Wizard
Base Class: Wizard

Wizards of this school learn to direct their astute brains toward particular tasks. They learn to access a target, identify useful skills, and take advantage of an opponent's weaknesses. These wizards can quickly change disguises and adapt their skill sets toward whatever tool or trait the situation may require. Those who study the school of espionage find a balance between the arts of illusion, transmutation, and divination.

Art of Espionage

Beginning when you select this school at 2nd level, you may add one additional spell to your spellbook for each level in this class as long as that spell is of the illusion, transmutation, or divination schools of magic. This feature applies to all future and previous levels as well.

Mission Dossier

When you choose this school at 2nd level, at the end of long rest, you can select one skill and make intelligence the modifier used for that skill. The effect shall remain in place unless another skill is chosen via this feature. At 5th level, you may select 2 skills with this feature. At level 11, you may select 3 skills with this feature. 

Malleable Face

Starting at 2nd level, the disguise self spell is added to your spellbook. You may cast the spell at will, whether you have the spell prepared or not.

Flexible Spell

Starting at 6th level, when you finish a long rest you can alter the casting an illusion, transmutation, or divination spell. You can choose to alter the saving throw designated by that spell. The spell is added to your spellbook with the altered saving throw and can remain there until you use this feature again. Additionally, you can alter the saving throw of another spell of any type once per long rest as long as that spell is of level 3 or lower. This is done when you cast the spell and is not recorded into your spellbook. This spell level increases to a level 4 spell at class level 11 and 5th level spell at class level 14.

Arcane Doppelganger

Beginning at 10th level, once per long rest, you may conger a copy of yourself as an action. You may cast spells as if you were from either body and can see, hear, and communicate as if you were in either body. The doppelganger lasts for one hour. If the doppelganger takes damage, you may make a concentration check following the same rules for concentration (even though you are not concentrating on the doppelganger). If you fail the doppelganger is dismissed. The doppelganger may move and speak on your turn during combat without the use of an action or bonus action. 

Explosive Exit

By 14th level, when your arcane doppelganger is active you can choose to detonate it as a bonus action. The doppelganger explodes in a 15-foot radius that is centered on itself. All creatures in the area must make a dexterity saving throw. On a failed save they take 1d12 times a spell slot level you can expend when creating the doppelganger and half the damage on a successful save. You may spend a 5th level spell slot or higher to gain another use of your arcane doppelganger. Expending a spell slot to regain your doppelganger costs an action.

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