

School of Sleight
By @homebrewlesbian
Some wizards follow schools of wizardry that follow the type of magic they want to master. Others specialize in advancements in magic or master of the arcane arts for battle. You however, have honed your skills as a wizard to slink through the shadows ensuring the spotlight is on anyone else only for you to use your arcane gifts and knack for deceit to hit your foes where it hurts.
School of Sleight Features
| Wizard Level | Feature |
|---|---|
| 1st | Subterfuge Savant, Feint |
| 6th | Misdirection |
| 10th | Startling Spells |
| 14th | Elusive Escape |
Subterfuge Savant
At 2nd level, your exploration into skills of deceit has rounded out your toolkit and made you more subtle and mobile than other wizards. You gain proficiency in your choice of Deception, Stealth, or Slight of Hand. You can additionally Hide as a bonus action.
Feint
Also at 2nd level, you have learned how to trip up and confuse your targets to make precisions strikes. Once per turn, if you are hidden, have advantage on the spell attack roll, or a target has disadvantage on their save against your spell, you may roll a d6 to do any of the following tricks.
- You may add a bonus to your 'to hit' equal to the number rolled.
- You may deal additional damage equal to the number rolled.
- You may add a bonus equal to half the number rolled to your spell save DC for the initial effect for one target.
Misdirection
At 6th level, you can confuse and bewilder people with the art of misdirection. As part of casting a spell, you can choose to make it appear like the spell was cast from another point in 120 ft. of you that you can see. This can appear like it was cast by another person or just randomly from a direction in the environment. A creature can use their reaction to contest this with an Investigation check against your Spell Save DC. Creatures that can see through illusions are not affected by this trick.
You may misdirect your spells a number of times equal to your Intelligence modifier (minimum of one) and you regain all expended uses of it when you finish a long rest.
Startling Spells
At 10th level, you can use the might and awe of powerful spells to off-center your opponents. After casting a spell of 1st level or higher, on your next turn you can make your next cantrip against one of the targets have advantage if it's a spell attack against them or force them to have disadvantage on the saving throw against the spell.
Elusive Escape
At 14th level, you've learned that when worst comes to worst, there's nothing better than getting yourself out of a sticky situation. When a creature targets you with an attack you can use your reaction to attempt to switch places with another creature you can see within 120 ft. of you to make a Charisma saving throw. On a failed save you and the creature switch places and the other creature becomes the target of the attack.
You regain use of this ability after a long rest.
Art Credits
Augur il-Vec by Daren Bader.