Base Class: Wizard
While many wizards seek the secrets of knowledge, studying in towers and libraries, and some take their magical prowess to the field of battle, Court Mages apply their arcane talents in a different way; using them in cut throat realm of court politics. Serving as advisers, viziers, spymasters and ambassadors, the court mage is an indispensable member of the retinue of a king, empress, lord or baroness.
Court mages tend to lean towards magic that allows them to increase their influence, gather information more readily and disguise their motives and goals. They tend to focus their skills on the schools of illusion, enchantment, divination and sometimes abjuration, should their calling place them as much a royal bodyguard as adviser. Whatever their role, they use their razor sharp intellect to navigate the hazards of court life, and often beyond.
Court Contacts
At 2nd level, your contacts within the social circles of various influential figures grants you access to resources other wizards can only dream of. Whenever you gain a level, you learn an additional wizard spell, but this spell must be of the divination, enchantment or illusion school of magic.
Additionally, while in a city or large settlement, you can call on your contacts to assist you in matters of the arcane. You treat divination, enchantment or illusion spells of 2nd level and higher as one level lower for the purpose of determine the time and cost to copy them.
Social Mastery
Starting at 2nd level, you can use your intellect to navigate social situations. You can use your Intelligence modifier in place of Charisma or Wisdom whenever you are required to make a deception, insight, intimidation or persuasion check.
Subtle Caster
Starting at 6th level, you have learned how to better conceal your spellcasting as so to avoid raising suspicion in social situations. Whenever you cast a divination, enchantment or illusion spell that doesn't have a material component, you can make a Dexterity (sleight of hand) check to conceal your casting. Any creature with a passive perception less than your result for the check doesn't notice your verbal or somatic components of your spell.
Enhanced Influences
At 10th level, you make your influential spells not only more potent, but also harder to detect. When a creature makes a saving throw to avoid being charmed by you, they had disadvantage on their saving throw. Additionally, creatures are unaware of when you cast enchantment spells on them and don't become hostile as a result of you targeting them with such spells.
Arcane Spymaster
At 14th level, you've moved beyond the the polite social circles and now have access to the darker secrets of court dealings, having mastered the art of covert spellcasting. When you cast a spell, you can have it produce no perceivable effect, rendering it complete silent and invisible. Casting the spell is still perceivable and can be countered, and a creature affected by a spell may still become aware that something has affected it. You can do this a number of times equal to your intelligence modified, regaining all uses on a long rest.
Additionally, you can use your Intelligence modifier in place of Dexterity when making stealth checks.
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