Wizard
Base Class: Wizard

Wizards of the School of Disguises treat identity as a spell component. They study illusion, transmutation, and the small social tells that make a lie feel true, until a face, a voice, and a set of papers are as reliable as a prepared spell. Some serve courts and spy networks. Others erase themselves between adventures and walk into the next town as someone who was never there.

Veilcraft

2nd-level School of Disguises feature

You gain proficiency with disguise kits and forgery kits. Your proficiency bonus is doubled for any ability check you make that uses either kit.

You learn three languages of your choice.

You can perfectly mimic the voice of any creature you have heard speak, including its accent, cadence, and verbal habits.

You can cast disguise self at will, without expending a spell slot. You can cast it as a bonus action. You can also cast illusory script at will, without expending a spell slot or providing material components. When you cast illusory script in this way, truesight does not reveal the hidden writing unless you allow it to when you cast the spell.

Knife in the Greeting

2nd-level School of Disguises feature

You have advantage on spell attack rolls against a creature that is surprised by you, or that believes you are its ally. Such a creature also has disadvantage on saving throws against your spells and other magical effects. If the spell or effect deals damage to that creature, the damage is tripled.

While no creature is hostile to you, you have advantage on initiative rolls and you add your Intelligence modifier to those rolls.

Unreadable Mask

2nd-level School of Disguises feature

You gain proficiency in all Charisma checks. Your proficiency bonus is doubled for any ability check you make that uses Charisma.

While you are under the effect of disguise self or any other magical disguise:

  • You have advantage on Charisma checks.
  • Ability checks can’t be used to see through the disguise. A creature that tries to do so automatically fails.
  • Insight checks made against you have disadvantage.
  • You gain a bonus to your Armor Class equal to your Intelligence modifier (minimum of +1).
  • No effect can detect your thoughts unless you allow it. If you allow it, the effect detects only what you want it to detect.

Living Forgery

6th-level School of Disguises feature

You add your Intelligence modifier to Charisma checks you make.

A magical effect that would determine whether you are lying, or force you to tell the truth, does not reveal your deception and cannot compel you to speak the truth. If the effect reports what you said or whether it was true, it reports what you want it to report.

You learn two additional languages of your choice.

You can cast alter self at will, without expending a spell slot or maintaining concentration on it. You can cast it as a bonus action. When you cast it this way, you can also become one size smaller for the duration.

When you cast disguise self or alter self with this subclass, the spell doesn’t end until you dismiss it (no action required) or you die.

While you are under the effect of alter self and also under disguise self or a similar illusion, you can choose for objects and clothing created by the illusion become physical while they are on your person. An item created this way vanishes if it leaves your person. Such an item doesn’t change your weight or any of your statistics, except as follows: if the illusion replicates a suit of armor you have seen, you gain the Armor Class of that armor as if you were wearing it. You don’t need proficiency with the armor, and it doesn’t impose disadvantage on ability checks, saving throws, or attack rolls.

Spells and other magical effects don’t detect your magical disguises as magical. If you use a magical disguise to take the appearance of a specific creature you have seen, spells and magical effects detect you as that creature.

When you cast a spell on a creature that is surprised by you, or that believes you are its ally, you gain a bonus equal to your Intelligence modifier to the spell’s attack roll or save DC, as applicable.

Sealed Identity

10th-level School of Disguises feature

Truesight and other special senses can’t see through your magical disguises.

You can cast seeming at will, without expending a spell slot. Each creature you target with it has disadvantage on the saving throw. Every benefit this subclass grants you for disguise self also applies to seeming when you are under its effect.

You can cast polymorph on yourself at will, without expending a spell slot or maintaining concentration. When you cast it this way, you can do so as a bonus action, and you can target only yourself.

While you are under the effect of polymorph, true polymorph, or a similar effect, you retain your Charisma, Intelligence, and Wisdom scores unless the creature whose form you take has a higher score in that ability. If that creature has legendary actions or legendary resistance, you gain them while you are in its form.

Stolen Life

14th-level School of Disguises feature

Your Charisma score increases by 10, and your Charisma maximum becomes 30.

While you are disguised as a specific creature you have seen, using disguise self, alter self, seeming, or a similar effect, you gain the following from that creature unless your own are already higher: its ability scores, its resistances, its immunities, and its proficiencies. You also know all of its languages.

If a spell or similar effect such as scrying or sending would target that creature, you can have the effect target you instead. The creature using the effect automatically believes it reached the intended target.

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