Wizard
Base Class: Wizard

Where other wizards spend their lives studying and theorizing magic, Magicians speak it into existence. Using their brilliant Charisma and dazzling Intelligence, Magicians excel at performing in front of crowds. They command as much attention as they do respect. Powerful Magician's have been known to bring empires to their knees over a cup of tea. These beguiling Wizards tend to lack the raw power of Evocation Savants or Necromantic Prodigies, but they make up for it in their excellent mobility and exceptional versatility.

Your Attention Please...

Once you reach 2nd level as a Magician, Charisma becomes the lifeblood of your spellcasting. Your spellcasting ability becomes Charisma for all Wizard spells. In addition, you use your Charisma modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. You also gain proficiency in Charisma Saving Throws, as well as the Performance skill. Additionally, you receive advantage on all Performance (Cha) checks that involve magic.

When you cast a spell that requires a creature to make an Intelligence, Wisdom, or Charisma saving throw, you may use this feature to draw extra attention to yourself. You can choose an additional creature to be affected by that spell equal to your Charisma modifier. If you choose to do this, you can make each creature of your choice that can hear you make a Wisdom Saving Throw against your spell save DC. On a failed save,  that creature will receive disadvantage on the first attack roll made against a creature other than you until the start of your next turn. They need not understand the language you are speaking, but creatures that have an intelligence of less than 4 are immune to the effects of this feature.

And Now For My Next Trick...

Starting at 2nd level, you better understand how to hold your audience's attention. Immediately after you use your action to cast a spell, you can cast one Transmutation, Enchantment, Illusion or Conjuration cantrip that you know that has a casting time of 1 action. You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses of it when you finish a long rest.

As you gain levels in this class, you can start using this feature to cast higher level spells. The spells you may choose must be a Transmutation, Enchantment, Illusion or Conjuration spell. You must expend a spell slot of your chosen level in order to do so, as per usual, and you must follow all other rules of the spell.

Starting at 6th level, you can use this feature to cast a 1st level spell.

Starting at 11th level, you can use this feature to cast a 2nd level spell.

Starting at 17th level, you can use this feature to cast a 3rd level spell.

Disappearing Act

Starting at 6th level, you can use an action on your turn, you can touch one willing creature or object (including yourself) and cause that target to teleport to an unoccupied space within 60 feet of you. Alternatively, you can instead use this feature to cast the spell "Invisibility" on that target at second level. Casting this spell in this way does not consume a spell slot and you needn't know how to cast the spell otherwise. You do not need to concentration on this spell, however you and the target of the spell must abide by all other rules of the spell. You can use this feature once per short or long rest.

Is This Your Card?

Starting at 10th level, your ability to read people has been honed to such a degree, that people who don't know any better would be convinced you can read their minds. You gain advantage in the Insight skill (Wis) if you don't already have it. When you make an Insight check against a creature you are speaking with, you can add your Charisma modifier to the roll. When you successfully make an Insight check against another creature's contested Deception check, you can choose to frighten that creature as if you had made a powerful Intimidation check. Creatures frightened in this way are far less likely to hide information from you in the future.

Escape Artist

Starting at 14th level, you have become so persuasive that you can talk your way out of almost any danger. You may use this feature to cast the Freedom of Movement spell on yourself as an action or a reaction without expending a spell slot. When you cast this spell this way, you can ignore the somatic and material (but not the verbal) components of this spell.

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