Arcane Tradition

School of Thievery

In cities large and small, criminals will often band together for mutual protection and interest. The most widely known such organizations are thieves guilds, which may find use for a people with a variety of talents. While most such guilds include various rogues and fighters, lucky indeed is the guild that counts a specialized wizard as a member.

As a wizard of the School of Thievery, you combine your skill with spells with lessons learned from other members of a thieves guild. This makes your guild more effective and gives you the ability to better survive the dangers of the criminal world you live in.

Trained in the Trade

When you adopt this tradition at 2nd level, you gain proficiency with light armor, simple weapons, and thieves' tools.

You also gain proficiency with one of the following skills: Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth.

Thieves' Cant

By 2nd level, you have worked enough with the local underworld to understand thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves (or wizards) on the run.

Sneak Attack

Starting at 6th level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse weapon, a ranged weapon, or a single-target spell.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class. At 10th level the amount of extra damage increases to 2d6, and at 14th level it increases to 3d6.

Advancement of the Trade

At 10th level, you have extensively observed and practiced the skills of the trade. You gain proficiency in two of the following skills: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth.

Criminal Survivalist

Starting at 14th level, your instinct for survival in a dangerous trade and your constant preparing for the unexpected combine to make you less vulnerable to treachery.

When an attacker that you can see attempts to hit you with an attack, you can use your reaction to dodge, giving disadvantage for that attack roll.



