Wizard
Base Class: Wizard

As a street mage, you are most comfortable on the streets of a city. You walk in the shadows and alleys, trading favors with other street mages for magical secrets or struggling on your own to unlock your arcane potential. Street mage spellbooks are often loosely bound collections of mismatched sheets that used to scrolls. Street mages survive by their wits, charm, and occasionally flexible view of property ownership.

Scroll Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a spell from a scroll into your spellbook is halved. Furthermore, you have advantage on the Intelligence (Arcana) check to do so. 

Make a Deal

Starting at 2nd level when you select this school, all lifestyle expenses are one step cheaper (e.g. a Modest lifestyle only costs as much as a Poor one). Furthermore, if carousing as a downtime activity, you can roll twice on the results table and choose which one to happen.

Wit and Guile

When you select this school at 2nd level, you gain proficiency with one of the following: Deception, Sleight of Hand, Persuasion, or Thieves' Tools. 

Deception

You gain proficiency in Deception.

Persuasion

You gain proficiency in Persuasion.

Sleight of Hand

You gain proficiency in Sleight of Hand.

Thieves' Tools

You gain proficiency in Thieves' Tools.

Arcane Knack

As part of making a skill check or tool use based on Dexterity, Intelligence, or Charisma, you can expend a spell slot to gain a bonus to that skill check equal to the level of spell slot expended. 

Just the Thing

Starting at 6th level, you can shop or carouse in a town or city for 8 hours and spend up to 5 gp per class level. During this time you purchase or "acquire" a collection of undetermined random goods. Most are useless junk, but there is always one thing of value in there. Any time after that, you can take 1 minute rummaging through your pockets or bags and produce any item of your choice up to that monetary value including consumable magic items.

You cannot produce unique items (such as a key for a particular lock or a specific noble family seal) or items that would not ordinarily be available for purchase. Add the item to your inventory and deduct its value from your collection of random goods. You can continue to use this ability until you use up the full value of the random goods. Replenishing the used up portion takes 8 hours of shopping or carousing and spending the amount used up.

You and you DM are encouraged to have fun with this ability and not abuse it or overly restrict it. If all else fails and you want an item that is pushing the bounds of belief, maybe do your DM a favor and offer up an NPC with an interesting backstory whom you purchased the item from.   

Smooth Talker

At 10th level, you add the charm person spell to your spellbook, if it is not there already. You can cast charm person without expending a spell slot.

Once you cast charm person 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.

Slippery as an Eel

Starting at 14th level, when you successfully save versus a spell that targets you, as a reaction, you can redirect that spell to another creature within 30 feet of you that was not already targeted by that spell. That creature is then targeted by the spell and attempts a save as usual.

Once you use this ability, you can’t do so again until you finish a short or long rest.

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