Base Class: Wizard
You combine illusion and necromancy magic, projecting a portion of your soul, into a strange spectre. You concentrate magic through this spectre or enhance its illusory power to frighten. At low levels, you can create an astral spectre. At mid-levels, you can use it to frighten with your spectre and teleport your spectre. At high levels, you can summon multiple spectres at once.
Astral spectre
Beginning when you select this school at 2nd level, you can create a strange spectre from shadow and soul. As an action, you can create one of these spectres, which appears in a space within 5ft of you. The spectre has 1 hit point, proficiency in all saves, 12 AC. When you spend movement, you can move the spectre instead, which can pass through creatures and ignore difficult terrain. When the spectre drops to 0 hit points, it vanishes and all creatures within 10 ft of the spectre, take 1d8 psychic damage. When you summon an astral specter and you already have one summoned, the previous one vanishes.
Spectral bond
Starting at 2nd level, you gain a connection to your astral spectre. When you cast a spell with a range of touch or self or any necromancy spell, you can cast the spell as if you were the spectre instead. When you take damage, you can use your reaction to make the spectre take damage instead.
Fearful spectre
Starting at 6th level, you can terrify your foes with your spectre. When you would cast a spell through your astral spectre, you can change the damage type to necrotic. When you do so, all damaged creatures are also frightened, until the end of your next turn.
Ghastly transportation
Beginning at 10th level, you can call your astral specter through the world. As a bonus action, you can teleport your spectre 30ft, or teleport within 5ft of yout spectre.
Army of the soul
Starting at 14th level, you can split your soul many times, creating multiple spectres at once. Your spectres no longer vanish when another is summoned. I addition, when you create a spectre, or one is destroyed, you gain resistance to necrotic damage, until the start of your next turn.
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