Wizard
Base Class: Wizard

Just as a wizard specialized in war may not focus exclusively on Evocation or Abjuration magics, a wizard specialized in trickery my not focus exclusively on illusion or enchantment.  Usually from humble and unfortunate beginnings, many street magicians don’t have the luxury of focusing on a particular school of magic, instead opting to learn whatever spells are available to them or, to the more clever or educated street magician, whatever assortment of spells best suits their needs. While not exclusively the magic of thieves and con men, even an “honest” performer of street magic relies on sleight of hand, deception, and magic to impress and fool the average spectator.  

Tools of the Trade

Beginning when you select this school at 2nd level, you gain proficiency in Sleight of Hand, thieves’ tools, and you know the secret language known as Thieves Cant.  If you already have proficiency in Sleight of Hand, you may choose Stealth, Deception, or Performance instead.

Mage Hand Legerdemain

At 2nd level, you gain the cantrip mage hand. If you already know this cantrip, you learn a different wizard cantrip of your choice. When you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
• You can stow one object the hand is holding in a container worn or carried by another creature.
• You can retrieve an object in a container worn or carried by another creature.
• You can use thieves’ tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.

Sleight of Spell

At 6th level, you learn how to hide incantations into plain conversation, allowing you to cast spells with verbal components without detection.  Spells cast this way have their casting time tripled. If the spell also has a somatic component you can cast the spell without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.  Casting spells in this manner can allow you to surprise creatures even when they are aware of your presence or target individuals with mind altering magic without alerting those around them.

Unsuspecting Target

At 10th level,  when you cast a spell that affects one or more creatures that are surprised or are charmed by you, they disadvantage on any saving throws made that turn.

Disappear Without a Trace

Starting at 14th level, as an action or as part of an action when you cast a spell, you or a willing target within 30 feet turn invisible and are teleported to a point you see within 30 feet.  The target stays invisible for up to one minute or until they attack or cast a spell. You can’t use this feature again until you finish a long or short rest.

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