School of Chicanery (5e Subclass)

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Wizard Subclass

Not all wizards are learned occultists who spend their lives with their noses buried in books. No, some choose to use their gift for the arcane arts to entertain and befuddle the unwashed masses, sometimes to nefarious ends. Thus was born the school of Chicanery which focuses on trickery, subterfuge, and skullduggery.

Legerdemain

When you choose this school at 2nd level, you immediately gain the prestidigitation and mage hand cantrips which do not count against the number of cantrips you know. If you already possess either of these cantrips, you may replace it with another wizard cantrip of choice. The casting time for both of these cantrips is reduced to one bonus action. Further, any time you cast mage hand, its range is doubled to 60 feet and you can choose to have it be invisible.

Double-Dealing

Also at 2nd level, you gain proficiency with the Deception and Sleight of Hand skills and may use your Intelligence modifier instead of your Charisma or Dexterity modifier when making these checks. If you cast a 1st level spell or higher spell from the conjuration, enchantment, or illusion schools with a duration of 1 round or longer, you also gain advantage on these checks for the duration of the spell.

Now You See Me, Now You Don't

At 6th level, you learn the pass without trace spell, which is now a wizard spell for you. Furthermore, you can cast it without requiring concentration when cast upon yourself, granting it a duration of 1 hour. You may also attempt to make Hide checks as a bonus action while the spell is active upon you.

Master of Duplicity

At 10th level, your proficiency bonus when making Deception or Sleight of Hand checks is doubled. You can also cast disguise self without expending a spell slot, and the range of disguises you can form with the spell improves, allowing you to appear as any Small or Medium humanoid, rather than being limited to a change of only one foot in height. Your saving throw DC against the Intelligence (Investigation) check to pierce your disguise improves by your proficiency bonus (effectively granting you double the bonus on the DC). It otherwise functions as written in the spell's description.

Your gift for sleight of hand also allows you to use an arcane focus without needing to have it in your hand, thus obfuscating your magic. You must still have the implement on your person and readily available (thus it cannot be stowed in your backpack let alone a bag of holding or other extradimensional space, but you no longer need to be holding it in your hand. At least one hand must still be free in order to do so, however.

Master of Illusions

At 14th level, choose one illusion spell you know that's 1st or 2nd level. You may now cast that spell at will without having to expend a spell slot, and you do so at the highest spell level you can cast, where applicable. Thus if you chose color spray as your spell, at 14th level you would always cast it as if it were a 7th-level spell instead of a 1st-level spell, thus greatly increasing the amount of hit points/creatures it would be effective against. Upon reaching 15th level, you would instead cast it as an 8th-level spell, or a 9th-level spell upon reaching 17th level.

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