| Mod | Save | ||
|---|---|---|---|
| STR | 9 | −1 | −1 |
| DEX | 12 | +1 | +1 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +5 |
| WIS | 16 | +3 | +5 |
| CHA | 14 | +2 | +2 |
Death is but a state of being. Never the end, ever the mystery, how best to use this tool to alter the existence of those around you? Both the instrument and the surgeon, you and Death are close allies, and you have a deep respect for her existence. Perhaps one day, Death will respect you all the same?
Spellcasting. You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 13, Spell Attack +5) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus.
Arcane Recovery. Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 2, and none of the slots can be 6th level or higher.
Necromancy Savant. The gold and time you must spend to copy a necromancy spell into your spellbook is halved.
Grim Harvest. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain HP equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
Relentless Endurance. When you are reduced to 0 HP but not killed, you can drop to 1 HP instead once per long rest.
Savage Attacks. When you score a critical hit with a melee weapon, roll one of the weapon’s dice one additional time and add it to the extra damage.
Darkvision. You can see in darkness (shades of gray) up to 60 ft.
Unarmed Strike. You make a melee attack that involves using your body to deal one of the following effects:
- Damage. You make an attack roll against the creature, and on a hit, you deal 1 + STR Bludgeoning damage.
- Grapple. The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonus + Str.) or it has the Grappled condition.
- Shove. The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonus + Str.) or you can either push it 5 ft. away or impose the Prone condition.
Spells (Spell Save DC 13, Spell Atk. +5).
- Cantrips: Chill Touch, Message, Toll the Dead
- 1st Level Spells (4/long rest): Comprehend Languages, False Life, Identify, Ray of Sickness
- 2nd Level Spells (2/long rest): Crown of Madness, False Life, Misty Step, Phantasmal Force, Ray of Sickness
Misty Step. Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Opportunity Attack. When a creature moves outside of your combat range (physical reach, or reach of your equipped weapon) you may spend your reaction to make an opportunity attack (melee) against the creature.
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