Wizard
Base Class: Wizard

Instead of painstakingly perfecting the skills of lockpicking, stealth, and theft, some criminals have learned to develop powerful arcane abilities that allow them to go where even the most skilled rogues cannot.

   The Pocketsmiths – a criminal organization based in the city of Cagliane – have spent centuries pioneering a new order of magic focused on sneaking and trickery. Their secret, this subsect of wizardry, is closely guarded by the Pocket-smiths, and typically only those who have proven their loyalty to their organization are able to learn it.

Sneak Attack

At the 2nd level, you are able to use your stealth to gain an upper hand on your opponent. Once per turn, you can deal an extra 1d6 damage to a creature you target and hit with a spell attack if you have advantage on the attack roll.

You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

The amount of extra damage increases by an additional d6 even-numbered levels: 2d6 at level 4, 3d6 at level 6, 4d6 at level 8, and so on.

Skilled Thief

At the 2nd level, your practice in trespassing and pickpocketing allows you to avoid detection in your movement. You gain proficiencies in the Stealth and Sleight of Hand skills if you don’t already have them.

In your adventures, you have picked up various talents from your counterparts, compatriots, and rivals. You learn thieves’ cant if you do not already know it.

Arcane Stealth

At the 6th level, you use your knowledge of magic to accentuate your abilities in breaking and entering. You learn Pass Without Trace and Silence, and may cast them once per long rest without expending a spell slot, and normally after that.

Mental Casting

At the 10th level, when you cast a spell, you can cast it without any verbal or somatic components.

You can use this feature a number of times equal to your intelligence modifier (minimum of one), and you regain all expended uses of it when you finish a long rest.

Concealment

At the 14th level, your mastery in stealth allows you to become nearly imperceptible while hidden. While you are in dim light or darkness, you have advantage on stealth checks while moving. When still, you are invisible until you make an attack, cast a spell, or are in an area of bright light.

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