HAPPY LATE BDAY TO MY BUD CROW
i did my own version study of the mtg card the young necromancer by nick silva but as my friend necromancer jhessail!
my card art vs the og card art below!
seen from China

seen from Netherlands
seen from Netherlands

seen from China

seen from United Kingdom
seen from Russia

seen from Netherlands
seen from United States
seen from Vietnam
seen from United States

seen from Netherlands
seen from Türkiye

seen from Switzerland

seen from United States
seen from China

seen from Netherlands
seen from Germany

seen from United States
seen from China
seen from United States
HAPPY LATE BDAY TO MY BUD CROW
i did my own version study of the mtg card the young necromancer by nick silva but as my friend necromancer jhessail!
my card art vs the og card art below!
Chilling on Theros.
How to Build A Dimir Agent in DnD 5e
For those not in the know, House Dimir is one of ten Guilds of Ravnica from Magic: the Gathering, which is owned by the same company as Dungeons and Dragons: Wizards of the Coast. The Guildmaster’s Guide to Ravnica sourcebook helped to set up a campaign in the City of Ravnica from MtG. It also lists which classes that are appropriate for playing an agent, favoring Monks, Rogues, and Wizards. Because there’s multiple roles a Dimir Agent can perform, I want to explore multiple build options for a proper Dimir Agent.
House Dimir rules Ravnica from the shadows. Their headquarters is hidden below the city, in the sewer systems that run below the feet of the citizens. All Dimir cards are Black and/or Blue cards. In Magic the Gathering, every color has associated values and philosophies. Black is the color of ambition and amoral pragmatism. Black doesn’t care what moral lines it crosses in pursuit of its desires, and will step over its own allies to get what it wants. Black’s playstyle is ruthless, with more cards that kill, weaken, and damage enemies. Black’s ranks are mostly filled with assassins, vampires, zombies, ghosts, and demons. Blue is the color of intellect and insight. Blue believes in progress and the acquisition of information, believing that innovation and new ideas are better than tradition. Blue favors control, favoring planning and clever gambits over rushed, emotional outbursts. Blue plays slow and strategically. Blue cards let you scry the cards on top of your deck, see your opponent’s hand, counter your opponent’s card effects, and freeze enemy cards to make them unusable. Together, Black and Blue focus on controlling the field. House Dimir cards let you see your opponent’s hand, see the top of your own deck, weaken opposing monsters, force your enemy to discard cards, and killing enemy creatures.
House Dimir is led by Lazav the Multifarious, a shapeshifting illusionist and mind mage. Unlike other guilds, House Dimir doesn’t broadcast itself among the other guilds, although they’re aware that House Dimir exists. House Dimir is a secretive shadow society whose members are unknown and whose numbers are unaccounted for. House Dimir maintains its control through subterfuge, sabotage, and extortion. They rig elections, silence their opponents, and maintain control over those with power and influence to exert their will over the City of Ravnica. Agents sometimes go undercover as spies and infiltrate the other guilds and report back to their masters. Most Dimir Agents only know a small handful of other agents, mainly their contacts and those they report to, though not always them either. Thus ensuring that only Lazav has complete knowledge of all of House Dimir’s undertakings and no captured agent can divulge all of House Dimir’s secrets even if they talk. House Dimir’s life blood is information. They’re sustained through learning every secret they can get their hands on. By controlling the flow of information and spreading lies, rumors, and misinformation, they maintain their power over the people.
Dimir Agents are spies, assassins, saboteurs, secret agents, and corrupt politicians. House Dimir’s cards are full of Rogues and Wizards. The majority of their creature types in MTG are Humans and Vampires, while the Guildmaster’s Guide suggests Half-Elf and Human as the preferable race. According to the Guildmaster’s Guide to Ravnica, the following subclasses are the most appropriate for House Dimir: Barbarian - N/A Bard - Whispers Cleric - Trickery Druid - N/A Fighter - N/A Monk - Shadow Paladin - N/A Ranger - N/A Rogue - Arcane Trickster, Assassin, Inquisitive, Mastermind, Thief Sorcerer - Shadow Warlock - Great Old One* Wizard - Divination, Enchantment, Illusion
The Guildmaster’s Guide to Ravnica gave House Dimir its own unique background: Dimir Operative. Those with this background gain proficiency with Stealth and Deception, Disguise Kit proficiency, and one language of their choice. If your Dimir Operative has access to magic, they gain spells as they level up: C Encode Thoughts, Mage Hand 1 Disguise Self, Sleep 2 Detect Thoughts, Pass Without Trace 3 Gaseous Form, Meld Into Stone, Nondetection 4 Arcane Eye, Freedom of Movement 5 Modify Memory
Appropriate Feats:
Dimir Agent is not a particular character. It’s more like an archetype. Each of the following feats is beneficial to playing an operative of House Dimir.
Actor. Helps you convince others that you are who you say you are. Advantage on Deception checks while pretending to be a false identity.
Alert. Increases your Initiative and you can’t be surprised while conscious.
Eldritch Adept. You can choose any Eldritch Invocation available at your level. Mask of Many Faces is an especially useful choice.
Observant. The ability to read lips from across the room can be invaluable when trying to spy and collect information.
Shadow-Touched. You gain Invisibility and a 1st level Illusion or Necromancy spell of your choosing.
Skilled. To acquire more skills, especially if not playing as a Bard or Rogue.
Telepathic. Good for silent communication and non-physical distribution of information with no paper trail for law enforcement to track.
THE SECRET AGENT
The Secret Agent infiltrates other guilds to gather information for House Dimir. More than any other agent, this type needs to excel at playing the social game to pass themselves off as someone else and maintain the long con. Bards from the College of Whispers already do this on their own, posing as bards from other colleges to infiltrate places they would otherwise be unwelcomed. By signing a pact with an Archfey, your Secret Agent can see through walls, allowing you to cast range of sight spells through walls. You’ll be able to knock out guards in another room before you’ve entered or teleport past security. The mask of many faces can let you easily disappear into a crowd, while Devil’s Sight ensures that you can see through any sort of darkness. With Voice of the Chain Master, you can send small creatures such as ravens, spiders, and dogs to lurk right under someone’s nose while they divulge their plans and secrets, none the wiser that you’re spying on them. The focus on Charisma also ensures that even if someone suspects you, you’ll have an easy time throwing them off your trail with +17 Deception checks.
Race: Variant Human (+1 CHA/+1 DEX) Feat: Actor (+1 CHA) or Observant (+1 WIS) Starting Class: College of Whispers Bard (12) Multiclass: Archfey Warlock (8) Boon: Pact of the Chain
SKILLS: Deception Sleight of Hand Perception Performance Stealth
ELDRITCH INVOCATIONS: Mask of Many Faces Voice of the Chain Master Devil’s Sight Ghostly Gaze
BARDIC MAGICAL SECRETS Contingency, Mental Prison
SPELL LIST C Encode Thoughts, Eldritch Blast, Friends, Mage Hand, Message, Mind Sliver, Minor Illusion 1 Charm Person, Command, Comprehend Languages, Disguise Self, Hex, Sleep 2 Blindness/Deafness, Detect Thoughts, Gift of Gab, Hold Person, Mind Spike, Mirror Image, Misty Step, Pass Without Trace, Silence, Spider Climb, Zone of Truth 3 Counterspell, Dispel Magic, Enemies Abound, Gaseous Form, Meld Into Stone, Nondetection, Sending 4 Arcane Eye, Dimension Door, Greater Invisibility, Freedom of Movement, Psychic Lance 5 Dominate Person, Dream, Mislead, Modify Memory, Seeming 6 Contingency, Mental Prison, True Seeing
THE ILLUSIONIST
Guildmaster Lazav is a mindmage, and alters reality around him, something high level illusionists can do. Illusions can also be effective tools in spreading false information, creating distractions, or being used as traps to keep prying eyes away from your guild’s actions. Similar to the Warlock, you can use Find Familiar to gather information, sitting on a park bench while your familiar stealthily lets you eavesdrop on the plots of your enemies. Through spells like Dream, you can relay information to your Dimir Contact secretly without it being tracible. Most of your spells serve to relay information, sneak in or out of places, or stop enemies that are chasing you. Etherealness is the true MVP spell, since you can eavesdrop on any conversation from the safety of the Ethereal Plane. As long as you’re keeping track of time, you could literally just cast this spell twice per day, spend your whole day spying, then long rest for 8 hours to recover your 7th level spell slots. You’d be an invaluable asset to the plans of House Dimir that way.
Race: Changeling Class: School of Illusions Wizard (20) SKILLS Arcana Deception Investigation Stealth
C Encode Thoughts, Fire Bolt, Friends, Mage Hand, Message, Mind Sliver, Minor Illusion, Prestidigitation 1 Charm Person, Comprehend Languages, Detect Magic, Disguise Self, Find Familiar, Fog Cloud, Grease, Identify, Magic Missile, Shield, Silent Image, Sleep 2 Blindness/Deafness, Blur, Crown of Madness, Detect Thoughts, Enlarge/Reduce, Mind Spike, Mirror Image, Misty Step, Pass Without Trace, Spider Climb 3 Counterspell, Dispel Magic, Enemies Abound, Haste, Gaseous Form, Glyph of Warding, Meld Into Stone, Major Image, Nondetection, Slow, Tiny Servant, Water Breathing 4 Arcane Eye, Confusion, Greater Invisibility, Freedom of Movement, Leomund’s Secret Chest, Locate Creature, Phantasmal Killer, Psychic Lance, Polymorph 5 Dominate Person, Dream, Mislead, Modify Memory, Passwall, Rary’s Telepathic Bond, Seeming, Wall of Force 6 Arcane Gate, Contingency, Mental Prison, Programmed Illusion, True Seeing 7 Etherealness, Mirage Arcane, Mord’s Magnificent Mansion, Symbol 8 Demiplane, Feeblemind, Illusory Dragon, Maze, Mind Blank, Telepathy 9 Foresight, Time Stop
THE MASTERMIND
The mastermind operates similar to the Secret Agent, but without the magical aid of being a bard or warlock. Like the Secret Agent, they excel at passing themselves off as someone else, able to play a part. However, the Mastermind serves the guild a different way. They’re chess masters, helping the guild to plot their schemes rather than being henchmen. Their deceitfulness is so potent that at higher levels, they can’t even be forced to tell the truth by the influence of magic, and their minds can’t be read either. Perfect people to be entrusted with the secrets of the guild, since it can’t be pried out of them unwillingly. They do well to serve the guild in positions of authority, acting as corrupt beaurocrats and politicians firmly under the guild’s thumb, swaying the laws and regulations of the city to favor House Dimir subtly from a seat of power. Even as lower ranking agents, their ability to read enemies and misdirect attacks so that foes hit their own allies makes the Mastermind a very useful agent for House Dimir
Race: Variant Human (+1 CHA/+1 DEX) Feat: Actor (+1 CHA) SKILLS Deception Insight Investigation Perception Persuasion Stealth
THE ASSASSIN
Sometimes, the enemies of House Dimir need to be silenced. Permanently. But ordinary methods of killing are messy, bloody, and leave a lot of evidence. The Soulknife, on the other hand, destroys a target’s mind. Leaving no blood, no traces, and no clues when people fish the corpse out of the river. Between your changeling race allowing you to disguise yourself, your psychic teleportation for quick getaways if used properly, and your psychic veil to turn invisible, you have a myriad of options for getting in and out without being spotted, leaving only a mysterious death in your wake.
Race: Changeling Class: Soulknife Rogue (20) SKILLS Acrobatics Athletics Deception Perception Sleight of Hand Stealth
Ultimately, what this boils down to is a simple case of espionage. Each build has its strengths and weaknesses, and no one build is the best way to serve House Dimir. More importantly, each one has its own playstyle, allowing you to serve House Dimir the way that appeals best to you. If you’re thirsty for an intrigue heavy campaign, then House Dimir welcomes you to the spider’s web. Just be careful who you trust. The penalty for treason is death.
Last one of the MTG inspired tattoo prints “Swamp Creature” !
Exquisite Vampire Blood
60 Card Deck, black deck.
Test it out here!
Artifact (12)
2x Basilisk Collar
2x Blade of the Bloodchief
4x Lashwrithe
4x Nightmare Lash
Creature (16)
4x Blood Seeker
4x Crypt Ghast
4x Vampire Nighthawk
4x Vampire Nocturnus
Enchantment (4)
2x Exquisite Blood
2x Sanguine Bond
Instant (4)
4x Dark Ritual
Land (24)
24x Swamp
Shirei, Shadowborn Sacrifice
100 Card Deck, Commander Deck, Black.
Try it out here!
General (1)
Shirei, Shizo's Caretaker
Creature (48)
1x Abhorrent Overlord
1x Bloodgift Demon
1x Demon of Death's Gate
1x Desecration Demon
1x Extractor Demon
1x Harvester of Souls
1x Liege of the Pit
1x Lord of the Pit
1x Lord of the Void
1x Ob Nixilis, the Fallen
1x Ob Nixilis, Unshackled
1x Reaper from the Abyss
35x Shadowborn Apostle
1x Shirei, Shizo's Caretaker
Sorcery (9)
1x Black Sun's Zenith
1x Damnation
1x Decree of Pain
1x Demonic Tutor
1x Diabolic Intent
1x Diabolic Revelation
1x Diabolic Tutor
1x Exsanguinate
1x Temporal Extortion
Artifact (7)
1x Ashnod's Altar
1x Darksteel Plate
1x Jet Medallion
1x Lightning Greaves
1x Skullclamp
1x Sol Ring
1x Swiftfoot Boots
Enchantment (6)
1x Attrition
1x Black Market
1x Dictate of Erebos
1x Grave Pact
1x Mind Slash
1x Whip of Erebos
Land (30)
1x Cabal Coffers
1x Nykthos, Shrine to Nyx
1x Reliquary Tower
26x Swamp
1x Urborg, Tomb of Yawgmoth