Arcanuum

Subclass of: Wizard

Arcanuum wizards are spellcasters who have banded together in the shadows to combat secret orders and societies intent on purging the world of magic. Living under the constant threat of eradication, they have mastered the art of stealth, developing techniques to conceal their magic and operate undetected. Arcanuum wizards see themselves as defenders of their kind, employing guerrilla tactics to disrupt their adversaries' operations, despite being branded as terrorists by their foes. They communicate through a unique system of Glyph Signs, allowing them to mark safe havens and danger zones while remaining hidden from enemy eyes. With abilities that include casting invisible evocation spells, manipulating mage hand to serve as a stealthy extension for their spells, and mastering illusions to deceive their opponents, Arcanuum wizards are the embodiment of resilience and ingenuity in the face of oppression. As they grow in power, they learn to augment their spells in ways that maximize damage, prolong effects, or extend range, furthering their cause to protect magic and its wielders at all costs. 

Arcanuum wizards are spellcasters who have lived their lives in fear and secrecy. Secret orders and revolutionaries have made it their mission to eradicate all magic users from the world, and the Arcanuum are the ones who have unified to oppose them. You have learned ways to disguise your craft and hide in plain sight. Most Arcanuum members stick to guerilla warfare tactics by targeting these secret orders and taking down their supply chains, reinforcements, and bases of operation. Although you are often called terrorists by members of these orders and their sympathizers, you see yourselves as freedom fighters.

Arcanuum Glyph Sign

Beginning when you select this faction at 2nd level, you are taught the meaning of Glyph Signs. Members of the Arcanuum have taken to memorizing a set of glyphs, each with its own meaning and context when presented with others: ‘Safe Haven,’ ‘Beware Here,’ or even ‘100 paces south.’ These signs are carved in inconspicuous places so that they don’t fall into the hands of the secret orders and their allies. This counts as a bonus language for you.

Stealth Tactics

Beginning when you select this faction at 2nd level, you gain proficiency in Charisma (Deception) and Dexterity (Stealth).

Hidden Spells

Starting at 2nd level, you gain the ability to cast evocation spells in a hidden manner, causing a spell and its effect to become invisible to the naked eye if you so choose. For example, casting magic missile as a hidden spell would cause the three glowing magical darts to instead be cast as three invisible magical darts. Any creature attempting to see evocation spells or their effects you cast that are invisible must succeed on a Wisdom (Perception) check against your spell save DC. On a success, the creature can see your spells and their effects. On a failure, they remain invisible to the creature. 

Mage Hand Maneuver

Starting at 6th level, you gain the ability to turn the spectral hand created by casting mage hand invisible and to use the hand as the origin point for casting spells. At 10th level, the range of mage hand increases to 60 feet. You are able to use this feature a number of times equal to your Intelligence modifier, and you regain all expended uses after a long rest.

Master of Illusion

Starting at 10th level, you have mastered illusionary magic. The duration of all spells from the school of illusion you cast is doubled.

Spell Augmentation

By 14th level, you have learned from the best and have obtained a new level of control over your spellcasting. You can cast a spell using a spell slot one level higher than the spell’s level and choose to apply one of the following effects to the spell:

Maximize Spell - You deal the maximum amount of damage.

Prolonged Spell - You double the duration of the spell.

Extend Spell - You double the range of a spell.

The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you gain one level of exhaustion. Only by finishing a long rest can you remove a level of exhaustion gained in this way.