma, and Quick Thinking:
Level 1:
Misdirection: Starting at level 1, the magician gains the ability to use a bonus action to create a minor distraction within 5 feet of themselves. This can be anything from tossing a small object to making a brief noise. The distraction lasts for one round and gives the magician advantage on their next Dexterity (Sleight of Hand) check.
Charisma: The magician starts with proficiency in the Persuasion and Deception skills. They also gain the ability to use their Charisma modifier instead of their Strength modifier when making an Athletics check.
Quick Thinking: The magician can use their reaction to take advantage of an opening in combat. When an enemy misses an attack against them, the magician can make an attack roll against that enemy as a reaction.
Level 2:
Misdirection: The magician's minor distractions become more effective. The range of the ability increases to 10 feet, and the distraction now lasts for two rounds.
Charisma: The magician gains proficiency in the Performance skill. They also gain the ability to use their Charisma modifier instead of their Wisdom modifier when making a Wisdom (Insight) check.
Quick Thinking: The magician gains the ability to take the Disengage or Dodge action as a bonus action on their turn.
Level 3:
Misdirection: The magician gains the ability to create a major distraction. They can use an action to create a distraction within 30 feet of themselves that lasts for three rounds. All creatures within 10 feet of the distraction are affected by the confusion spell for the duration of the distraction.
Charisma: The magician gains the ability to use their Charisma modifier instead of their Constitution modifier when determining their hit point maximum. They also gain the ability to use their Charisma modifier instead of their Dexterity modifier when making an initiative roll.
Quick Thinking: The magician gains proficiency in the Acrobatics skill. They also gain the ability to use their reaction to make a Dexterity (Acrobatics) check to avoid an attack, taking half damage on a success.
Level 4:
Misdirection: The magician's minor distractions now last for three rounds.
Charisma: The magician gains the ability to use their Charisma modifier instead of their Intelligence modifier when making an Intelligence (Investigation) check. They also gain the ability to use their Charisma modifier instead of their Wisdom modifier when making a Wisdom (Perception) check.
Quick Thinking: The magician gains the ability to use their action to take the Dash or Help action.
Level 5:
Misdirection: The magician can now create a major distraction within 60 feet of themselves.
Charisma: The magician gains proficiency in one additional Charisma-based skill of their choice. They also gain the ability to use their reaction to make an opportunity attack against a creature that misses them with a melee attack.
Quick Thinking: The magician gains the ability to use their action to take the Search or Use an Object action. They also gain proficiency in the Sleight of Hand skill.
(It does seem to really like just using Charisma for literally every 5e check.)
In case you can't tell, my new favorite toy is ChatGPT. It's really damned interesting for an AI. And surprisingly human-like, given some touching up.
If you were to create a "magician" as an adventuring class, what sorts of abilities would you have them gain?
Definitely at least touch-range, small illusions. Likely as an extraordinary effect.
Detect Surface Thoughts. Maybe even some fascination effects, or even full on hypnotism.
Ability to Aid Other more effectively.
What else?
As a D&D adventuring class, a "magician" based on classical sleight of hand and distraction would likely have abilities that focus on deception, misdirection, and trickery. Here are a few ideas:
Sleight of Hand: A magician would excel in pickpocketing, disarming traps, and hiding small objects. They could use this ability to take items from enemies or plant evidence to frame someone else.
Misdirection: A magician could use distractions to divert the attention of their enemies. They could throw glitter or confetti to blind them or set off a loud explosion to startle them.
Illusion: A magician could create illusions to trick their enemies. They could create a decoy of themselves or create a fake object to trick enemies into thinking it's the real one.
Charisma: A magician would be a charismatic character that could talk their way out of situations. They could use their charm to make enemies lower their guard or convince NPCs to help them.
Quick Thinking: A magician would need to be able to think on their feet and react quickly to unexpected situations. They could use their surroundings to their advantage, like grabbing a nearby object to use as a weapon or jumping behind cover.
Performance: A magician would be skilled at performing, which could be used to entertain NPCs and gain information. They could also use their performance skills to distract enemies or gain access to restricted areas.
Prestidigitation: A magician would have access to minor magical abilities that could enhance their performance. They could create small illusions, change the color or appearance of objects, or create small magical effects.
Deception: A magician could use their charisma and performance skills to deceive others. They could lie convincingly, disguise their appearance, or bluff their way through a situation.
Overall, a magician class in D&D would be a versatile class that relies on their quick wits and ability to deceive and distract their enemies.
Hmm. OK. I really hope you guys outdo ChatGPT. This thing's clever.
Come on! We've got a collective several hundred years of D&D-ish experience under our belts!
-
-
-
Out of curiousity, I asked it, and it gave the following
Pick 3 from that list, and create the first 5 levels of a class with that power basis.
Sure! Here's a potential breakdown of the first 5 levels of a D&D class based on the three abilities of Misdirection, Charisma, and Quick Thinking:
Level 1:
Misdirection: Starting at level 1, the magician gains the ability to use a bonus action to create a minor distraction within 5 feet of themselves. This can be anything from tossing a small object to making a brief noise. The distraction lasts for one round and gives the magician advantage on their next Dexterity (Sleight of Hand) check.
Charisma: The magician starts with proficiency in the Persuasion and Deception skills. They also gain the ability to use their Charisma modifier instead of their Strength modifier when making an Athletics check.
Quick Thinking: The magician can use their reaction to take advantage of an opening in combat. When an enemy misses an attack against them, the magician can make an attack roll against that enemy as a reaction.
Level 2:
Misdirection: The magician's minor distractions become more effective. The range of the ability increases to 10 feet, and the distraction now lasts for two rounds.
Charisma: The magician gains proficiency in the Performance skill. They also gain the ability to use their Charisma modifier instead of their Wisdom modifier when making a Wisdom (Insight) check.
Quick Thinking: The magician gains the ability to take the Disengage or Dodge action as a bonus action on their turn.
Level 3:
Misdirection: The magician gains the ability to create a major distraction. They can use an action to create a distraction within 30 feet of themselves that lasts for three rounds. All creatures within 10 feet of the distraction are affected by the confusion spell for the duration of the distraction.
Charisma: The magician gains the ability to use their Charisma modifier instead of their Constitution modifier when determining their hit point maximum. They also gain the ability to use their Charisma modifier instead of their Dexterity modifier when making an initiative roll.
Quick Thinking: The magician gains proficiency in the Acrobatics skill. They also gain the ability to use their reaction to make a Dexterity (Acrobatics) check to avoid an attack, taking half damage on a success.
Level 4:
Misdirection: The magician's minor distractions now last for three rounds.
Charisma: The magician gains the ability to use their Charisma modifier instead of their Intelligence modifier when making an Intelligence (Investigation) check. They also gain the ability to use their Charisma modifier instead of their Wisdom modifier when making a Wisdom (Perception) check.
Quick Thinking: The magician gains the ability to use their action to take the Dash or Help action.
Level 5:
Misdirection: The magician can now create a major distraction within 60 feet of themselves.
Charisma: The magician gains proficiency in one additional Charisma-based skill of their choice. They also gain the ability to use their reaction to make an opportunity attack against a creature that misses them with a melee attack.
Quick Thinking: The magician gains the ability to use their action to take the Search or Use an Object action. They also gain proficiency in the Sleight of Hand skill.
(It does seem to really like just using Charisma for literally every 5e check.)
In case you can't tell, my new favorite toy is ChatGPT. It's really damned interesting for an AI. And surprisingly human-like, given some touching up.