Base Class: Wizard
The oblivion Mage is a combat wizard that wages war and battles close to the front lines. Wielding oblivion forces and magic as their primary weapon of choice, Oblivion Mages tap into a dangerous sources of arcane magic. Although the Mage themselves are not evil in a general note, each oblivion mage need to tap into the Oblivion for their knowledge of the arcane arts.
Each Oblivion mage is different in terms of how they stumble across their mote of Oblivion, and once connected to this mote they can recreate it if they lose it, although this process takes some time, it is equivalent to a wizard losing their spellbook. This mote has a direct connection to the Oblivion Realm and many wizards either come across an ancient text referencing how to make one, or they stumble across a magical item that has some corrupted connection to the Oblivion realm. There are many benefits to wielding the Oblivion mote but there is always a trade off for the power in which you wield. It should be left up to your DM and you to create a small back story of how you came into conntact with your mote.
Oblivion mages, like if not drawn to fight close to the front lines, they are granted some great defensive measures brought forth by the Oblivion, but they all come at a cost.
Dungeons Masters should be aware that the Oblivion realm is a place of pure evil and carnage. It is a place where the inhabitants are pure evil and un-quenched Hunger . Tapping into this power should not be given freely, the deeper they go the harder it should be to resist the vileness and horrid acts they are subjected to during their sleep.
Known Spell List
You learn additional spells when you reach certain levels in this class, as shown on the Oblivion Spells table. Each spell counts as a wizard spell for you, but it doesn’t count against the number of wizard spells you know. These spells can’t be replaced when you gain a level in this class.
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Wizard Level |
Oblivion Spells |
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2nd |
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3rd |
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5th |
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7th |
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9th |
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Motes of Oblivion
Oblivion motes - you gain 1 mote equal to your intelligence modifier.
You must pick in how you choose to interact with the oblivion, once you make this choice you cannot change it.
All gain the following
- You may use a single mote to infuse any one spell with the oblivion damage type.
* Oblivion damage type is a mixture of both Cold and Necrotic damage, in order to be resistant or immune you must have Oblivion resistance or immunity or have Resistance to both Cold and Necrotic damage
Once you have used all your motes you must wait till the start of a new Dusk in order to gain access to them again. Although preforming an act of Evil or pure vileness can restore up to a 1d3 worth of motes, or if roleplayed well the DM may just assign up to 3 motes back. When this is preformed the wizard must roll a Slip Roll this roll is a representation of how far they give into the oblivion. You can also just opt to roll a Slip roll at a +5 difficulty without having to preform an act of pure evil or vileness, this option should give back only 2 motes. The formula for determining the Slip DC is as followed
DC = 10 + Half your Wizard level
The more you grow with your mote the harder it is to resist the call to evil. You may slip a number of times equal to your Wisdom Modifier, this is your Slip Edge. When you meet your Slip edge your DM should give you a physical scar or identifier of your corruption(meeting your slip edge means you fill in all your Slip Edge Boxes after failing a Slip Roll). The higher the level you are the more your DM should contemplate moving your Alignment. You only gain a Slip Edge flaw if you fail the roll.
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Roll D6 |
Slip Edge Flaw |
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1,2 |
Portions of your skin start to blacken |
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3,4 |
Portions of your skin start to malformed |
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5 |
Deal your Wizard level in damage that can’t be mitigated |
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6 |
Roll an additional Slip Roll same DC, if fail change alignment down by one step |
Carnage Mote
Carnage mote - You must use your reaction
- You may use a single mote it increase the damage of your spells by your Proficiency modifier
- you may use a single mote to return one spell slot combination below.
- 4th level
- 2 3rd Level
- 3 2nd Level
- 4 1st Level
Juggernaut Mote
Juggernaut mote
- As a Reaction, you may use a single mote to increase your AC by your intelligence modifier
- You may use a single mote to re-roll any one saving throw, your new roll follow the same benefits or negatives as the first. You must accept the new result.
Supportive Mote
Supportive mote
- You may spend a single mote to allow a friendly target to you to gain a bonus to their saving throw equal to your intelligence modifier
- You may spend a single mote to spread an affect that required a saving throw to an additional target with in 30 feet.
Oblivion Dice
Oblivion Storm
Starting at 6th Level, the Oblivion Mage can pull a small amount of the oblivion to their aid. After being attacked by a melee attacked, you can use your reaction to expel a 5 foot radius blast around you dealing Oblivion damage. The target must make a Intelligence saving through DC 15 + 1 for ever 2 spell slots used. Target takes damage equal to your Wizard level + your Oblivion dice. On a failed save the target is forced back 5 ft. + 1 ft. equal to your Intelligence Modifier.
Oblivion Aid
Starting at 10th Level, you can now use one of your oblivion motes to pull a creature from the oblivion. You must maintain concentration while the creature is in your service. If you lose control of the creature it turns on you trying to consume and eat you. The creature stays around for 5 rounds or is killed. The Oblivion aid creature is reflective of the Mote you choose.
Detect Life. The oblivion destroyer can magically sense the presence of creatures up to 1 miles away that aren’t undead or constructs. They know the general direction they’re in but not their exact locations.
Despair. The oblivion destroyer can invokea sense of despair on a victim, after a successful melee attack the target must roll a DC 13 Wisdom Saving throw, on a failure the target can only take one action a round, till they succeed on a saving throw at the end of their turn.
Multiattack. The destroyer can make two Horrifying bite attacks.
Oblivion Touch.Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage. Deal 24 (6d6) if the creature is under the effects of despair.
Horrifying Bite.Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 6) necrotic damage
Stalwart Defense. Uses the Summoners reaction but jumps in the way of the attack apply disadvantage to the attack roll, if the attack still hits the Defender takes half the damage
Over Powering Movement. The oblivion defender can move through a hostiles space as if it were a friendly space. They are also not impeded by difficult terrain
Bludgeon smash.Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 2) necrotic damage.
Dark Pact.The defender can transfer half of all the damage taken in the past two rounds to the Oblivion Mage that summoned him in order to try and avoid temporary death, when the Defender reach 0 hit points On a roll of 5 or 6 Dark pact takes affect, the defender can only benefit from this once every two rounds.
Spell funnel. The thrall can draw spells into themselves, any spell of 2nd level or below automatically that are cast at a target with in 10 ft. of the thrall fail and have no affect. Anyone caught in an Area of Effect spell while with in 5 ft. of the thrall on a successful save takes no damage. Any spell above 2nd level gain advantage on their saving throws are the damage in decreased by 10.
Oblivion's Haste. If the thrall used Spell Funnel, last round they give one ally of the Oblivion Mages choice oblivion's haste, this haste last till the end of their next turn. When cast the recipient gains
- an extra Action
- increases their speed to 60 ft.
- adds a +5 to their AC
- gains Extra Attack
- also takes their initiative first regardless of order and then takes their actual Initiative.
The trade off is the recipient also takes 25 oblivion damage at the end of their next turn.
Corrupting Minds. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) Physic damage.
Ray from the Oblivion
Starting at 14th level, the Oblivion mage tempts the fates of good and evil by unleashing the sheer force of the oblivion upon the material realm. As an action you use one of your motes to create a Ray that targets one creature with in 90 ft., you make a Ranged Spell attack if you hit you deal 10d8 Oblivion damage, the target then must make a DC 17 Constitution Saving throw, if they fail the throw they take an additional 3d8 Oblivion damage, any and all attacks made against that target are also made at Advantage until the end of their next turn. This Save is repeated at the start of the oblivion mage next turn, if they fail they take an additional 3d8 damage, any and all attacks made against the target are made at advantage until the end of their next turn.
The Oblivion mage must keep the ray going till the end of their Next turn, and can not take any other action. This power expends a single mote, for the expenditure of a 5th level spell slot and a second mote they may target a second target.
After the Oblivion mage uses this they must complete a short or long rest before you are able to use it again.
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