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### Order of Secrecy While many Wizards of all schools of magic have a level of privacy and mysticism surrounding their abilities, there exist a select few whose existence is no more than a rumor, their power unknown to anyone but those lucky enough to be chosen to join their ranks. A Wizard in the Order of Secrecy often finds work as a spy, infiltrator, or bodyguard, weaving magic into the world without so much as a twitch of their finger, all the while leaving their targets baffled as to where this newfound opposition is coming from. #### Unseen Power At 2nd level, you gain the ability to mask your magical abilities. The use of Detect Magic does not reveal any magical auras on your person, regardless of magic that may be affecting you or magical items you might possess. #### Silent Spells Also at 2nd level, you learn to channel the Weave in such a way that magic all but springs from your mind alone. When you cast a spell, you can cast it without any somatic or verbal components. #### Magical Dominance At 6th level, your connection to the Weave has grown so strong you can guide it away from those you deem unworthy. As an action, you can focus your magic and pull at the mind of a target within 60 feet. The target must succeed on a Charisma saving throw or have their connection to the Weave severed, losing the ability to cast spells or cantrips for 1 minute or until your concentration ends (as if you were concentrating on a spell). Once you use this feature, you can’t use it again until you finish a short or long rest. #### Misfire Starting at 10th level, magic seems to veer away from you at the last moment. Creatures that make a spell attack roll to target you do so at disadvantage. If their spell attack misses, you can use your reaction to guide it towards a creature within 5 feet of you, making a spell attack roll of your own cause the attack to hit them instead. #### Aura of Doubt At 14th level, your presence alone is enough to strike fear in those around you, even if they don't know the source of their terror. Whenever you cast a spell or cantrip, you may designate one creature within 60 feet of you to feel a sudden burst of terror. Each target must succeed on a Wisdom saving throw or have disadvantage on their next ability check or attack roll. A creature does not know where the source of their dread comes from, as long as they do not witness you casting the spell or cantrip.