Base Class: Wizard
Trickies are the sort of wizard whispered about in the halls of schools, a true enigma, thought to be more fiction than fact, for who would be foolish enough to dedicate their lives to the weakest of spells. While wizards are often considered a swiss army knife of spellcasting abilities, trickies are a true tool box dedicated to learning as many spells as possible, no matter how powerful they are. A tricky has a spell for every situation and some are even known to cast spells most wizards are unable to learn. The most powerful of Tricky can navigate every situation using a wide range of spells to fool, confuse, and illude the grasp of enemies.
Level 3: Evasive Caster
At 3rd level you become more adept at weaving through a battlefield while casting spells. Whenever you cast a cantrip or 1st level spell with a duration that does not require concentration increase your AC by 1 until the start of your next turn. While concentrating on a spell increase your AC by 1.
Level 3: Learned From the Best
Tricky Wizards study many other forms of magic in order to improve their magical prowess, often learning or creating almost identical spells to those used by other spellcasters. Beginning at 3rd level whenever you gain spells by leveling up you may choose to have one of those spells be a cantrip or 1st level spell learnable by cleric, sorcerer, or bard. You can not learn more than 4 cantrips total this way.
Level 6: Always More to Come
Beginning at level 6 you find that you're able to weave your magic in ways that are most beneficial to your tricky fighting style. As a bonus action you may expend a spell slot of 3rd level or higher to gain a number of 1st level spell slots equal to 1/2 of the expended slots level rounded up plus one. Once you use this feature, you must finish a short or long rest before you can use it again.
Level 10: Epiphany of Variety
At 10th level your mind glows with possibility as your arcane knowledge grows. Choose 2 cantrips and 3 1st level spells learnable by cleric, sorcerer, or bard and add them to your spell book. You gain two additional 1st level spell slots. Additionally treat all 1st level spells cast using a slot higher than 1st as though they were cast by a slot of one level higher (ex: flaming hands cast using a 2nd level slot will be treated as if it was cast with a 3rd level slot and will deal 5d6 fire damage on hit.)
Level 14: Wondrous Weaving
At 14th level a Tricky Wizard reaches almost full mastery of their ability to duck and dodge through a battlefield. Whenever you cast a cantrip or 1st level spell that has not been cast during this combat you may dodge as a bonus action. Additionally When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
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