Wizard
Base Class: Wizard

Many schools of magic pride themselves on "preserving an ancient tradition" or "forwarding the frontier of arcana". The School of Chicanery, however, has more practical means. This school of magic specialises in making things happen, by whatever means necessary. It just so happens that those means often include deceit, stealth, and murder. But hey, all's fair in love and war, no?

From becoming a master sneak, to casting spells in secret, mages in the School of Chicanery span all walks of life, from petty thieves, to undercover spies, anywhere a job needs doing quietly, a mage from the school is never far. Mages in the school do not focus on one specific type of magic, rather choosing to draw from all the schools so as to be more adaptable to the task at hand.

Roguish Talents

At 2nd level, rather than specialising in any particular area of spellcasting, you’ve instead opted to borrow abilities from the thieves and delinquents of the world. You gain proficiency in stealth checks and can use the Hide and Disengage actions as a bonus action.

Discreet Casting

At 2nd level, you learn to completely conceal your magic, making it imperceptible to the common observer. When you try and cast a spell, you may make a Spellcasting check (DC = 10 + Level of the Spell Slot used). Should the check succeed, you cast the spell without any verbal or somatic components, and the direct effect of the spell is both invisible and completely silent (unless you choose otherwise). If, when you cast the spell, you have advantage, the target(s) has disadvantage on their save, or you are hidden from the target(s), you automatically succeed on the initial check. If you fail the check, you may choose to cast the spell as normal, or you may choose to not cast it at all, retaining the spell slot used.

Misdirection

Upon reaching 6th level, you learn how to empower your spells, even after having cast them. When you cast a spell, after any rolls to decide its effect, you may choose to empower the spell and instead use a higher level spell slot. The original spell slot used is returned, and the spell's effects are instead as though the spell had been cast with the new one. If casting the spell at higher levels would allow you to target more creatures, you are still only able to affect the creatures chosen when you initially cast the spell.

You can use this ability a number of times equal to your Intelligence modifier. You regain all uses of this ability at the end of a long rest.

Arcane Aegis

At 10th level you learn to use magic to bolster your defenses. When you are hit with an attack, you may use your reaction to halve the damage of the attack and immediately teleport up to 15ft away.

Once you use this ability, it can't be used again until the end of a short or long rest.

Creeping Spell

At 14th level, you’ve learnt how concealing yourself from your opponents can make yourself an even more formidable foe. When you cast a spell that forces a creature to make a saving throw, if you are hidden from any targets at the time of casting then the target(s) from which you are hidden have disadvantage on their saves.

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