Wizard
Base Class: Wizard

Wizards who follow the school of the Kor-Ghoul are masters of fire and illusion, befuddling foes with illusory deception, before smiting them with arcane flames. However, wizards of this college also hold a dark secret. The wizards of this college have used arcane rituals to bind their very souls to their bones, making them effectively immortal, but requiring them to periodically feed on humanoid flesh in order to maintain the runes that sustain them. The magicks they wield are very often put to use for this very purpose, using illlusion magic to ambush humanoids, then falling upon them with gnashing fangs and magical flames.

Ghoulish Vigour

Having begun inscribing yourself with the runes required to bind your soul, you start to take on bestial aspects that are the trademarks of a Kor-Ghoul. When you choose this school at 2nd level, your teeth and nails lengthen into fangs and claws, which are natural weapons you can use to make unarmed strikes.

If you hit with your fangs, they deal piercing damage equal to 1d4 + your Strength modifier, and if the target is a creature, you gain temporary hit points equal to your wizard level plus your Intelligence modifier. If you hit with your claws, they deal slashing damage equal to 1d4 + your Strength modifier, and if the target is a creature, you can grapple it instead of dealing damage. A creature attempting to escape this grapple must use its action and succeed on a Dexterity (Acrobatics) check or Strength (Athletics) check against your spell save DC, instead of contesting against your Strength (Athletics).

You can use Intelligence instead of Strength for attack and damage rolls you make with your fangs and claws. Additionally, when you use an action to attack with one of your natural weapons, you make an attack with one of your natural weapons as a bonus action.

Savant of Korgash

Also starting at 2nd level, you have begun to master the illusions that Korgash was famed for. You add the silent image spell to your spellbook if it isn't already there. You always have silent image prepared, and it doesn't count against the number of spells you can prepare each day.

Additionally, you can cast silent image without expending a spell slot or requiring material components. Once you have done so a number of times equal to your intelligence modifier (minimum of once), you cannot do so again until you finish a long rest. You may still cast the spell using a spell slot as normal, however.

Improved Ghoulish Vigour

Starting at 6th level, the rituals you have performed have granted you full ghoulhood. You gain immunity to poison damage and the poisoned condition. Additionally, the damage of your natural weapons increases to 1d6 + your Strength modifier.

Potent Flames

Starting at 10th level the fires you wield become more potent. When you cast a spell that deals fire damage, you can add your intelligence modifier to one damage roll of that spell.

Teachings of The Master

Starting at 14th level, you have mastered the art of weaving illusion spells into you battle technique. When you cast an illusion spell with a casting time of 1 action, you can cast that spell as a bonus action, instead of using its normal casting time.

Previous Versions

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7/4/2020 12:16:23 PM
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