Wizard
Base Class: Wizard

The Outlaw Mage is a wizard who has learned magic and blended it with the skills of thievery to survive in the dark underbelly of the criminal world. These casters take what they want, whether that be spells, gold, items, or knowledge. These wizards are at home in the dens of thieves or on the deck of a pirate ship, rather than the library's stuffy writing rooms. This shunned arcane tradition is discounted by many; however, those who travel this path can be just as powerful as the greatest archmage.

Underworld Connections

When you select this arcane tradition at 2nd level, you gain one rouge expertise, proficiency in thief's tools, proficiency in stealth, and can speak Thieves Cant.

Furthermore, when learning new spells from stolen spell books, the learning time in half.

Arcane Imitation

Starting at 2nd level, you can imitate spells that you see cast around you. When you see a 1st level or higher spell, you can attempt to imitate it using the movements, components, and verses the original caster used. You can only imitate spells twice a day and only if you have seen it in the last hour. The spell can only be cast at the level it was cast when you saw it, i.e., a fireball spell you saw was cast at 5th level, it can be imitated, but you can't cast it at any level higher or lower than when you saw it. Whenever you cast a spell using this, it uses the appropriate spell slots.

Once you have imitated spells twice, you can only do it again after a long rest.

Outlaws Chant

Starting at 6th level, you now know the words of a forbidden chant. This chant causes a creature that you can see within 30ft of you to make a CON saving throw vs. your spell save. If they fail, they are deafened and blinded until the start of your next turn or until they take damage.

Magic Sneak Attack

Beginning at 10th level, if you are hidden from a creature when you cast a spell on it, you can pick one of three effects. These effects are only applied if you are hidden and can only be done once a turn.

  • the spell is cast as a bonus action rather than an action
  • the spell if it deals damage it deals your level divided by 2 in additional damage
  • the target has disadvantage on saving throw for that spell until the end of your turn

Improved Imitation

Starting at the 14th level, when you cast a  counterspell on a spell, it is slightly different. If the spell is countered, you have that spell prepared at the same level as it was cast, and it can only be cast at that level. If you choose not to cast the spell, you can attempt to learn it. When learning spells this way, the time and gold required to learn the spell are half. Also, the spell does not have to be restricted to your class.

Comments

Posts Quoted:
Reply
Clear All Quotes