School of Concealment (Homebrew)
Hit Points
Hit Dice: d4 per School of Concealment (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
Followers of the tradition of Concealment are wizards who
specialize in not being seen, practicing magic in secret
places and focusing on hiding their spellcasting from
others. These wizards, often called ‘stealth mages’ or ‘silent
sages’, combine elements of illusion and transmutation
magic with a skill set of stealth and maneuverability, and
often work as spies, assassins, or undercover operatives.
Clandestine Savant
Beginning at 2nd level, you have acquired a wide array of
skills. You gain proficiency in two of the following skills:
Acrobatics, Deception, Insight, Perception, Sleight of Hand,
or Stealth. You also gain proficiency in either the Disguise
Kit or Thieves’ Tools.
Quiet Caster
Starting at 2nd level, you have acquired a knack for casting
spells silently. Whenever you cast a spell, creatures cannot
hear the verbal component of the spell, however, the spell
still requires you to recite the verbal components, albeit
Silently.
Mobile Caster
At 6th level, you’ve become more agile, and you’ve
developed a knack of casting spells while moving. Once on
each of your turns, when you cast a spell with a casting
time of one action, you can use your bonus action to take
the Disengage or Hide action.
Stealth Mage
At 10th level, you gain the ability to know when you have
been detected. You automatically know when you have been
detected, either through a creature's senses or through the
use of magic, though you don't necessarily know which.
Hidden Spell
By 14th level, your skills with concealing your presence
while casting spells have increased. Casting a spell while
hidden doesn't reveal your position.
Additionally, whenever you cast a spell with a casting
time of one action while hidden, as part of the casting of
the spell, you can cause the spell to appear invisible. If the
spell requires an attack roll, you gain advantage on the roll.
If the spell requires a target to make a saving throw, the
target makes the saving throw at disadvantage.