Arcane Tradition: Shrouded Arts Suppress Memory
The tradition of the Shrouded Arts is one not well known by
the general populace, and its practitioners prefer to keep it Also at 2nd level, you can befuddle a creature's mind with
that way. Blending arcane techniques of illusion and nothing but a gesture. As an action, you can force a creature
enchantment, shrouds have honed their skills to excel in you can see within 30 feet of you to make a Wisdom saving
covert operations: infiltration, espionage, stealth and throw against your wizard spell save DC. On a failed save, you
subterfuge. An experienced shroud can infiltrate a castle, can force the creature to forget a single aspect of a
sabotage an outpost, or steal critical documents, all without conversation, observation or encounter it had, that you know
raising suspicion. of, in the past 10 minutes, such as your physical appearance, a
question it was asked, or a short action an ally performed. A
The powers of subterfuge granted by this tradition draw remove curse or greater restoration spell cast on the creature
students from across the moral spectrum. Some shrouds can restore its memory to normal. Whether the creature
align themselves with noble causes, working alone or with succeeds or fails their saving throw, you can't use this feature
clandestine organizations to expose corruption or learn the on them again until you finish a long rest.
plans of mighty villains. Others exploit their abilities to
plunder hidden secrets, using them to gain power. A few You can use this feature a number of times equal to your
simply adopt the Shrouded Arts out of necessity, seeing them Intelligence modifier (minimum of 1). You regain any
as the only way to survive in places where use of arcane, or expended uses when you finish a long rest.
unsanctioned, magic is outlawed.
Teachers of the Shrouded Arts
Obscurus Arcana
The Shrouded Arts, due to their clandestine nature,
Beginning when you select this tradition at 2nd level, your usually aren't taught in a traditional school or
mental and physical conditioning allow you to conceal your college as other Arcane Traditions might be. In the
spellcasting from others. When you cast a wizard spell, you Forgotten Realms, small academies consisting of a
don't need to provide verbal components for it as long as you single teacher and five to six students are
can provide somatic components. maintained by the Harpers and the Lord's Alliance,
ensuring a steady supply of magical agents at their
Additionally, the current contents of your spellbook, as well disposal. The Shrouded Arts in Thay are passed
as any spells you learn by gaining wizard levels, are down from master to a single apprentice, via
committed to memory. Your memory is considered a tutelage steeped in ritual where death and success
spellbook. You can add spells to your memory as you would a are the only paths forward. In Eberron, House
spellbook by spending time and gold as normal, to utilize Thurani and House Phiarlan handpick their most
mnemonic tools and purchase research materials. promising students of the arcane to enter gruelling
training programs, with those that pass emerging as
spies of exceptional skill.
Out of Mind's Eye
At 6th level, you can erase yourself from a creatures sight
momentarily. As a bonus action, choose a creature within 60
feet of you. That creature must make a Wisdom saving throw
against your wizard spell save DC. On a failed save, you
become invisible to the creature for 1 minute, or until you
affect it with a spell or attack.
Once you use this feature, you can't use it again until you
finish a short or long rest.
One Among Hundreds
At 10th level, you can change your appearance on a whim,
mimicking the personas of others. You can cast disguise self
at will, without expending a spell slot. When you cast disguise
self this way, you can seem up to 3 feet shorter or taller than
normal, and if you disguise yourself as a humanoid you've
observed for at least an hour, you have advantage on
Charisma checks made to impersonate them.
Shroud of Oblivion
At 14th level, you've learnt how to weave the Shroud of
Oblivion, a cloak of powerful enchantment and illusion magic.
As an action, you can don the Shroud for 1 hour. For the
duration, you gain the following benefits:
Creatures that see you during that time can't recall your
physical appearance, your mannerisms, or any other
identifying features.
Creatures that interact with you must make a Wisdom
saving throw against your wizard spell save DC once the
interaction ends. You can choose to exclude a creature
from this effect. On a failed save, the creature forgets all
details of the interaction, rationalizing any of its outcomes.
A remove curse or greater restoration spell cast on the
creature can restore its memory to normal.
Spells you cast can't be perceived by spells, features and
effects that detect or react to magic, unless you choose
otherwise, and leave no magical trace.
Once you've used this feature, you can't do so again until
you finish a long rest.
Version 0.2: 18/05/19, Written by u/SargeBriar,
formatted by u/VampireBagel_, Inspired by the Grey
Guild Arcane Tradition, by Sterling Vermin.
Artwork by Murat Gül and Robson Michel, can be
found here and here.
Made using Gmbinder.