Wizard
Base Class: Wizard

Play as a Wizard of the Coastal region who attempts to use their greed of gold to influence the battle field and steal from others. They are generally Lawful Evil and dislike Humans. When creating this class I really aimed to make the chances of survival for characters using this sub-class similar to the chances of the company surviving after the OGL 1.1.

Web of Lies

Starting 1st level, You must make all Charisma checks at disadvantage as your web of lies has become so large that it is easy to see through. Additionally, any natural 20 you make for a Charisma check or saving throw is treated as if it where a natural 1. 

Additionally you may spend 50 gold to add a +1 to the lower rolled die. You must still use the lower of the two rolls. 

Rat King

Starting 2nd Level you may cast Find Familiar once per long rest. However when you cast this spell you must create a rat named "Hasbro".  Upon meeting a creature or player Hasbro must make a Wisdom saving throw DC 16 or attempt to steal something from that creature or player. 

Summon Lawyers

Starting 6th level, You may spend your bonus action to summon 2 Knights once per 3 long rests. Your Knights acts on their own initiative and be command on your subsequent turns with a bonus action. If you fall unconscious, your Knights will prioritize defending you.

Alternatively other creatures or players may pay 100gp causing the knights to be dispelled. 

Illusions of the Delusional

Starting 10th Level,  when you enter combat you suffer the effects of the Weird spell (DC 14) perceiving any illusions created as NFTs or Blockchains. 

OGL 1.1

Starting 14th level,  All creatures must pay you 25% of all gold they receive. Your greed has become immeasurable and you must make a DC 69 Charisma saving throw at the end of each day. All creatures immediately become hostile towards you on a failed save, and half as much on a successful one.

You also gain the ability whenever a spell is cast as a reaction you may revoke the ability for that creature to cast that spell. Additionally you learn that spell and may cast it on your subsequent turns.

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