School of Infiltration

Subclass of: Wizard

In the bustling, labyrinthine city of Oddberg, where towering arcane spires cast shadows over the twisting alleys of the underworld, an unlikely alliance was forged—one between the prestigious Oddberg Arcanum and the elusive Gilded Knives, the city’s notorious Thieves’ Guild. Born from necessity during the Mage Wars, this partnership sought to train operatives capable of circumventing magical security, outwitting divination wards, and thriving where traditional magic failed. The School of Infiltration emerged as a covert discipline, blending arcane study with the guild’s expertise in subterfuge. These wizards became masters of shadow and science, wielding both warping technology and refined spellcraft to bypass protections that neither thieves nor mages could crack alone. Today, their graduates walk the line between espionage and academia, their allegiance as fluid as the disguises they wear.

Wizards of the School of Infiltration are masters of stealth, deception, and technological ingenuity. These arcane operatives blend their magical prowess with advanced warping technology to bypass security measures, escape confinement, and neutralize antimagic effects. Whether acting as spies, saboteurs, or clandestine rescue specialists, these wizards are unparalleled in their ability to move unseen, disable magical defenses, and disrupt enemy operations with scientific precision.

Through warping devices and arcane overclocking, these infiltrators can manipulate energy fields, augment their spellcasting, and even override antimagic barriers.

Infiltration

You are trained in deception and stealth to aid in your covert operations.


Warping

Your knowledge of warping technology allows you to create powerful field effects using arcane augmentation. Instead of relying solely on magic, you integrate warp technology into your toolkit.

Warp Charges


Warps Known

At 2nd level, you learn three Warps from the Warp List. You learn an additional Warp at 6th and 10th levels.


Audio Bug

Plant a sound-recording device for up to 1 hour. - (1 Warp Charge)

 

Dimensional Anchor

Prevents teleportation and plane shift effects within a 10-ft radius for 1 minute. - (3 Warp Charges)

 

Disrupt Magic

Suppresses a magical effect for 1 round. - (3 Warp Charges)

 

Holo-Disguise

Create a semi-real holographic disguise for 10 minutes. - (2 Warp Charges)

 

Security Jammer

Disrupts surveillance for 1 minute. - (2 Warp Charges)

 

Arcane Overclock

You have learned to overcharge your arcane power, allowing your magic to overcome antimagic effects and temporarily enhance its potency.


Mass Unlock

You have yet to meet a lock that you can’t bypass.

Once you use this feature, you can’t do so again until you finish a short or long rest.

Unseen Threat

Your infiltration skills allow you to move undetected, even in the presence of antimagic.

Once you use this feature, you can’t do so again until you finish a long rest.