Base Class: Wizard
Those Wizards that belong to the Court of the Raven; are as deft with politics as they are with magic, court magicians are a common sight in large cities and wealthy nations where they serve as learned scholars and trusted advisers. These wizards weave deals, prepare nobles, and subtly influence the workings of power through means both magical and mundane. These wizards specialize in stealing magic and levying curses on their foes. They are considered to be the Spies and Wardens among the Wizardry Community, their symbol is the Raven.
Ravencraft
When you take this arcane tradition at 2nd level, you gain proficiency in thieves’ tools and two of the following skills: Deception, Intimidation, Sleight of Hand, or Stealth. You add hex from the warlock spell list to your spellbook.
You can cast hex one time without expending a spell slot. It is automatically heightened to the highest level you can cast. Afterward, you cannot do so again until you complete a long rest .
Whenever you cast hex , instead of having the target take extra damage when you hit it with an attack, you may choose an ally, and instead the target takes the extra damage whenever that ally hits that target.
Spell Thief
At 2nd level, you learn how to steal the magic of other spellcasters. You can prepare one extra spell, and you need not change this spell when you finish a long rest .
Whenever you end a short or a long rest, you can choose a creature within 60 feet that you are aware of, even through solid barriers; you gain knowledge of all spells the creature has available or currently expended, and you can replace your one extra spell with one of those spells. Whenever a spellcaster within 60 feet of you casts a spell, loses concentration on a spell, or has their spell countered or dispelled, you can replace your one extra spell with that spell.
Skilled Deceit
At 6th level your magic seems especially reasonable. Choose one of the following benefits.
INCREASED EFFICACY
Choose one of the following schools of magic: abjuration, divination, enchanment, illusion. When casting a spell from the chosen school using a spell slot lower than your highest level spell slot, the spell counts as though you were casting it using a spell slot that is one level higher.
PRETERNATURALLY PERSUASIVE
Choose one of the following schools of magic: abjuration, divination, enchanment, illusion. Your spell save DC is increased by 2 when casting a spell from the chosen school.
Stern Rebuke
At 10th level, you inflict mental harm upon a creature when it makes a saving throw against spell you have cast. A creature that fails its saving throw takes an amount of psychic damage equal to your Intelligence modifier, twice as much psychic damage if it succeeds. A creature can only be damaged by your Stern Rebuke once every 24 hours.
When an attack hits you or a spell affects you, you can use a reaction to cast bestow curse without using a spell slot on the person who attacked you or cast the spell, regardless of range or line of sight. If you were incapacitated by the attack or spell, the target of your curse has disadvantage on their saving throw.
After you use this ability, you cannot use it again until you complete a short or long rest.
Exceptional Spellthievery
At 14th level, your ability to steal magic extends to magic items and ongoing spells. Spend a bonus action and choose a magic item within 60 feet of you or a creature within 60 feet of you that is affected by an ongoing spell. If you choose an unattended magic item, you transfer its powers to an item you are carrying. If you choose an item being worn or carried by a creature, that creature makes an Intelligence saving throw . If it fails, you transfer the powers. If you choose a spell on a creature, the creature makes an Intelligence saving throw, and if it fails, you transfer that spell to yourself. If that spell required concentration , it no longer does.
The transfer lasts for ten minutes, or until the stolen spell’s duration expires normally. This ability cannot steal magic from artifacts.
After you use this ability, you cannot use it again until you complete a short or long rest.
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