Shadow Wizard Money Gang Image

An organization of dubious figures who are often cast into the darkness. They are a crew of people who often like casting spells. Many times, you may hear bloodcurdling screams as they convene. With strong ties to a puppet government, they often trade and have access to dark materials and taboo spells. Once initiated, you study under a master, who will teach you in a specific type of magic. During your trainings, you receive a colored robe regarding your field of study. Once your training is complete (level 10) you may teach a willing peer, and they may multiclass in the background  (they do not gain anything from their original background as they are being inducted.) If being trained, they gain arcana proficiency, and the spellcasting focus.

Perks from the class are unavailable to non-magic casters, or those without magical skill (the right spell slots) to learn it. If one learns magic casting, they gain all perks from previous levels.

 
Skill Proficiencies: Pick 2 of the following:  Intimidation, Persuasion, Religion, Stealth. 

Also proficient in Arcana (bc yeah)

Tool Proficiencies: Proficient in 1 of the following: Alchemists supplies, Forgery Kit, Thieves tools.
Languages:   Know common and abyssal, from the ceremonies of old. 
Equipment: Your spellcasting focus is now a gold chain necklace, that is not removable without consent by the wearer. It can be covered, concealed, or dyed, but not changed. It emits a black fog which covers the face of the user, but the user can see through. 

You also start with 20 gp, a burglars pack, and an ornate ceremonial dagger, or 50 GP

 
Feature: :0

:)

 
Spell List

The way this works because theres a lot and I'm not typing this all out. New spells at lvl 1, 3, 5, 7, 10, 13, 15. Spells are listed in order.

red: produce flame, Control flames, Burning hands,  Fire bolt, faerie fire,Dragons breath (only fire), fireball

Orange: prestidigitation, mage hand, Thaumaturgy,  magic stone, expeditious retreat, jump, Enhance ability

Yellow: Spare the dying, guidance , resistance ,burning hands, cure wounds, goodberry, lesser restoration

Green: Infestation, Shilleagh, Thorn whip, poison spray, ensnaring strike, Barkskin, Beast sense

Teal: Blade ward, resistance, frostbite ,armor of agathys, sanctuary, aid, warding wind

Blue= shape water, lightning lure, fog cloud, create or destroy water ,ray of frost, air bubble, freedom of the waves (HB) 

Purple= mind sliver, friends, message, minor illusion, cause fear, Command,  Phantasmal Force

Gray=Mending, Thunderclap,  Tenser's Floating disc (but metal :) ), Heat metal, Magic missile, Thunderous Smite, Crown of Madness

Brown= Mold earth, none, Earth Tremor, none, Earthbind, none,  Erupting Earth

Black= Chill Touch, Toll the dead, Primal savagery, none,  Arms of Hadar, witch bolt, Darkness

White= dancing lights, light, sacred flame, word of radiance, color spray, moonbeam, calm emotions

Descended (1, 3, 5, 7, 10, 13, 15, 17, 19, 20)= Eldritch Blast, message, Unearthly Chorus (See desc), sapping sting, ceremony, bless, Magnify Gravity, Summon Beast, Invisibility, Summon Lesser Demons

 

Spell Level Spells

Freedom of the waves info if not known: 

Source: Tal'Dorei Campaign Setting Reborn

3rd-level conjuration

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a strand of wet hair)
Duration: Instantaneous

You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8 bludgeoning damage and fall prone. You can choose a number of creatures equal to your spellcasting modifier (minimum of 1) to automatically succeed on this saving throw.

If you are within the spell’s area, as part of the action you use to cast the spell, you can vanish into the deluge and teleport to an unoccupied space that you can see within the spell’s area.

 

Unearthly Chorus:

1st level spell

1 action

Self, 60 ft radius, any shape

comp. V

Concentration, 10 min

Music, Chants, hymns, or other faint noise fills the space around you. The music spreads around corners, and behaves like regular audio, as if spoken by you. 

Until end, you have advantage on performance, intimidation, and persuasion.

you may also use a bonus action in the duration to beguile one creature of your choice that can see you and hear the music. They must make a cha. saving throw. If you or allies attack it, it automatically succeeds. On a failure, the creature becomes frightened or charmed, depending on the usage. Persuasion, intimidation, and deception checks are all given advantage

 
Suggested Characteristics

mischevious, not necessarily evil but definitely not good

driven by profit and mischief

shadowy figures

 
 
Contacts

Often in league with other shadow wizards, especially those of similar field.

 
Shadow Wizard Money Gang Image

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