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School of Typhomancy

Arcane Tradition
Comments from the Finger: See? Gandalf wasn’t giving himself cancer. It was magic or something.

It is an open secret that wizarding apprentices often take up pipe smoking before graduation. Tradition and peer pressure play roles in this trend, but also the practice of Typhomancy, or smoke magic, which wizards can practice by blowing elaborate shapes in puffs of smoke. A few even go on to specialize in this field of magic, mastering every spell that can channel smoke or fog and learning to generate magically-animated smoke creatures from their eversmoking pipes. Masters of the form can even create smoky near-duplicates of dragons, giants, golems, and even themselves.

Tranquil Demeanor

When you adopt this tradition at 2nd level, your habitual pipeweed has calmed your demeanor. You have advantage on saving throws you make to avoid or end the frightened condition on yourself, and you have advantage on Charisma checks you make directed at creatures that you share your pipe with.

Eversmoking Pipe

Also at 2nd level, you add the spell fog cloud to your spellbook if it is not there already. Additionally, you enchant a pipe to produce an unending supply of thick smoke, colored as you choose. You can use your bonus action to blow a puff of the pipe’s smoke into any shape you choose that can fit in a 1-foot cube. A wind of moderate or greater speed (at least 10 miles per hour) disperses the pipe’s smoke.
          You can also use your bonus action to blow a puff of the pipe’s smoke into a magical Beast form, choosing from the options below. You can use this feature to blow the pipe’s smoke into a Beast form a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
          Elephant. You blow smoke into the Huge form of an elephant, coming to rest at a point you can see within 30 feet. The elephant doesn’t occupy its space. The area of the elephant is difficult terrain and heavily obscured until the start of your next turn, when the elephant disperses.
          Hare. You blow smoke into the swift form of a hare, coming to rest on the shoulder of a willing creature you can see within 30 feet of you. That creature gains an additional 30 feet of movement speed until the start of your next turn, when the hare disperses.
          Lion. You blow smoke into the majestic form of a Medium lion, coming to a rest at an unoccupied space within 30 feet of you. The lion doesn’t occupy its space. Each creature you choose within 10 feet of the lion can add 1d4 to their attack rolls and saving throws until the start of your next turn, when the lion disperses. Snake. You blow smoke into the winding shape of a snake, which coils around a creature you choose within 30 feet of you. The target must succeed on a Strength saving throw against your spell save DC or be restrained until the start of your next turn, when the serpent disperses.

Fogcrafting

At 6th level, fog you conjure coils around those within it. When you cast cloudkill, fog cloud, incendiary cloud, or stinking cloud, you can modify the spell in the following ways:

  • The area of the cloud is difficult terrain for creatures you choose.
  • You can shape the cloud in any manner that you choose, as long as no part of the cloud extends outside of its area of effect. For example, you can shape the cloud to create a cylinder, multiple walls, or even a hollow sphere. The cloud can’t be dispersed by nonmagical wind.
  • Your vision is unimpeded by the cloud.

Additionally, while under the effects of the spell gaseous form, your flying speed is 40 feet.

Greater Smoke Shapes

Starting at 10th level, you can use your action instead of a bonus action to shape your Eversmoking Pipe’s smoke into more elaborate and perilous forms. When you do so, you expend a spell slot and choose one of the greater smoke shapes below, expending a use of your Eversmoking Pipe feature as normal. This smoke shape disperses after 1 minute, when you use this feature to create another smoke shape, or when you lose concentration on it (as if concentrating on a spell).
          Cloud Giant (5th or Higher). You blow smoke into the towering shape of a Huge giant, coming to rest at an unoccupied space within 30 feet of you. The giant doesn’t occupy its space. As a bonus action, you can command the giant to move up to 30 feet and attack a creature you choose within 10 feet of it. Make a spell attack roll. On a hit, the giant deals 4d10 bludgeoning damage.
          Dragon (3rd or Higher). You blow smoke into the fearsome shape of a Large dragon, coming to rest at an unoccupied space within 30 feet of you. The dragon doesn’t occupy its space. Each creature you choose within 30 feet of the dragon and can see it must succeed on a Wisdom saving throw against your spell save DC or become frightened of it until the dragon disperses. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours.
          Shield Guardian (4th or Higher). You blow smoke into the form of a shield guardian, which stands astride a willing creature you choose within 30 feet. The shield guardian moves with the target and protects it from harm. The target has half cover from effects originating from outside its space and resistance to bludgeoning, piercing, and slashing damage.

Smoke and Mirrors

By 14th level, you have reached the pinnacle of fogcrafting, allowing you to be in two places at once.
          As an action, you can cloak yourself in smoke and simultaneously create a smoke duplicate of yourself at an unoccupied space within 30 feet of you. You rapidly teleport to your duplicate and swap places with it every few seconds, controlling both you and your duplicate on your turn. Your duplicate uses your Armor Class and saving throws, and it shares your hit points. You can see through the duplicate using your own senses.
          When you move on your turn, you also move your duplicate up to your speed. When you cast a spell or make an attack, the spell or attack can originate from either you or your duplicate.
          Whenever you or your duplicate takes damage, roll any die. On an even roll, you avoid the damage and other effects caused when you take damage by teleporting into your duplicate, or vice versa. You can’t teleport away from damage when you and your duplicate are affected by the same instance of damage, such as when you are both within the area of a fireball. You only take damage once from such an effect.
          Your smoke duplicate dissipates after 10 minutes, or if you dismiss it early on your turn (no action required).
          Once you use this feature to create a duplicate of yourself, you can’t use it again until you finish a long rest.

 

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