Arcane Tradition - Tricksy Arcanist


Just as some rogues dedicate part of themselves to following the path of the arcane, so too do some wizards push themselves to expand their horizons into the sneakier arts. The mirror of the Arcane Trickster, these Tricksy Arcanists deliver sneaky spells while dodging away from their enemies. Sometimes maligned by their more 'proper' wizard colleagues, a Tricksy Arcanist is nevertheless immensely popular among mercenaries, adventurers, and those who have fewer concerns about those who just happen to know how to pick locks.

Spell Sneak Attack

When you take this subclass at 2nd 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 spell attack roll if you have advantage on the attack roll.

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. You gain an additional d6 at 7th, 12th, and 20th level.

Optional: Rogue Multiclass

Optionally if you multiclass this subclass with a Rogue, your DM may allow the Sneak Attack dice to stack together, and allow them to apply on both a standard finesse/ranged weapon attack as well as a spell attack.

Tricksy Proficiencies

Also at 2nd level you gain proficiency in Thieves Tools and one Rogue skill of your choice.

Cunning Spell

From 6th level if you cast a Wizard spell on your turn, you can use your bonus action to take the Dash, Disengage, or Hide action.

Magical Evasion

From 10th level you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

You can also expend a spell slot of 1st level or higher to gain advantage on the saving throw.

Expertise

From 14th level you gain Expertise in either Thieves Tools or the skill proficiency you gained from Tricksy Proficiencies.

Slippery-er Mind

Also from 14th level you add your Intelligence modifier to Wisdom saving throws.