Base Class: Wizard
Rabbel of Mischief wizards excel in illusion and trickery, wielding spells with unmatched creativity and unpredictability. Agile and quick-witted, they blur reality with phantom hands and arcane enhancements, leaving foes bewildered and uncertain. For them, magic is a canvas for mischief and wonder, crafting chaos wherever they roam.
Mischievous tricks
At 2nd level, you learn mischievous tricks to enhance your spellcasting. you learn the cantrip Mage Hand and you also learn tricks. You can perform a number of tricks equal to your Wizard level + your intelligence modifier. regaining all spent uses on a long rest or when you use your arcane recovery feature. You learn the following tricks:
- When casting a spell you can perform a trick to cast the spell without any somatic and verbal components.
- You can perform a trick using your bonus action to perform a use an object interaction or use tools as if the mage hand was your hand.
- You can perform a trick allowing you to cast a Wizard cantrip you don’t know or change one spell you have prepared for another written in your spellbook
- When you see a spell in a spell scroll or book then you can perform a trick to make a cheat note, writing the note in 1 minute per spell level, you can then add any spell from your cheat notes to your spell book spending a quarter of the time per spell level as if copying the spells into your spellbook. When you make a note of a Spell scroll the spell scroll is consumed in the process.
If your spellbook is destroyed you can during a short rest before your next long rest create cheat notes of all spells that were in your spellbook before it was destroyed, these notes can then be copied into your new spellbook as per the cheat note trick.
Quick Cantrips
At 2nd level, you can cast a cantrip with a casting time of an action as a bonus action instead, when you do so you can’t do a weapon attack or use another attack cantrip as your action that turn.
Mischievous Spells
At 6th level, you can improve your spells using tricks from your Mischievous tricks. You learn the following tricks to improve spells:
- When you cast a Mage hand you can perform a trick to make a second hand appear, they move independently using the same action to do so, and can be attached to your person acting as additional arms. The hands are also able to wield weapons and shields as if you wielded them and can attack a creature within reach when you use an action to move the hands.
- If you are wearing Mage armor you can perform a trick to improve it. Your armor class Become 13 + your Dexterity modifier + your Constitution modifier. This effect lasts for the duration of the spell.
- If you have a Familiar you can perform a trick to improve it for an hour, allowing you to see through its eyes without expending an action or becoming blinded and deafened as you do so and you can do so as long as the familiar is on the same plane of existence as you. you can also perform an additional trick to cast a spell from your familiar's space as long as it's within 300 ft of you. you may only do so a number of times equal to your intelligence modifier until you take a long rest.
Teleporting Madness
At 10th level, when you perform a quick cantrip you may take a second bonus action on your turn and when you cast a cantrip you can Teleport to a spot you can see within 60 ft of you, giving you a fly speed equal to your movement until the end of your turn.
Illusionary insanity
At 14th level, you can cast Illusion spells without requiring your concentration as long as they don’t deal any damage and in addition if you fall unconscious an explosion of Illusions happens around you as if you cast Major Image and illusionary terrain with yourself as center.
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