Base Class: Wizard
These wizards are adept at social situations and can cast spells without most people noticing. They can use this for good by protecting their allies and tricking monsters or for evil, pulling strings and manipulating people for their own ends.
Elegant Spellcasting
Beginning when you select this school at 2nd level, when you cast a spell, you can choose to remove all verbal and somatic components; however, it is made obvious you are casting a spell in some way, such as magic circles orbiting around you, or an aspect of the spell appearing around you.
Reinforced Defences
Beginning at 2nd level, each time you complete a long rest, you gain a number of temporary hit points equal to your wizard level plus your Intelligence modifier.
Improved Enchantment
Starting at 6th level, your enchantment spells don't require verbal, somatic, or material components that aren't consumed or have a gold cost. Any creature that can cast spells can still identify a spell cast in this way. When you cast charm person, you can choose not to let them know they've been charmed by the spell when it ends.
Illusory Spellcasting
Beginning at 10th level, you gain the ability to hide while only lightly obscured. In addition, you learn the minor illusion cantrip. When you cast minor illusion, the DC for identifying the illusion increases by 5 and you can concentrate on it for up to 1 hour.
Hybrid Spellcasting
Starting at 14th level, you can concentrate on two spells, as long as one of them is an abjuration, enchantment, or illusion spell, and the other is a spell from a different one of those schools. You can also use an action to cast two spells from two different spell schools from that list, which each have a casting time of one action. Once you do, you can't do so again until you complete a short or long rest.
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