Wizard
Base Class: Wizard

 

Wizard Level

Feature

2nd

Infiltrator's Shroud, Magical Ambush

6th

Arcane Precision

10th

Veiled Intruder

14th

Aura of the Unseen

Infiltrator's Shroud

When you choose this subclass at 2nd level, you learn to shroud yourself in shadows, provided you aren’t wearing heavy or medium armor or using a shield. The shadows grant you supernatural speed and agility.

You can use a bonus action to create a veil of shadows around yourself, which lasts for 1 minute. It ends early if you are incapacitated or if you don medium or heavy armor or a shield. You can also dismiss it at any time (no action required).

While your shroud is active you gain the following benefits:

  • You can take the hide or disengage action as a bonus action.
  • Your walking speed increases by 10 feet.
  • You have advantage on Dexterity saving throws.
  • You gain a bonus to Stealth checks you make equal to your Intelligence modifier (minimum +1).

After you reach 14th level, while this feature is active, you and allied creatures that start their turn within 10 feet of you can move through objects, as though moving through the Border Ethereal, until the end of the current turn. A creature that ends its turn within an object is shunted to the nearest unoccupied space and takes force damage equal to twice the number of feet they are moved.

You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Magical Ambush

Starting at 2nd level, if you are hidden from a creature when you cast an enchantment or illusion spell that affects it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Arcane Precision

When you reach 6th level, you learn to exploit your foe’s distractions and weaknesses. Once per turn, you can deal extra damage equal to your Intelligence modifier plus half your wizard level (rounded up) to one creature you hit with a spell attack if you have advantage on the attack roll. You don’t need advantage on the attack roll if one of the following conditions apply:

  • Another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll
  • The target has made a saving throw against one of your enchantment or illusion spells since the end of your last turn

Veiled Intruder

At 10th level, you add greater invisibility to your spellbook, if it is not already there. You can use this feature to cast greater invisibility without expending a spell slot. When you do so, you can target only yourself.

Once you cast greater invisibility in this way, you can’t do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.

Aura of the Unseen

When you reach 14th level, you learn to ward your allies from divination and walk between planes. As an action you create a 20-foot radius ghostly aura, centered on you, that lasts for 1 hour. Creatures of your choice within the aura are immune to psychic damage, divination spells that reveal any information about them (including your location) or require them to make a saving throw, and any effects that sense their emotions or read their thoughts. Affected creatures that start their turn in the aura can move through objects, as though moving through the Ethereal Plane, until the end of the current turn. A creature that ends its turn within an object is shunted to the nearest unoccupied space and takes force damage equal to twice the number of feet they are moved.

Once you use this feature, you can’t use it again until you finish a long rest or until you expend a spell slot of 3rd level or higher.

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