Base Class: Wizard
Life hasn't exactly been fair to you, but you have always been able to use your smarts to overcome your obstacles. You started off as an initiate in arcane magic, but due to a series of unfortunate events, you found yourself having to fend for yourself and no one to train you in the arcane arts. But you always seem to manage by using quick wit and skullduggery to get by. You barely remember enough of your training to read arcane script, or maybe you had to teach yours, or learn from being around other wizards here and there. Regardless, you don't belong to any formal school of magic, except your own. And as long as you get by - that's all that matters.
Streetwise Arcana
You learned how to survive on your own by applying a bit of magic to your skulduggery, and a bit of skulduggery to your magic.
You gain proficiency with sleight of hand and gain a bonus equal to your Intelligence modifier to sleight of hand checks as you know exactly when to act. You also learn the mage hand cantrip.
In addition, when you cast a wizard spell from the school of conjuration, illusion, enchantment or transmutation, you may spend an additional spell slot of 1st level or higher to cast it without any somatic or verbal components. When mage hand is cast this way, the spectral hand becomes invisible, or you may choose to create an image as per the minor illusion and give it a tactile feel. You control the hand as a bonus action and you may perform the following additional tasks with it:
- You can stow one object the hand is holding in a container worn or carried by another creature.
- You can retrieve an object in a container worn or carried by another creature.
- Change the illusory image of the hand
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.
Quick-witted
Beginning at 2nd level, you use your clever wit, and keen mind to fit in among the less savory folk and hide your arcane abilities. You no longer need a spellbook to manage spells. Instead, you commit your spells to deep recesses of your mind by using a mnemonic memorization process. You still prepare spells as normal, scanning through the spells in your mind and unlocking those you wish to use for the day. This counts as a spellbook for all game purposes, except that other wizards cannot copy spells from you without your assistance.
You may use Intelligence, instead of Charisma, when using the Deception, Persuasion or Intimidation skills. This does not give you proficiency in those skills.
Scoundrel's Luck
You have a knack for rolling with the punches and fate just seems to always be on your side. You have found that you have to remain flexible and learn from those around you if you care to make it on your own without formal arcane training. Once per long rest, you may do one of the following:
- Use a bonus action to recall a spell that you have memorized, but you did not have prepared. The spell remains prepared until your next long rest.
- Use a reaction after a creature casts a spell that targets you or includes you in its area of effect to temporarily learn the spell. You have knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you can count as knowing the spell and can cast it using your spell slots
Once you have used this feature, you cannot use it again until you finish a long rest.
Unsuspecting Victims
At 10th level, you have learned how to tailor your spells to exploit common weaknesses of unsuspecting victims. When you use your Streetwise Arcana feature to cast an illusion, or enchantment spell without somatic and verbal components, the targets of your spell have disadvantage to their saving throws against the spell, or when interacting with the illusion. Should they successfully save, they remain unaware that you were the source of the spell.
The Big Con
By 14th level, you have learned the secret of weaving shadow magic into your illusions to give them a semi-reality. When you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
The object can’t deal damage or otherwise directly harm anyone.
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