Anarchist/Anarchy (Arcane Tradition)

The anarchist arcane tradition is not a school so much, unlike many other traditions, but is more of a philosophy.

An anarchist is an agent of chaos and turmoil, one who seeks to upset existing power structures and set loose the power of the individual over all who would attempt to establish dominion over them. More common in cities, anarchists also can be found as agents—provocateur trying to destroy new-founded kingdoms before they can reach full flower or topple empires who have become too powerful or too corrupt.

Many disagree whether their motives are benevolent or benign but their beliefs indicate that destroying established systems allows oppressed people to start over and improve upon current stagnancy.

An anarchist typically chooses spells that can be used against existing power structures, particularly ones that allow them to know information that is meant to remain hidden, pass where they are not allowed to be, or influence people to do things they would not otherwise do. They also like spells that simply deal as much damage and destruction as possible.

All spells from the wizard’s spell lists are on their spell list, but their spell selection is key (and highly subjective between individuals), preferring spells that allow them to engage in subterfuge, secrecy, and sabotage.

Anarchist Savant

Beginning when you select this tradition at 2nd level, the gold and time you must spend to copy a new spell into your spell book is halved, provided that the spell is consistent with anarchist philosophy. Because this is more subjective than standard traditions that are based on a spell’s magic school, DMs may wish to review your choices to ensure the spell is useful in spreading anarchy.

Guarded Thoughts

At 2nd level, you gain advantage on saving throws against divinations. In addition, your alignment cannot be detected by divination effects, unless your caster level exceeds your wizard level by at least 4.

Graffiti

At 6th level, as a free action, you can create a distinctive mark, image, or short message on any solid surface. This creates a special enchanted graffiti that ridicules and defames a specific named individual. As long as the graffiti remains in place, the named individual suffers disadvantage on Charisma checks, Charisma saves, and Charisma-related skill checks when interacting with any creature that can see the graffiti.

Alternatively, as an action, you can cast a terrifying piece of threatening graffiti as though it were a cantrip. The graffiti’s effect can be set to trigger as if it were a glyph of warding; however, rather than holding a spell effect, the triggered graffiti functions as an Intelligence: Intimidation check, either to demoralize or to alter a creature’s attitude, combined with a short message of up to one word per wizard level. The Intimidation check is rolled at the time the graffiti is triggered; you do not know in advance how effective the Intimidation will be.

Free Your Mind

At 10th level, you can detect creatures under the charm person spell in much the same way a detect magic spell detects magic. This even allows you to detect if you yourself are affected by the spell. This effect lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. Activating this ability is a bonus action. In addition, this ability allows you to detect compulsions, such as with the geas spell.

Incite Riot

At 14th level, as an action, once per short rest, you can incite a riot with shouted polemics and inflammatory rhetoric combined with salacious gossip and biting calumny. Each enemy within 30 must make a successful Wisdom save as though it is opposed to a 7th level spell cast by the wizard.

Creatures failing this check turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature’s behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round. Affected creatures employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.

Section 15: Copyright Notice

The Dragon’s Hoard #25 © 2022, Legendary Games; Authors Jason Nelson, Robert J. Grady, Darrin Drader, James-Levi Cooke.

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