Wizard
Base Class: Wizard

Dear Reader,

You hold in your propitious hands Xaal'Baan's personal grimoire, replete with over ten-score spells of Xaal'Baahn's own ingenuity. Each has been delicately designed, painstakingly proven by my master and skillfully scribed by my own hand. The wonder of such a feat, the fortuitous reader of this text must agree, is simply awe-inspiring. While leaving through my master's opus, you wil also note many sketches, done to keep the mind active during many exhausting hours of diligent study.

Long have I endeavoured to become something my lessers have not, be it through their lack of skil or lack of ambition: two sins that register as equally grievous. I have dedicated myself to continuing research of the five of the six weaker schools of arcane magic while rapidly expanding my knowledge of necromancy. No other Necromancer would claim such, choosing instead to throw themselves wholly into their mad dash for immortality, eking out an inchoate godhood and reveling in the worship of simpletons and sycophants, bereft of any other purpose to their eternity. These pretenders ultimately lose focus on the greater meaning; maintaining the balance in al things.

You may question why a Necromancer such as myself would hold this viewpoint, and such a contumelious query would perhaps be condoned under the context that my view is undeniably idiosyncratic, and so I will humour some exposition on this day of personal triumph. I will admit that my original path did not stray so far from that followed by my grasping colleagues; we al thought, initially, that the lesser schools of magic were insignificant in the pursuit of preeminence. But how may a mighty tree be measured by a single branch? Balance in al things is required if one wishes to master al things, I learned alone; it would seem that the cosmic forces shaping existence are not without a sense of humour.

I found myself reminiscing of a past time, working under the tutelage of a great wizard and devising a great number of necromancy magics together — many of which have been penned into this very grimoire. I always knew that my own innate power and knowledge would never breach the lofty heights of my master’s expectations, though I remained steadfast in my dedication to absorbing his mastery of the arts.

Everything changed the day that I aided my master, the al -eternal Xaal'Baahn, in the dread ritual that ushered him into immortality. His power before was tremendous, but after his ascension to lichdom, it seemed limitless in practicality. I watched as temples of meddling gods and guilds of mortal mages devoted entire battalions to the destruction of my master, spending untold resources on his obliteration. When his insurmountable power rose above, cosmic forces sought to cut him down, al across the planes, in a bid to re-establish balance and order. Faced with the option of my own demise or the renouncement of my teachings, the choice was not laborious.

I began studying six of the seven schools of arcane magic in earnest, beyond the token lip-service many of my colleagues paid to them before abandoning pretense and throwing themselves bodily at necromancy. I came to the realization that, while necromancy always holds in insurmountable power in its defiance of the natural cycle, each school contains powerful secrets in kind. For years, I’ve kept this tome and the secrets within sequestered from others, hoarding my incantations and secrets as a thief would hoard il -gotten coin.

My master has tasked his faithful servant Bixmodeus with the safeguarding of this grimoire, through the use of a spel that has bound his soul within the book. Although I have since perfected the spel that allowed me to infuse my writings with his aspect, I will admit that the first testing of the spel did not go entirely as planned; it warped his being during the transfer, resulting in the malformed, demonic visage that graces the cover of this volume. Regardless of appearance, Bixmodeus remains an irreproachable assistant, and wil serve any owner of this tome well as they attempt to master the incantations within. The spel in question has indubitably been perfected. Aptly named Bixmodeus’ Binding of Perduring Possession, it wil serve any skilled enough to reach the end of this book wel.

As my previous master ascended he left these final words of advice; though all will notice the taller poppy and strive to cut it down, the betterment of the held is opposed by none And so i began on my journey of unlocking the secrets of my masters grimoire.

Credits to: Grimolre's Grimoire

Malediction of Xaal'Baahn

Starting at 2nd level, you have completed an ancient foul tome of necromantic knowledge with your master Xaal'Baahn before his ascension and demise. This acursed tome hold significant knowledge to those willing to delve in the esoteric arcane arts of necrmancy. within it are a seemingly immerusrable number of notes made by a previous owner  of how to remain (relatively) sane in this pursuit. however for some mysterious reason not all contents of this tome can be accessed or understood by you  yet. however not all is unknown and you have discovered some snippets of valuable wisdom.One of your masters spells, described an ancient curse to debilitate his enemies. 

You have mastered the art of ancient magic, and are able to place a "glyph" on a creature's very soul. As an action, you may place this "glyph" on a creature you can see within 60 feet of you. For 1 minute, they have disadvantage on saving throws caused by spells you cast, they take 1d6 psychic damage at the start of their turn, and you have advantage on any saving throws caused by the target. Once you use this feature, you can not use it again until you finish a long rest.

Arcane Decay

Starting at 2nd level, the Grimoire of Xaal'Baahn told you that your devotion to the necromantic arts always comes at a price. You have learned the secret to keeping your sanity, one in the persuit of necromancy has to totally forgo a school of his choice. Lest your soul be consumed by insanity and deprivity as a price for humbris. 

Abjuration

Can't cast spells from school of  Abjuration

Conjuration

Can't cast spells from school of Conjuration

Divination

Can't cast spells from school of Divination

Evocation

Can't cast spells from school of Evocation

Illusion

Can't cast spells from school of Illusion

Transmutation

Can't cast spells from school of Transmutation

Putrid Enduring

Starting at 2nd level, one of the chapters in the grimoire describes the ancient arcane ways of perserving and Torpor, and you have learned to invoke old protection magic to help protect someone. As a bonus action, you may touch a willing creature, giving it a bonus to all saving throws equal to half your proficiency (rounded down) for 8 hours. Once you use this feature twice it cannot be used again until you finish a long rest.

Corpse Sculptor

Starting at 6th level, studying the make-up of various undead you have discovered ways to use their various attributes to your benefit.

you gain proficiency with light armor and gain a suit of undead armor—a magic item that only you can wear. While you are wearing it, it grants you resistance to necrotic damage.

The armor is light armor and provides an AC of 13 + your Dexterity modifier. It weighs nothing.

You can create a new suit of it at the end of a long rest by touching a nonmagical suit of light armor, which magically transforms it. Doing so removes the magic from your previous undead armor, turning it into nonmagical light armor.

When you gain this class feature, choose 1 materials below. You can add one additional material armor at levels 10 and 14.

Exoskeleton

 Your armor is composed of bone, with a rib cage breastplate. You gain an additional +2 to AC

 

Ghoul Skin

As an action you can release an aura of foul rotting miasma. All creatures within 10 feet of you, or which start their turn within 10 feet of you must make a Constitution saving throw or become Poisoned for 1 minute. A creature that successfully saves cannot be affected by this feature for 24 hours. Creatures which do not need to breath are immune. You may end the aura at any time.

 

Maggot Cerements

 Your body and armor becomes coated in waxy wraps filled with undead maggots that burrow from it, seeking the dead. When a living non-humanoid dies within 30ft of you-you can use your reaction to raised them as a zombie under your control, if a humanoid dies within 30ft of you roll a percentile dice to determine what they are raised as: 1 - wraith , 2 - ghost , 3 - ghast  , 4 - ghoul , 5 - shadow, 6-10 zombie, 11-20 nothing

You may keep a number of undead of your choosing permanently under your control up to half your wizard level (rounded down). any undead not included in the number of permanent undead die after 24 hours, you can reassert your control of these undead before the 24 hour ends by using up a spell slot of 3rd level or above as if recasting the reanimate dead spell.

 

Mummy Wraps

You are covered in funeral wraps of the mummy. Once per day as a free action, you can expose the dark energies from under the wraps, shaking the will of even the strongest foe. All opponents who can see the Gray Necromancer within 30 ft must make a Constitution saving throw save for be paralyzed for 1d4 rounds. A creature that saves is immune for 24 hours. a creature can reroll their save at the end of their turns to escape the paralysis, they then become immune for the next 24 hours. You gain an extra use per day at 10th level and another at 14th level. 

 

Shadow Veil

 The armor is barely visible, and it makes your flesh seem dark and translucent. While using this armor you gain a bonus to stealth equal to your Int mod and advantage on stealth checks while in dim or dark environments.

 

specter shroud

 A smoky mist coats your body that billows and evaporates off of your body. Undead you control within 15 feet of you gain a +1 to AC and advantage on DEX saving throws.

 

Lich Heart(requires level 12)

When a living nonhumanoid dies within 30ft of you they are raised as a zombie under your control, if a humanoid dies within 30ft of you roll a percentile dice to determine what they are raised under your control as: 1 - Vampire Spawn, 2 - Revenant, 3 - Wraith, 4 - Ogre Zombie, 5 - Deathlock, 6 - Ghost, 7 - Mummy, 8 - Wight, 9 - Ghast, 10-28 Zombie, 28-46 Skeleton, 46-64 shadow, 64-82 Ghoul, 82-100 - Nothing. The maximum number of servants you may have from this material at any given time is equal to your wizard level divided by 4.

 

Lichbourne Flesh(Requires Lvl10)

Your flesh has altered itself by the power that courses though it. You gain resistance to poison and resistance to bludgeoning, slashing and piercing damage from non-magical sources.

 
Vampire Hide

 You wear pale-colored leather which takes on a rather living hue when soaked in blood. You gain 1d4 temporary hit points whenever you damage an enemy, You learn the spell Vampiric Touch if you did not know it already, and may cast it once without expending a spell slot. You regain this ability after you finish a Short Rest.

Zombie Beholder's Eye

In the middle of your bone plate is a large glassy eye of a zombie beholder that stare into seeming nothingness. When someone casts a spell that affects you, as a reaction you can make an arcane check where the DC is 10+spell level on a succes the spell is cancled and the eye gains a number of charges equal to half the spell level(roudned down). Once you use this feature it can't be used again till you finish a long rest, gaining an additional use at level 10. these charges can be used to regain a number of spell slots whose total level is equal to or less than the amount of charges in the eye. 

Zombie Hide

 This thick layer of rotting flesh is tough and durable.when you reduce a hostile creature to 0 hit point's, you store 1d6 for later use. You may store up to Your Warlock level + Charisma modifier in die. At 6thst level this can be used to grant yourself temporary hit points, at 10th level you may touch an allied creature and grant them the temporary hit points.Hit points gained this way fade after a short rest, your reserve dice fade at the rate of 1/2 per short or long rest.

 

 

Dimensional Castle of Torpor

Beginning at 10th level, you have found a dimension of necrotic energy and seemingly endless torpor, you gain an extra-dimensional dungeon that you design the interior is dim and gloomy the atmosphere and air are as you see fit the space is bare and with no furnishings and small building or rooms can be made living creatures gain no benefits for sleeping in the dungeon. The dungeon always comes with a stone mine under the main parts that can be used to fashion things in the dungeon and is always a stone of your choice however if the stone is attempted to be taken out it dissolves into dark mist. Undead in the dungeon don't fade away and remain under your control if they were upon entering and reset their command timer upon leaving. You can mark off areas where you can open a Portal to the outside, you can also make permanent portals to that link your dungeon to the outside world. If you have no portal open you can open one to the last place you opened a portal.  Temporary portals require 1 action to conjure and last for one round unless you concentrate on holding it open longer (like concentrating on a spell and can't do both at once). Once you use this feature a number of times equal to half your profficiency bonus you can't do so again until you finish a long rest. Undead that had their timer reset inside the dungeon only remain under your control after leaving this realm up to the number of undead you can control with abilities that you have. Reasserting control via spells like the animate dead spell works, if enough zombie are inside the dimension and a portal is open at the moment of casting the spell.

 

Master of Undeath

Starting at 14th level, you have learned the secrets of raising something to undeath when you raise a creature to undeath you now choose what it is resurrected as (unless it has no flesh the is always a skeleton or has specific rituals or causes ie. Vampires, Liches, Bodaks, etc.) and the creature no longer has to be a humanoid. However, it must have a CR less than half of the player's level in this class. If there is no specific Zombie/Skeleton version of the creature reduce its health by half, remove any magical abilities the creature had, and reduce mental stats to 4 if they were higher, STR by 2 and DEX by 3.

Previous Versions

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