Harvester of Souls. Whenever the wizard reduces a creature to 0 hit points, if it is on the same plane of existence as its phylactery, its soul is captured and the phylactery becomes charged.
Undead Form. The wizard is both undead and humanoid, gaining the following benefits:
- Spells and abilities that state effects or conditions specifically regarding Undead of a specific CR have no effect on the wizard.
- If a spell or ability other than your own would cause the wizard to gain hit points, it gains that many temporary hit points instead.
- If the wizard is reduced to 0 hit points and falls unconscious as a result, any healing it would receive will stabilize it and leave it on 1 hit point and unconscious.
- The wizard stops aging. It is immune to effects that would age it, and it cannot die from old age. In addition, the wizard does not require air, food, drink, or sleep.
Spellcasting. The wizard is a 13th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 19, +11 to hit with spell attacks). The wizard has following wizard spells prepared:
Cantrips (at will): Infestation, Mold Earth, Toll the Dead, Minor Illusion
1st level (4 slots): Charm Person, Mage Armor, Shield, Witch Bolt
2nd level (3 slots): Darkness, Invisibility, Misty Step, Scorching Ray
3rd level (3 slots): Counterspell, Fireball, Dispel Magic, Fear, Vampiric Touch
4th level (3 slots): Blight, Polymorph
5th level (2 slots): Bigby's Hand, Dominate Person
6th level (1 slot): True Seeing
7th level (1 slot): Delayed Blast Fireball
Observant. Quick to notice details of its environment, the wizard gains the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- If the wizard can see a creature's mouth while it is speaking a language it understands, it can interpret what it's saying by reading its lips.
- The wizard has a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
#NOTMYKINK. +1 to wisdom saving throws regarding magical effects associated with undead creatures and magical items with necromantic properties.
Tactical Wit. The wizard gains a bonus to its initiative rolls equal to its Intelligence modifier.
Power Surge. The wizard can store magical energy within itself to later empower its damaging spells. In its stored form, this energy is called a power surge.
The wizard can store a maximum number of power surges equal to its Intelligence modifier (6). Whenever the wizard finishes a long rest, its number of power surges resets to 1. Whenever the wizard successfully ends a spell with dispel magic or counterspell, it gains one power surge, as it steals magic from the spell it foiled. If the wizard ends a short rest with no power surges, it gains one power surge.
Once per turn when the wizard deals damage to a creature or object with a wizard spell, it can spend one power surge to deal extra force damage to that target. The extra damage equals half its wizard level (6).
Durable Magic. While the wizard maintains concentration on a spell, it has a +2 bonus to AC and all saving throws.
Harvester of Souls. On its turn, as an action, the wizard consume any number of charge levels from its phylactery to regain a single spell slot. When the wizard regains a spell slot this way, the spell slot's level is equal to one third of the charge it consumed, rounded down.
Rift to the Dreadscapes. As an action on its turn, the wizard can choose a point within 5 feet of itself to open the rift. Once opened, the rift stretches out from that point to a sphere that has a radius of 20 feet.
When a creature other than the wizard enters the rift's area for the first time on its turn, or starts its turn there, it must make a DC 19 Constitution saving throw. On a failed save, the creature suffers 10d10 necrotic damage, or half as much on a successful save.
Undead creatures are immune to damage from this ability. The rift remains open for 1 minute, but closes if the wizard becomes unconscious. Once the wizard uses this ability, it cannot use it again until it completes a long rest.
Unarmed Attack. Melee Attack: +10 to hit, reach 5 ft., one target. Hit: 6 (1 + 5) bludgeoning damage and an additional 9 (2d8) cold damage.
Dagger (Melee). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage and an additional 9 (2d8) cold damage.
Dagger (Ranged). RangedWeapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 2 (1d4 + 0) piercing damage.
Quarterstaff (One-Handed). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage and an additional 9 (2d8) cold damage.
Quarterstaff (Two-Handed). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage and an additional 9 (2d8) cold damage.
Opportunity Attack. The wizard makes a melee attack.
Spells. The wizard can cast the following spells as a reaction: Counterspell and Shield.
Arcane Deflection. When the wizard is hit by an attack or fails a saving throw, it can use its reaction to gain a +2 bonus to its AC against that attack or a +4 bonus to that saving throw.
When it uses this feature, the wizard can’t cast spells other than cantrips until the end of its next turn.
Description
Spellbook. The wizard has the following spells in his notebook:
Cantrips: Prestidigitation, Mold Earth, Toll the Dead, Minor Illusion
1st level: Shield, Comprehend Languages, Detect Magic, Mage Armor, Puppet, Tenser's Floating Disk, Witch Bolt, Identify, Cause Fear*, Ray of Sickness*, Feather Fall
2nd level: Continual Flame, Gentle Repose, Misty Step, Darkness, Scorching Ray, Blindness/deafness*, Phantasmal Force*, Ray of Enfeeblement*, Crown of Madness*, Enlarge/Reduce, Invisibility, Knock
3rd level: Counterspell, Fireball, Animate Dead, Leomund's Tiny Hut, Bestow Curse*, Fear*, Glyph of Warding*, Hypnotic Pattern*, Summon Lesser Demons*, Vampiric Touch*, Feign Death, Dispel Magic, Haste, Tongues, Major Image
4th level: Blight*, Confusion*, Evard's Black Tentacles*, Faithful Hound*, Secret Chest, Polymorph, Fire Shield, Ice Storm
5th level: Dominate Person*, Legend Lore*, Bigby's Hand, Conjure Elemental, Cone of Cold, Wall of Force, Teleportation Circle
6th level: Create Undead*, Mass Suggestion*, Soul Cage*, Globe of Invulnerability, True Seeing
7th level: Delayed Blast Fireball, Plane Shift
8th level: Antimagic Field*
9th level: Power Word Kill*
Hand of Requiem. An artifact once belonging to a great Oathbreaker Lich, this artifact provides the following effects:
- +1 AC
- +2 INT (Past max of 20)
- 20 STR if strength is not above or equal to 20
- This item has 8 charges. These charges can be used to cast spells from this artifact (DC 18). This item recharges 1d4+4 charges daily at dawn. 1 charge: Sleep. 2 charges: Slow. 3 charges: Circle of Power. 5 charges: Finger of Death. Using a spell from this item casts Suggestion on the caster (DC 18) to commit an evil act.
- Whenever the user touches a plant that is non-sentient while attuned, the plant takes 1d6 necrotic damage.
- Melee attacks made with this hand deal an extra 2d8 cold damage.
Dark Grimoire. The item provides all spells in the spellbook marked with an *. The item provides the following benefits (currently):
- The user can use the grimoire as their spellbook, and they can scribe new spells into it as normal. When the user prepares wizard spells using the grimoire, the number of wizard spells they can prepare increases by 1.
- The voice of some entity residing within the pages can be heard at times, but only by the attuned wizard. It offers great power, if only the owner could release them from their bindings.
- Whenever the user casts Animate Dead (or a necromancy spell that summons undead), they can raise/assert control over one extra undead.
Phylactery. A phylactery is a conduit for the wizard to feed on captured souls. The phylactery has the following statistics:
- AC of 18
- 90 hit points
- Speed: 0 feet
- Damage Immunities: poison, psychic; bludgeoning, piercing, and slashing from non-magical sources.
- Damage Resistances: necrotic, cold, thunder, lightning, force, fire
- Maximum Charge Level Capacity: 27
While a soul is in the phylactery, the phylactery is considered charged. Its charge level is equal to the CR of all the creatures whose souls the wizard has captured. To store a new soul in the phylactery, add the CR of the creature the wizard killed to the phylactery's charge level. The souls of creatures with a CR of less than 1/4 are not great enough to charge the phylactery.
If the wizard's phylactery is reduced to 0 hit points, its soul is lost; the wizard crumbles to dust and is killed outright. If the wizard is killed and it controls a charged phylactery on the same plane of existence, the phylactery's charge is consumed and the wizard's body is reconstructed within 5 feet of its phylactery 7 days later. If the wizard is killed and the phylactery does not have a level of charge, it is reanimated 7 days later as a Demilich under the DM's control.
Previous Versions
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