You gain access to an ability that raises and enslaves a single humanoid or undead (has to be killed) from death (its CR can't be higher than half your character level rounded up). That creature must make a wisdom saving throw against your spell dc. If it passes it turns to dust leaving behind only magic items it may have had. If it fails it becomes a type of undead based on its class in life (or it stays the same type of undead it was if it was previously undead) It can become a wight, a Deathlock Wight or a combination of the two. However, while this being is obedient, do not be fooled it feels no love for its master and if it were to be broken free it would turn on them without a thought.
Wights- All wights created this way have max hp and can be healed with poison and inflict wounds as well as long rests spent in their pocket dimension.They can also be commanded to wear or use any item though this may inhibit them depending on their proficiency's. Additionally they can be dismissed and summoned from a pocket dimension with a bonus action at will.
If a regular Wight is created it gains all proficiency's a fighter class has. It comes equipped Studded leather armor, a longsword, and a longbow with 20 arrows. It can be upgraded with better weapons magic items and armor as well as consistently giving it your own blood as a sacrifice. This means you loose permanent access to half of your hit dice (rounded up) which continues even after you level up, there is no way to reverse this while you have this wight. If you stop it will turn on you and your party after 24 hours with no blood. When given consistent blood sacrifices the wight can level up with proper training or experience. This leveling increases hit die for the creature (higher max hp) every other level/CR you can increase one of their base stats by 2. Additionally you can forgo an increase to its base stats twice and receive a new ability (laid out at the bottom).
If a Deathlock Wight is created it gains all proficiency's a warlock class has. The statblock of this creature shows it has innate spellcasting. It can cast Detect Magic, Disguise Self, and Mage Armor at will; as well as its own special magic attack called Grave Bolt in its stat block. As well it can cast Fear, Hold Person, and Misty Step each once a day without using a spell slot. It starts with one 2nd level Pact slot. And knows 1 cantrip of your choice from the warlock spell list as well as 2 spells of 1st or 2nd level. It can be upgraded with better weapons magic items and armor. As well as sacrifices of your own magic. This means you can sacrifice a 3 levels worth of spell slots permanently to give the creature 3rd level pact magic and an additional slot. And an additional 3 levels worth slots to give it access to 4th level pact magic and one more additional spell slot. Through experience and training the creature will level up with you learning a new spell and an extra hit die on alternating levels. You can forgo one of each to increase an ability score by 2. After 5 additional levels it gains an extra pact slot. The Deathlock Regains 1 pact Magic slot on a short rest and all of them on a long rest. ( Giving up a warlock slot of any level will get you one additional spell slot for your Deathlock, however if it is warlock slot of 5th or higher it will unlock both Deathlock spell slots )
Additional abilities for the regular Wight:
- Undead Fortitude. If damage reduces the Wight to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Wight drops to 1 hit point instead.
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Parry. The Wight adds 3 to its AC against one melee attack that would hit it. To do so, the Wight must see the attacker and be wielding a melee weapon.
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Martial Fury. As a bonus action, the wight can make one weapon attack. If it does so, attack rolls against it have advantage until the start of its next turn.
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Turn Resistance. The wight has advantage on saving throws against any effect that turns undead.
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Consume Life. As a bonus action, the wight can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the wight regains 10 (3d6) hit points.
Previous Versions
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6/5/2020 10:56:32 PM
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WIP
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Coming Soon
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