Base Class: Wizard
A typical Enchantment or Illusion specialist wizard pursues their craft for its own sake, and only seeks to master their school. A Silver-Tongued Wizard has more material goals, looking to acquire wealth and influence through magical means. Charms and Illusions are the weapons of choice, and are made most effective in conjunction with skilled word play and misdirection. To be a Silver-Tongued is to change minds for your own ends.
Magical Buttering
At 2nd level, when you acquire this subclass, you've discovered the ability to utilize psychology and clever words in order to prepare creatures to be charmed by magic. By interacting with a number of creatures up to your intelligence modifier for 1 minute or more, you can impose disadvantage on the next save within 1 hour they make against a spell you cast which would charm them.
Erudite Conversationalist
Also at 2nd level, you can apply your vast intellect and deep knowledge to social situations. When you make a Persuasion, Deception, Intimidation, or Performance check, you can add your Intelligence modifier as a bonus to the roll. You may do so after you see the result, but before the DM declares whether or not it was a success. Once you use this feature, you can't do so again until you take a long rest or make use of your Arcane Recovery feature.
Mystic Misdirection
Beginning at 6th level, when you cast a spell that creates an illusory effect that you can define, or causes another creature to be charmed, you may conceal the verbal and somatic components of the spell with clever word play, misdirection, and careful acting. Any creatures observing you or otherwise trying to discern if a spell was cast may make a Perception, Investigation, or Insight check against your spell save DC, and discover that you casted on a success.
Subtle Charms
At 10th level, your ability to mold the mind magically has reached a new peak. Creatures charmed by you are not aware they are under any influence, during or afterwards, even if the spell would do so otherwise.
Programmable Illusions
Finally, at 14th level, your absolutely brimming intellect has enabled you to impart a small portion of your mind dedicated solely to piloting the effects of an illusion with no discernable effort on your part. When you cast an illusion spell with a duration of 1 minute or longer, you can change the nature of that illusion (using the spell's normal parameters for the illusion) once per turn with no action required on your part.
Previous Versions
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