SCHOOL OF TYPHOMANCY
Wizard Subclass
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 Art by Pedro Krüger
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.
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Elephant. You blow smoke into the Huge form of an GREATER SMOKE SHAPES
elephant, coming to rest at a point you can see within 30 feet. Starting at 10th level, you can use your action instead of a bonus
The elephant doesn’t occupy its space. The area of the elephant is action to shape your Eversmoking Pipe’s smoke into more
difficult terrain and heavily obscured until the start of your next elaborate and perilous forms. When you do so, you expend a
turn, when the elephant disperses. spell slot and choose one of the greater smoke shapes below,
Hare. You blow smoke into the swift form of a hare, coming expending a use of your Eversmoking Pipe feature as normal.
to rest on the shoulder of a willing creature you can see within 30 This smoke shape disperses after 1 minute, when you use
feet of you. That creature gains an additional 30 feet of movement this feature to create another smoke shape, or when you lose
speed until the start of your next turn, when the hare disperses. concentration on it (as if concentrating on a spell).
Lion. You blow smoke into the majestic form of a Medium Cloud Giant (5th or Higher). You blow smoke into the
lion, coming to a rest at an unoccupied space within 30 feet of towering shape of a Huge giant, coming to rest at an unoccupied
you. The lion doesn’t occupy its space. Each creature you choose space within 30 feet of you. The giant doesn’t occupy its space. As
within 10 feet of the lion can add 1d4 to their attack rolls and a bonus action, you can command the giant to move up to 30 feet
saving throws until the start of your next turn, when the lion and attack a creature you choose within 10 feet of it. Make a spell
disperses. attack roll. On a hit, the giant deals 4d10 bludgeoning damage.
Snake. You blow smoke into the winding shape of a snake, Dragon (3rd or Higher). You blow smoke into
which coils around a creature you choose within 30 feet of you. the fearsome shape of a Large dragon, coming to rest at an
The target must succeed on a Strength saving throw against your unoccupied space within 30 feet of you. The dragon doesn’t
spell save DC or be restrained until the start of your next turn, occupy its space. Each creature you choose within 30 feet of the
when the serpent disperses. dragon and can see it must succeed on a Wisdom saving throw
against your spell save DC or become frightened of it until the
FOGCRAFTING
dragon disperses. A creature can repeat the saving throw at the
At 6th level, fog you conjure coils around those within it. When
end of each of its turns, ending the effect on itself on a success. If
you cast cloudkill, fog cloud, incendiary cloud, or stinking cloud,
a creature’s saving throw is successful or the effect ends for it, the
you can modify the spell in the following ways:
creature is immune to this effect for the next 24 hours.
• The area of the cloud is difficult terrain for creatures you Shield Guardian (4th or Higher). You blow smoke
choose. into the form of a shield guardian, which stands astride a
• You can shape the cloud in any manner that you choose, willing creature you choose within 30 feet. The shield guardian
as long as no part of the cloud extends outside of its area moves with the target and protects it from harm. The target has
of effect. For example, you can shape the cloud to create a half cover from effects originating from outside its space and
cylinder, multiple walls, or even a hollow sphere. resistance to bludgeoning, piercing, and slashing damage.
• 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.
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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
is creating...
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 Subclasses
your hit points. You can see through the duplicate using your
own senses. Magic Items
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 Adventures
spell or attack can originate from either you or your duplicate.
Whenever you or your duplicate takes damage, roll any die.
Base Classes
On an even roll, you avoid the damage and other effects caused
when you take damage by teleporting into your duplicate, or
Monsters
vice versa. You can’t teleport away from damage when you and Familiars
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 Rules
damage once from such an effect.
Your smoke duplicate dissipates after 10 minutes, or if you Spells
dismiss it early on your turn (no action required).
Once you use this feature to create a duplicate of yourself, Races
you can’t use it again until you finish a long rest.
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