Wizard
Base Class: Wizard

You use your magic as a tool for tactical operations, experimenting and exploring the possibilities of how you can infiltrate the most well-guarded locations. Followers of this tradition learn how to manipulate and disable arcane devices in their path and are cunning with their spell usage.

Infiltrator

At 2nd level, you learn to compliment your spells with more practical infiltration tactics. You gain proficiency in the Stealth skill and in thieves’ tools
if you don’t already have those proficiencies.

Disrupt Magic

At 2nd level, you learn to pull at raw arcane energy, disrupting it for short periods of time. As an action, you can choose one object within 15 feet of you. If it is a magical item or a magically imbued object,its magical properties cease to function for 10 minutes. If any spells are affecting the item, such as the arcane lock spell, they also cease to function if they are of 5th-level or lower for 10 minutes. If the object is particularly powerful, complex, or large, your GM might determine that its magic is instead dampened, or that only a portion of its magical properties are affected. Some highly potent arcane objects might resist this feature entirely. If your GM determines that is the case, you instead learn the object’s magical properties, as if you cast the identify spell on it.
Instead of choosing an object, you can choose one creature you can see within 15 feet of you. Until the end of your next turn, any spells of 5th-level or lower affecting them have their effects nullified, they can’t cast spells, and they can’t use devices that require the use of their magic, such as magic items or arcane firearms. Also, if they are concentrating on a spell, they immediately lose concentration on it. If you target an object held or worn by a hostile creature or if you target an unwilling creature with this feature, that creature must succeed on a Dexterity saving throw against your wizard spell save DC to avoid the feature’s effects. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Devious Arsenal

6th-level Infiltration Magic feature

Beginning at 6th level, you develop an arsenal of spells suited specifcallyfor infltration. The following spells are added to your spellbook if they haven’t been added to it already. Each counts as a wizard spell for you.

Whenever you prepare your list of spells at the end of a long rest,you can prepare an additional number of spells equal to your Intelligence modifier (a minimum of 1 extra spell). Each of these additional prepared spells must be from the above table. Additionally, whenever you cast one of the spells listed in the above table using a spell slot, you regain one expended spell slot.The slot you regain must be of a level lower than the spell you cast.

Arsenal Spells

Spell Level Spell

2nd

find traps, knock, Mute,pass without trace

3rd

dispel magic, gaseous form,nondetection

4th

arcane eye, dimension door,secret chest

5th

modify memory, passwall,seeming

Arcane Translocation

Starting at 10th level, you can place a magical sigil on the ground below you whenever you cast a spell of 3rd-level or higher, which is invisible to all creatures except you. While you are within 120 feet of a sigil, you can teleport to it as a bonus action on your turn.The sigil then disappears. It also disappears if you place a new one with this feature.

Tactical Camouflage

Starting at 14th level, you learn to draw at the latent magic of your spells to camouflage yourself. After you cast a spell of 1st-level or higher, you can choose to become invisible until the end of the turn.

 

Previous Versions

Name Date Modified Views Adds Version Actions
4/4/2023 3:00:14 AM
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