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Street Magician

Class

Whether they were taught some small spellcraft by a mentor, stole an arcana text from a shop window, or dropped out of a proper wizard’s college, these casters rarely have any formal training to speak of, instead relying on their innate cleverness and whatever scraps of knowledge they get their hands on. Lacking institutional knowledge and often viewed as dangerous charlatans regardless of their intentions, these wizards use obfuscation and trickery to their advantage.


Level 2Mage of Misdirection

At 2nd level, when you choose this archetype, you know the value of keeping the crowd’s attention where you want it. You gain proficiency in Sleight of Hand. If you are already proficient, you instead gain an expertise die .

In addition, when you cast a spell of the illusion or obscurement schools, you can make a Sleight of Hand check. Any observers with a passive Perception equal to or less than the result of your check do not see or hear you cast the spell.

Finally, at 4th level and each time you learn a new elective study, you can instead choose to learn a skill trick from the rogue class or an adventuring trick from the bard class, as long as you meet the prerequisites. Your levels in wizard count as levels of the appropriate class for the purposes of these prerequisites.


Level 2Unguided Studies

At 2nd level, you learn how to piece together spells from scraps of arcane knowledge and your own intuition. Whenever you learn new spells from gaining a wizard level (including the level at which you gained this feature) you learn one additional spell from the wizard spell list of a level you are able to cast. Additional spells you learn in this way are always considered prepared. This does not count against your usual limit on prepared spells. Such spells are considered “untrained” and should be noted as such. Recording untrained spells costs only 25 gold per level (instead of 50 gold). This lack of preparation can complicate matters, however. Whenever you cast an untrained spell, roll 1d8 and consult the following table:

  D8   Result
  1

The spell somehow goes drastically wrong, depending on its intended effect and the Narrator’s discretion. Examples include targeting a different creature within range (your allies gain advantage on saving throws against this spell), causing the reverse of the intended effect (such as dealing cold damage instead of fire or inflicting a curse instead of removing one), casting an entirely different spell you know of the same level, or simply failing to cast the spell. Regardless of effect, this expends the spell slot.

  2

The spell blows back in your face, dealing force damage equal 1d4 × the level of the spell slot used (minimum 1d4) to you and each creature within 5 feet of you, in addition to the spell’s intended effect.

  3

The use of the spell attracts the brief attention of something otherworldly. The spell works as intended, but you are rattled until the beginning of your next turn

  4 - 5

You cast the spell normally.

  6

Casting the spell is strangely invigorating. You gain an expertise die on your next attack roll , ability check , or saving throw made before the end of your next turn.

  7

You feel a jolt of unknown power and regain one expended spell slot. The regained spell slot must be of a level no more than half the level of the expended spell slot.

  8

The spell is more effective than usual. Its save DC, if any, increases by 1.

 

Whenever you learn a spell you already know untrained through advancing in a spellcasting class or through adding spells to your spellbook, you can choose a different untrained spell of your choice, recording it in your spellbook as described above. Transcribing a spell you previously knew untrained into your spellbook costs time and gold as though you were copying your own spells.


6th LevelSuckerpunch Spell

At 6th level, you’ve learned to take advantage of an enemy’s distraction to deal extra damage. Once per turn, when you deal damage with a spell, choose one creature damaged by the spell. Make an opposed Sleight of Hand check against the chosen target’s Perception. On a success, you deal an additional 2d6 damage of the same type as the spell (if the spell does more than one type of damage, pick one) to the creature. This damage increases by 1d6 when you reach 10th level (3d6), and again at 14th (4d6), and 18th (5d6) level.

Creatures you have targeted with this feature gain an expertise die on their opposed Perception checks against it for the next 24 hours; unlike normal, this expertise die has a maximum of 1d12.


10th LevelDisappearing Act

At 10th level, you’ve mastered the art of being elsewhere. When you cast an illusion or obscurement spell, you can immediately teleport 15 feet to a space you can see and take the Hide action. When using Stealth in this way you gain an expertise die to the check.

In addition, you add your Dexterity modifier to Constitution saving throws made to maintain concentration on spells.


14th LevelSpell Pilferer

At 14th level, you’ve become skilled at casting spells you only partially understand and surviving the process. If you have studied a spell scroll for at least 1 minute, you can make an Intelligence saving throw and spend a spell slot of the appropriate level to cast the spell as though you knew it untrained, even if it is not considered a wizard spell for you. The spell must be of a level you can cast. The DC for this saving throw is equal to 8 + the spell’s level. On a success, the scroll is not expended. You can only use this feature on an individual scroll a number of times equal to your Intelligence modifier (minimum once).

Alternately, when you expend a spell scroll, even if it is not a wizard spell for you, you can spend a spell slot of a higher level (up to the maximum level you can cast) than the scroll to instead treat the scroll’s effects as though you cast it untrained at the level of the spent slot.

Finally, you can cast spells from spellbooks other than your own as though you knew them untrained, even if they do not normally count as wizard spells for you. You must still expend spell slots as normal to cast them and they must be of a level you can cast.