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Syndicate Mindflayer

The magical force and leaders of the Syndicate, the Mindflayers are feared relentless bounty hunters specialized in dealing with other casters, and cruelly burning the powers they wield from their minds. Wizards often join the ranks of the syndicate when they witness the misuse of magic, either to harm others or for reckless and often degenerate tasks garnered for personal gain. While the order itself is mostly regarded as a positive force keeping rampant spell casters in check, there are members who take physical pleasure in dispensing agony and ripping magic from the minds of others, whether ordered to or not.  

Wizard Level
Feature
2nd
Invasive Studies, Spellcasting, Spell Rage
6th
Reaving Spellcaster, Spell Burn
10th
Spellwarp
14th
Spellbreaker

Invasive Studies.

You gain proficiency in the Intelligence (Arcane) skill or expertise if you were already proficient. You can cast Detect Magic at will. If the aura reveals the school of magic, you can make an investigation check DC 10 + Spell Level, to determine the spell and spell level it was cast at.  

Spellcasting.

Starting at 2nd level when you chose this tradition, you learn Counterspell and Dispel Magic, can cast them as level 2 spells, and you no longer gain spells as you increase in level. You no longer have a spell book, replacing it with a crystal called a syndicate foci.   Syndicate Foci. This small crystal is roughly 3 inches long and 1 inch wide. The syndicate foci acts as both your spell book and your spell focus. Your foci can never hold more spells than you have available spell slots, as indicated on the Wizard class table. For example, a level 5 wizard's foci could contain four level 1 spells, three level 2 spells and two level 3 spells. If your syndicate foci is ever lost or destroyed you immediately lose all spells stored in it. You can only have 1 syndicate foci at a time. You can gain a new one if yours is ever lost or stolen from any Syndicate guildhall, you must attune to the new foci before using it, attuning to your syndicate foci does not count against your number of attuned items.   Counterspell and Dispel Magic are not counted against the number of spells your foci can store, and you can still cast these spells if your foci is lost, stolen or destroyed. When you use dispel magic on a magic item, its effects are suppressed for 1d6 rounds. See the following table for determining the spell level of magic items.
Rarity
Effective Spell Level
Common
1st
Uncommon
3rd
Rare
6th
Very Rare
9th

Spell Rage.

When you take damage from a spell or fail a spell saving throw, you gain a bonus on weapon and spell damage rolls equal to your proficiency bonus against the caster of the spell until the end of your next turn.

Reaving Spellcaster.

Starting at 6th level when you would be required to make an ability check when casting counterspell and dispel magic you add your proficiency bonus to the check. Additionally you learn Spell Ripper as a 3rd level spell. This spell does not count against the number of spells you can store in your foci, and you can still cast it if your foci is lost, stolen or destroyed.

Spell Ripper

3rd-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V,S,M (a syndicate foci)
Duration: Instantaneous, Until Dispelled

A beam of half arcane and half psionic energies streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d4 psychic damage + your spellcasting modifier. If the target is capable of casting spells they must make a saving throw with their spellcasting ability - Intelligence for wizards, Wisdom for clerics and druids, Charisma for bards, sorcerers, and warlocks. On a failed saving throw one of the target's 1st level spells, chosen at random, is ripped from their mind. Creatures lose access to spells ripped from their mind, and they cannot cast, prepare, or re-memorize those spells. This effect can be removed with a greater restoration spell.   Spells you rip from other creatures can be stored in your syndicate foci if you chose. If your foci would already have the maximum number of spells for that level stored in it, you chose which spell to replace.   At Higher Levels. When you cast this spell using a spell slot of 4th level or higher the damage increases by 1d4 per level and you can rip more powerful spells from your target's mind. The spell level you rip from the target is 2 levels lower than the slot used to cast this spell.

Spell Burn.

When you successfully counterspell a spell, or dispel an effect or carried magic item, the caster or controller of the magic item takes 1d6 damage per spell level that you cast counterspell or dispel magic. Half of the damage is fire, and half of the damage is psychic.

Spellwarp.

At 10th level when you cast dispel magic at 5th level or higher, you can chose to create one of the following effects:
Area
Effect
Conedispel a single effect on all creatures in a 40 foot cone
Linedispel a single effect on all creatures in a 120 foot line
Spheredispel a single effect on all creatures in a 20 foot radius
Targeteddispel all effects and magic items on a single target

Spellbreaker.

At 14th level you gain additional uses of dispel magic when cast at 7th level or higher.   You can create a stationary wall of dispelling force. Creatures and items can pass through the wall unaffected, however any spell or magical effect that passes through the wall is subject to dispel magic. When you cast dispel magic this way it has a duration of 1 minute, which you must concentrate on to maintain. You must create the wall on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.   When you cast dispel magic targeting a non-legendary item, if the item is dispelled it becomes nonmagical and cannot be re-enchanted. If you cast dispel magic as a 9th level spell you can perform a 4 hour ritual to permanently unmake a single legendary item.  


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kemet ka.

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