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. 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 gain resistance to the damage, and make your astral spectre vanish.
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 must make a Wisdom save against your spell save dc or befrightened, until the end of your next turn. In addition, when your astral spectre vanishes, all creatures within 10ft of it must make a Wisdom saving throw against your spell save dc, or take 1d8 psychic damage.
Ghastly transportation
Beginning at 10th level, your astral spectre can travel through the realm of souls. As a bonus action, you can teleport your astral specter into the ethereal plane. While in the ethereal plane, they can move through solid barriers and creatures, and cannot take damage of types other than force and psychic damage. As a bonus action, you return it back to your current plane, where it acts normally
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.
Previous Versions
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