Wizard
Base Class: Wizard

The beauty of casting spells, that's what most Spellcasters call magic, but you take it to the extreme giving panashe to it and not only casting spells but making a memorable performance for your audience. For you truth doesn't like in the book but in the way a spell is cast.

Among wizards the ones who learn street magic and cheap tricks are regarded as failure's, after all you don't need a book to bamboozle others just an imaginative mind and the desire to lie to others. Although looked down upon wizards who partake in this way of casting will find that the skill requirement more than makes up for the lack of academics. After all, all wizards can cast spell but the ones wizards of the street manipulate them.

Easiest Trick in the Book

At 2nd level as an action you gain the ability to teleport tiny object within 30 feet you. You don't need to be holding the objects but it must be able to roughly fit in your hand and you must be aware of it's location. You can teleport said object to your hand, from one hand to the other, to a the pockets of a target within range, to your mouth, to beneath a cup within range etc. You can also swap a tiny object you are holding in your hand with another one you can see within 30 feet of you. If you attempt to take an object that is being worn or carried by another creature within 30 feet of you, you need to make a Dexterity (Sleight of Hand) check contested by the targets Strength (Athletics) or Dexterity (Acrobatics) (the targets choice) check in order to take the item.

You can use this feature a number of times equal to your Intelligence modifier and you regain all expanded uses on a short rest. Once you reach 10th level in this class you can use this feature an unlimited number of times and the objects you can transfer in this way become Tiny or Small.

Street Training

At 2nd level you gain proficiency with the Playing Card Set and the Dice Set.

You also gain proficiency in the Performance and Sleight of Hand skills if you don't already have them.

Misdirect

At 6th level you can attempt to misdirect a targeted creature. As an action you can force a target creature you see within 60 feet of you make an Intelligence saving throw equal to your spell save DC or gain disadvantage on one ability that you choose until the start of your next turn. You can also give another creature within 60 feet of you advatage on all skill checks made with a certain ability of your choice with the same action until the start of your next turn.

You can use this features a number of times equal to your proficiency bonus and all expanded uses are regained on a long rest.

Flashy Escape

At 10th level as a bonus action on your turn you can teleport yourself and a number of targets equal to your Intelligence modifier(minimum of 1) that can't fill no more than a 10 foot cube each within 15 feet of you. You teleport up to 90 feet in any direction your choice to an unoccupied space you can see. If the space is too small for you and all targets with you to fit this action fails, but the feature is notnused up. Upon leaving your space all creatures within 20 feet of it must make a Dexterity saving throw equal to your spell save DC or be blinded until the start of your next turn as a flash of light appears. Along it a cloud of smoke spreads that lightly obscures vision within a 15-foot radius from the point you left until the start of your next turn. When you appear an your destination you and all targets with you appear in silence and all become invisible until the start of your next turn.

Once you use this feature you can't do so until you finish a short or long rest.

Flavourful Spell

At 14th level you have learned how to flavour your spells and cantrips in various different ways changing how they work and what they could do on casting requiring no action from you.

  • You can change the damage type of one spell or cantrip you cast with any other damage type there is, for this casting alone.
  • You can add harmless sencory effects such as sparks, a flash of light, change the colour of the spell, smoke etc. to any spell or cantrip after casting it, for this casting of the spell alone, which will not count against your number of uses of this feature per long rest.
  • You can change the saving throw requirement of any spell or cantrip you cast upon casting it to any other saving throw, for this casting alone.

You can use this feature a number of times equal to twice your Intelligence modifier, and all expanded uses are regained on a long rest.

Previous Versions

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