School of Manipulation

School of Manipulation

These mages see themselves as selfless assistants to mankind, offering their bountiful knowledge of biology and the ways of love and lust to their fellow man to ease their difficulties and bring joy and harmony between partners across the world. In some cases this self assessment may indeed be true, but in the vast majority of cases a blue mage setting themselves up in such a way is doing so merely to get gossip, listen to the sordid details of other people’s sex lives and blackmail them.

Even while ripping people off for all they have the mage does perform a useful service for those who come to them, and patrons tend to develop a near fanatical loyalty to their favorite mage. Particularly successful ones in the larger cities may even find themselves given a regular article in society newsletters or invited to balls and functions that would otherwise be too far above their station to attend.

The mage understands that there is no one who is completely happy with the way they look, how they perform in bed or completely confident of their partner’s fidelity. If the changes and solutions mage recommended worked well, or forever, they would do themselves out of a job but nonetheless the advice they offer can help, for a while. No matter how many times they go to the mage these people will never be sure or secure and so they always come back again for more.

Specialized Savant

Beginning when you select this school at 2nd level, chose a school of magic.The gold and time you must spend to copy a spell of chosen school into your spellbook is halved.

Trustworthy

Beginning at 2nd level, you gain proficiency in Deception and Persuasion.

Confidence

Starting at 6th level, you may spend 15 minutes boasting and giving advice your ally and grant him for next hour +1d4 to Wisdom checks and saves.

In addition you can get in conversations with anyone and try to pry even most personal information from them. When you do this target must do a Wisdom save versus your spell save or blurt out something he shouldn’t. You may not choose what kind of information is it exactly, GM will give you a single piece of personal information target character knows, but information should be useful in some way. (for example, “I like dressing up in my wife’s clothes” is a more likely outburst than “The switch to open the secret door? It’s right behind that painting.”)

Unquestioned

Starting at 10th level, you are so good at gaining people’s confidence and seaming like a friendly and trustworthy individual that people will follow your advice without thinking it through properly. This ability functions like suggestion spell, but it is not magical effect.

To avoid it target must make a Wisdom save versus 8 + Charisma(Deception) or follow your advice without a thought, provided it does not directly and immediately threaten life and limb. The advice must be solicited but need not have anything to do with the problem originally presented to you. You could advise a phobic to face their fear of spiders by venturing into the spider cave with a sword to “battle the manifestation of their fear,” but could not advise someone to jump off a cliff.

Once they have followed your advice, or been enchanted and had it wear off, the target is fully aware of what a crock they have been sold and will probably be extremely angry.

Blameless

At 14th level you appear to be such a nice person and so trustworthy that people who know you could never believe any ill stories about you. You gain advantage to Charisma(Deception) and Charisma(Persuasion) checks.

Also, if you are implicated in a crime(or other illegal or immoral act), any other suspects that there may be are always investigated first with a distinct bias in your favor. If no other suspects are immediately apparent, there will always be a detailed investigation that will turn up at least one possibility up before you are ever investigated.

 

School of Peeping Scryer

School of Peeping Scryer

The peeping scryer whiles away their time watching, pausing only when absolutely necessary. They do not care much about personal hygiene and their social skills are very often completely retarded by the amount of time they spend seeing beyond and playing with their (crystal) balls. None are so accomplished in the art of scrying as these mages and they allow nothing to get in the way of their spying eyes, be it magical wards around the female dormitory of the magical college or the power of the gods protecting the school for wayward halflings.

Peeping scryers are a menace but few will even know they are scryed upon, watched through the hours by the creepy little mages, every aspect of their lives faithfully noted and recorded and every mole on their buttocks mapped out with the diligence and care of an astrologer mapping the stars.

Divination Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy an divination spell into your spellbook is halved.

Enhanced Senses

Beginning at 2nd level, honed to a keen edge by squinting into crystal balls, mirrors and bowls of water in order to try and get a better peep at the jiggling fun show that is the local hot springs, the peeping scryer is used to focusing their senses and concentrating in order to pick up extra details of anything they are looking at. This translates into gaining proficiency in Intelligence (Investigation) and Wisdom (Perception) and advantage to Spell Attacks for purpose of overcoming protective spells against your divination.

Never Forget An Arse

Starting at 6th level, if a peeping scryer has observed anyone via magical means such as scrying they will always know that person if they see them again, whether in person or via scrying. No roll is required and no magical or mundane disguise will protect the person from being identified as long as the scryer can see them (for example, the target of an invisibility spell is immune to this ability).

 

Still Spell

Starting at 10th level, From a great deal of practice the peeping scryer has learned to cast spells without using their hands. From now on you can cast any spell you have without using Somatic component in the spell.

 

Potent Scrying

At 14th level when searching for anything using scrying or any other far seeing, far hearing spell. You have double proficiency bonus to add to spell attack and your spell save.

 

The Insatiable One

The Insatiable One

You have made a pact with a fey lord or lady from the plane of lust, a creature of mystery who holds knowledge of unknown pleasures and perversions experienced only by chosen few. This beings are often mysterious, at most times whimsical, or may involve striving for greater level of pleasure, or settling the age old grudge.Beings of this sort include The Nymph Queen, The Incubus Lord, Fey Succubus Princess, Eldarin Lords and Ladies, Lady or Lord of Lust.

Expanded Spell List

The Insatiable One lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

 

Spell Level Spells
1st Speedy Undress, Hypnotic Rump
2nd Moveable Pleasure Zone, Pheromone Enhancer
3rd Liriel’s Irresistible Striptease, Phantasmal Lover
4th Compulsion, Polymorph
5th Clothes to Chocolate/Cream/Oil, Modify Memory

Enchanting Beauty

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fay. As an action, you can cause each creature in a 10 foot radius originating from you to make a Charisma saving throw against your spell save DC. The creatures that fail their save are stunned by your beauty. Affected creatures can make another Charisma save to end at the end of their turn.

Once you use this ability, you can’t use it again until you finish a short rest or long rest.

Irresistible Command

Starting at 6th level, you can issue a powerful enchanting command just like a suggestion spell. But target has to save with a disadvantage using its Charisma save to resist the spell’s effect. Unlike the suggestion you only have to concentrate to use this spell effect and send psychic command to the target.

Once you use this ability, you can’t use it again until you finish a short rest or long rest.

Dominating Gaze

Beginning at 10th level, your patron teaches you how to take full control over target creature with a single glance. You can take an action and target a person within 60 feet from you, target is then allowed a Charisma save. If the save has failed you charm the target for the duration of 1 minute with absolute obedience just as with dominate spell. You send psychic commands as bonus action to command specific actions you want target to take. You have to concentrate to maintain this effect.

Once you use this ability, you can’t use it again until you finish a short rest or long rest.

Eternal Domination

Beginning at 14th level, you can perform a ritual. Ritual is not specific in how it is manifested but it requires only caster and subject spending time alone in location suited for ritual casting, enchanted lake, in front of statue of a patron, drawn magic circles and runes in the area, lots of candles next to a fire on bear skinned rug, etc… After the ritual target is allowed a Charisma save. If the spell save is unsuccessful target becomes your loyal and loving thrall until killed or released, that may not refuse any request you make. Remove curse, wish or miracle can remove this effect without casters release.

Caster may not have more than one thrall at any one time. If the caster takes second thrall old one is released automatically knowing exactly what he/she did during her service.

Nymph Bloodline

Nymph Bloodline

Your innate magic comes from powerful entities coming from the beautiful fey like plane of Lust. Sometimes these beings create powerful bonds with mortals that sometimes result in blessing the entire bloodline with innate power of magic. So in short you might be the first in your bloodline, or one that gained this power as gift from the entity to do as you please, circumstances under which a sorcerer is made could be many, but all nymph bloodline sorcerers have unique approach in using their powers.

Nymph Ancestry

At 1st level, you gain the nymphs charming beauty, or handsomeness. When you take this bloodline it charges your magical powers with fay beauty causing to increase your Charisma by 2. And causing your charisma score to be able to increase up to a maximum of 22 instead of natural 20.

Chanel Lust Energies

Starting at 1st level, you can infuse your charm spells with remarkable potency by channeling power of your ancestor. Causing any charm spell you cast to be infused with lust energies. Target has to save that spell with a disadvantage.

However doing this comes with a price. You must then make a Wisdom save against your Spell Save DC to restrain yourself from being engulfed with the very power you summoned. Should you fail you must seek out a way to act out on your instinct(have sex, apply toys, masturbate…) or the energies will consume you and leave you fatigued. Should you choose to fight it and if any target is trying to get you into sack you must make a Wisdom save with a disadvantage against targets Charisma(Deception) DC (8 + Charisma(Deception)). Or become charmed.

You may use this ability again when you finish a short or long rest.

Unearthly Charm

At 6th level, you gain resistance to psychic damage and are immune to secondary effect from such spells(example: nightmare). In addition whenever you cast a charm, or illusion spell that targets one or more targets. You may target one additional target within range of the spell.

Unearthly Beauty

Starting at 6th level, you become in the eyes of most people shockingly beautiful. This may manifest in many ways like having hair turn sparkly beautiful, cleavage gets fairly bit rounded and shaped, package gets noticeable and Eyes get seductively piercing, your sweat starts smelling sweet and flowery… This causes you to become fairly bit noticeable and attract lots of good and bad attention.

This ability grants casters spells with charm effect to apply disadvantage to saves of those within 10 feet of the caster.

Natural Innocence

Starting 14th level, you become so beautiful that people looking at you believe you can’t do no harm so will hardly ever wish to cause harm to you. You generate an 10 foot aura around you that causes all humanoids that are not immune to charm to do a Wisdom save. If they fail save they are unable to attack you. They may however attack anyone else instead. Creatures that you caused damage to are immune to this effect until they finish a short or long rest.

Nymphotic Charm

Beginning at 18th level, you can channel the full power of your ancestral heritage. As an action you may cast your voice and charm to force every creature within 60 feet that can both see and hear you to become charmed by you for the next hour. All within this area are allowed a Wisdom save to avoid this effect. But all who are charmed are driven by unearthly desire to please you and will follow any command you give. Only way to break free from this effect is to cast restoration, remove curse, dispel and those affected can try another Wisdom save if ordered to do something completely against their nature, or that would endanger them. You may use this ability again after you finish a long rest.

Guild Enforcer

Guild Enforcer

Streetwalkers will put up with a lot – especially if their palms are crossed with silver often enough. Occasionally, though, a punter desires something just a little too out of the ordinary, or refuses to pay – or a combination of the two. Sometimes they even get a little bit violent, after all, the city watch is not going to care if a few cheap strumpets get roughed up or murdered, are they?

Well, the watch might not care but the Guild of Bobtails, Brassheels, Whores, Teasers and Associated Trades certainly does. Some prostitutes of a more martial or murderous bent are recruited by the various guilds of prostitutes to serve as enforcers and avengers for those nobody else will look out for with that vengeance being anything from turning up naked and smeared with honey on an anthill to a terminal “bobbiting”.

Special: When you choose this archetype at 3rd level the Guild Enforcer must have been trained by a prostitute guild, or must have been working as a prostitute at some point in their lives.

Lady’s Protector

Starting at 3rd level you become proficient at hiding weapons about your person. In bags, clothing, wigs, hair, body cavities and all manner of other places. Provided you have time to prepare, when being searched observers have disadvantage to Wisdom(Perception) to detect your single light weapon.

Taking Precautions

When you choose this archetype at 3rd level, as a “Ladies of negotiable virtue” you are often getting attacked, often from behind and often by people of a less than gentlemanly persuasion and all the subtlety of a caveman with a club going looking for a date. Guild Enforcers are not immune to these types of unbidden attacks and thus have developed a sort of sixth sense about the whole thing. You gain +5 to your passive perception and initiative.

Screaming Agony

Starting at 9th level, you learn that certain parts of a person’s body have more nerves in them than others. These are usually erogenous zones but other types of people know about these zones as well – for other reasons than pleasure. The Guild Enforcer knows the right spots for the wrong reasons and how to hit them, hard, to reduce even the largest of opponents to a ball of squealing agony. You gain +1d6 sneak attack versus humanoids. Also on successful hit target must make a Constitution save versus your 8 + proficiency bonus + Dexterity modifier or become stunned. Target may roll a successful Constitution at the end of each of their turns to negate this effect.

Know your Mark

When you reach 13th level, you become expert at judging people’s personalities. Everyone knows they have stumbled upon someone who “is not quite right” when they see a disheveled man with a wild look in his eyes sniffing milk outside the gates to a primary school but not all perverts are so obvious or bizarre as to be noticed so easily. The guild enforcer soon learns to recognize the “type” though and can, from a crowd of equally outraged and uptight nobility, pick out the one who likes to use live hamsters as a suppository with a remarkable degree of accuracy. This is accomplished by examining a group of intelligent humanoids making a Wisdom(Insight) check.DC 15 to spot who is secretly a bad seed. On a success GM should give you an inkling of his secret and dark personality.

Fear of God

By 17th level, you use your reputation as a weapon. When a few less than savory men have turned up, dead, with their own genitals sewn up their mouths (still attached or otherwise) you start to get a certain reputation. At this point the Guild Enforcer has made a substantial name for herself and is a feared scourge of the underworld. You gain advantage to Charisma(Intimidation) checks, and you also save against intimidation with an advantage.