Wizard
Base Class: Wizard

You have delved deep into the dark and gruesome arts of necromancy. With this new knowledge you have learned to create a powerful undead companion called a thrall. There are three type of thrall,  each with various abilities, the Zombie, the Skeleton, and the Shadow. As grow stronger so will your thrall. 

Undead Thrall

You magically summon an undead thrall, which draws strength from your bond with the Shadowfell. The thrall is friendly to you and your companions and obeys your commands. Choose its stat block-Zombie Thrall, Skeleton Thrall, or Shadow Thrall-which uses your proficiency bonus (PB) in several places. You also determine the appearance of the thrall. It does not necessarily need to be humanoid.

In combat, the thrall acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the thrall to take the Attack action. If you are incapacitated, the thrall can take any action of its choice, not just Dodge.

If the thrall has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The thrall returns to life after 1 minute with all its hit points restored. When you finish a long rest, you can summon a different undead thrall. The new thrall appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a thrall from this feature, it vanishes when the new thrall appears. The thrall also vanishes if you die.

 

Zombie Thrall

Armor Class 10 + PB (natural armor)

Hit Points 6 + 6 times your wizard level (the thrall has a number of Hit Dice [d10s] equal to your wizard level)

Speed 30 ft.

STR
16 (+3)
DEX
10 (0)
CON
16 (+3)
INT
8 (−1)
WIS
8 (-1)
CHA
8 (−1)

Saving Throws Str +3 plus PB, Con +3 plus PB

Condition Immunities Fear, Charm

Senses darkvision 60 ft., passive Perception 9

Languages common

Challenge — Proficiency Bonus (PB) equals your bonus

Undead Bond. You can add your proficiency bonus to any ability check or saving throw that the thrall makes

Actions

Grasping Hands.  Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + PB piercing or bludgeoning damage (your choice), and the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can't use this attack on another target.

Rotting Corpse.  If the thrall would take lethal damage it instead exudes a cloud of awful gas, any enemies within 5ft must make a Con save vs your spell save DC on a fail they take 2d6 poison or half as much on a success

Reactions

 

 

Skeleton THRALL

Armor Class 10 + PB (natural armor)

Hit Points 5 + 5 times your wizard level (the thrall has a number of Hit Dice [d8s] equal to your wizard level)

Speed 30 ft.

STR
16 (+3)
DEX
14 (2)
CON
12 (+1)
INT
10 (0)
WIS
10 (0)
CHA
8 (−1)

Saving Throws Str +3 plus PB, Dex +2 plus PB

Condition Immunities Fear, Charm

Senses darkvision 60 ft., passive Perception 10

Languages common

Challenge — Proficiency Bonus (PB) equals your bonus

Undead Bond. You can add your proficiency bonus to any ability check or saving throw that the thrall makes

Actions

The Skeleton Thrall can be equipped with  any1 ranged weapon and 1 melee weapon. it deals the normal damage dice(WD) + any extra damage listed . If the melee weapon equipped is one handed it can also equip a shield and increase its ac by 2

Melee Weapon.  Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: WD + 3+ PB slashing damage.

Ranged Weapon.  Ranged Weapon Attack: your spell attack modifier to hit, reach: weapons reach., one target. Hit: WD + 3+ PB slashing damage.

Reactions

 

 

Shadow THRALL

Armor Class 10 + PB (natural armor)

Hit Points 3 + 3 times your wizard level (the thrall has a number of Hit Dice [d6s] equal to your wizard level)

Speed 20 ft.

STR
8 (-1)
DEX
14 (2)
CON
10 (+)
INT
14 (+2)
WIS
12 (1)
CHA
8 (−1)

Saving Throws Int +2 plus PB, Wis +1 plus PB

Condition Immunities Fear, Charm

Senses darkvision 60 ft., passive Perception 11

Languages common

Challenge — Proficiency Bonus (PB) equals your bonus

Undead Bond. You can add your proficiency bonus to any ability check or saving throw that the thrall makes

Actions

Become Ethereal.  The Shadow becomes ethereal for 1 minute. During this time it gains resistance to all damage except force damage. It also gains the ability to move through solid walls and objects. Moving through solids counts as difficult terrain. If the thrall ends its turn insides of a solid it takes 1d10 force damage.

Ghastly Illusion.  The shadow can make an illusory copy of its

Chilling Ray.  Ranged Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8+ 2+ PB slashing damage and the target has its speed reduced by 10ft.

Reactions

 

 

 

Power of the Fell

Your Undead thralls attacks now count as magical for the purposes of over coming resistances.

You also gain the Summon Undead spell. It is always prepared for you and does not count against the number of spells you can prepare

Double Trouble

You may now have 2 thralls at once. Both thralls can be commanded with the same bonus action. The same rules apply to a thrall dying. If you summon a new thrall while you have two out the older of the two disappears. 

Return to the Master

As an action, you may drain the remaining hit points of one of your thralls and then you gain half of the hit points drained in this way. Once you use this feature you can't do so again until you finish a long rest.

Previous Versions

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3/1/2022 1:11:08 PM
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