Base Class: Wizard
Often spread through gossip or tales of old are stories of lands where the casting of spells and the brewing of potions are illegal. Lands where even being known as a wizard are a potential sentence of death. Be it because the rulers fear the power of wizardry or they desire to keep it only for themselves, such times and places are dangerous and dark for those that simply must keep learning and practicing. Yours is a life of secrecy and cladestine action, not just to survive, but to continue to gain more power even while under the looming guard of the ruler's enforcers.
Bonus Proficiencies
Starting at 2nd level, you are skilled at keeping your nature hidden from those that should not know. You gain proficiency with Deception and Sleight of Hand skills.
Thieves' Cant
By 2nd level, you have worked enough with the local underworld to understand thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves (or wizards) on the run.
Stealthy Spellcasting
Beginning at 2nd level, you have mastered methods designed to hide and disguise your spellcasting. As part of casting a spell, you can make a Sleight of Hand or Deception check to attempt to conceal or disguise the verbal, somatic, and material components of your spell. You may use your Intelligence, rather than Dexterity or Charisma, for this feature.
Secret Magic
At 6th level, you add arcanist's magic aura to your spellbook. It is always prepared, and it does not count against the number of spells you can prepare. You are able to cast the spell on a willing creature, affecting the target as if were an object. When you use this spell to make something appear to be nonmagical, it is a more difficult illusion to break through. Casters of dispel magic do not automatically succeed in ending the spell no matter the spell slot used, and ability checks to dispel your arcanist's magic aura spells have a DC equal to 10 + the spell's slot level + your proficiency bonus.
Vanishing Wizard
Beginning at 10th level, you have proficiency with Stealth skill checks. In addition, you add the invisibility and misty step spells to your spellbook. They are always prepared, and do not count against the number of spells you can prepare. You may cast each of these spells once without using a spell slot. You can do so again when you finish a long rest.
Magic Prevails
Starting at 14th level, your mastery of magic allows you to overcome forces that would block your spells. You add counterspell to your spellbook. It is always prepared, and it does not count against the number of spells you can prepare. You instantly recognize when someone is casting either counterspell or dispel magic, and you can cast counterspell to block those particular spells without using a spell slot. You can do so a number of times equal to your Intelligence modifier (minimum 1), and all expended uses are restored when you finish a long rest. In addition, if you are within an antimagic field spell or effect, you can attempt to cast spells that affect only you. Each time you attempt to cast such a spell, you make an Intelligence saving throw against the antimagic field caster's Spell Save DC. If you succeed, your spell functions normally, though such spells are suppressed if you leave and reenter the antimagic field. If you fail, nothing happens and the spell slot is lost normally.
Comments