Wizard
Base Class: Wizard

The School of Spycraft teaches Wizard the art of subtle spellcasting. These Wizards specialize as elite units that can mingle among the masses undetected. Often kings and queens employ these wizards as information gatherers and infiltrators. It is often said that riots in a city will completely abate for no apparent reason with a robed figure seen leaving the area moments later. 

Subtle Cantrips

Beginning when you select this school at 2nd level You can cast any cantrip while ignoring the verbal and somatic components. In addition to this, You have advantage on any deception or persuasion checks you make related to your spells or cantrips cast in this way.

Covert Spells

Beginning at 2nd level, you can choose to ignore the verbal and somatic components of any spell you try to cast. You can do this a number of times equal to your intelligence modifier. You regain all uses upon finishing a long rest. In addition, you also have advantage on any deception or persuasion checks related to your spells or cantrips cast in this way. 

Spycraft Talents

Starting at 6th level, your talents extend to more than just magic. Choose one skill to gain proficiency in out of stealth, persuasion, insight, or deception. In addition double your profiency bonus for one of the same for skills. (it can be the same one)

Master of Silence

The Wizard who has mastered silence can do as he pleases when he pleases with no worries of being discovered. At 6th level, you gain silence as an always prepared spell and it does not count against your number of spells known. (If you already have this spell grab another one from the wizard spell list.) As a bonus action, you can create a 15 ft radius area of silence centered on yourself. This effect stays centered on you for the duration. You can do this a number of times equal to you int mod and regain all uses with a long rest. This area of silence lasts 10 min. For this duration, no sound can be created within or pass through a 15-foot-radius sphere centered on you. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. This effect does not require any concentration however you are unable to cast any spell with a verbal component while inside unless you are using your covert spells feature or your subtle cantrips feature.

Improved Covert Castings

Beginning at 10th level, you can use your covert casting feature up to 2x your int mod, regaining all uses when finishing a long rest. In addition to this spells cast in this way have advantage on to hit rolls and targets of these spells have disadvantage on saving throws. These spells tend to take enemies by surprise since most people are unaware that a spell is even being cast. (NOTE* This feature can become busted in spells with repeated saving throws. Talk to your DM to see what's good for you, If the feature is too powerful, then disadvantage on only the initial saving throw that the spell causes can be used.) 

Spycraft Mastery

Starting at 14th level, you are rarely seen or heard when you don't want to be. When you cast a spell of 1st level or higher you can choose to become invisible for up to a min. This invisibility does not require any concentration and can be dismissed at will. Anything you are wearing or carrying also becomes invisible as long as it is on your person. The invisibility ends early if you make an attack or cast a spell. In addition to this you can now use your covert spells feature a number of times equal to 3x your int mod.

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