Wizard
Base Class: Wizard

Out there in the unchecked depths of the multiverse lies a group unlike any other wizard tradition known to the realms. Their magic is fully untamed by security conventions, their garments immaculate with otherworldly style, and their activities endorsed by shadowy masterminds who pull the strings of fate behind the curtain. This wholly unhinged crew of arcanists has begun its rise into the interplanar expanse. Beware of their power, for they love casting spells.

We Love Casting Spells

At 2nd level, your pure love for casting empowers your arcane power.

When you cast a spell using a spell slot, you can choose to add a touch of showmanship to it. As part of casting the spell you can create special visual effects, such as sparks, glittering lights, or billowing shadows which beguile your enemies. Creatures of your choice that you can see within 30 feet of you must make a Charisma saving throw or be charmed until your next turn. While charmed by this feature, the creature is has a speed of 0. You can do this an amount of times per long rest equal to your proficiency bonus per long rest.

Sponsored by the SHADOW GOVERNMENT

Starting at 2nd level, your sponsor (the SHADOW GOVERNMENT)'s ancient traditions brings you esoteric magical knowledge. You gain access to a unique set of spells. The following spells are added to your spellbook as you obtain the spell slots required to cast them.

Spell Level Spells
Cantrip Thaumaturgy, Sapping Sting
2nd Enthrall, Jim's Glowing Coin
4th Compulsion, Confusion
6th Eyebite, Globe of Invulnerability
8th Glibness, Maddening Darkness


Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the Wizard Spell List, the spell is nonetheless a wizard spell for you.

Shadow Wizard Money Swag

At 6th level, your gang fit gives you a magical aura of confidence. As long as you are wearing a set of Fine Clothes, you gain the following benefits:

  • You may add your Intelligence modifier to Charisma (Deception) checks when trying to swindle, deceive, or persuade others for personal gain.
  • Once per short rest, when you make an ability check or a saving throw, you can roll an additional d4 and add it to the result.
  • Additionally, you gain proficiency in the Sleight of Hand skill, if you don't already have it. If you do, you may double your proficiency bonus when making Sleight of Hand checks.

Ez Bailout

Starting at 10th level, the Shadow Wizard grind begins to really pay off. Utilizing the crystallized suffering of those hurt by your organized crime & capitalism, you can exploit the vulnerable nearby to 

When you are reduced to 0 hit points, you can use your reaction to magically vanish in a cloud of shadowy smoke. Instead of falling unconscious, you become invisible and teleport up to 30 feet to an unoccupied space you can see. You regain hit points equal to half your maximum hit points. This feature can be used once per long rest. 

 

TSAR BOMBA

Starting at 14th level, your spells go ******* NUCLEAR BABY!!

Whenever you use your "We Love Casting Spells" feature, you may have all creatures that fail the saving throw gain one level of exhaustion and take necrotic damage equal to your level.

Shadow Wizard Money Gang Image

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