Wizard
Base Class: Wizard

The Black Hand is a group of elite operatives that are taught dark and forbidden magic at Black Hollow. Practicing arcane forms of undeath, they bolster their bodies with dark supernatural abilities, and are sent out as the hand of the Mortis Academy. They are the Magicarium Enclave's Black Hand.

Martial Training

When you adopt this tradition at level 2, you gain proficiency in athletics, light, medium and heavy armour, one simple or martial weapon of your choice, and unarmed attacks. Additionally, unarmed strikes now deal 1d8 plus your strength modifier.

Furthermore you gain the Bite attack, it counts as an unarmed attack that deals 1d6[piercing] + 2d6[necrotic]. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest.

The necrotic damage increases by 1d6 when you reach 5th level (3d6), 11th level (4d6), and 17th level (5d6).

 

Bloodlust

Starting at second level, you can temporarily enhance your body with the power of undeath. It gifts you with supernatural strength, speed, and resilience. You can enter bloodlust as a bonus action, which lasts for 1 minute, and you can exit bloodlust at any time (no action required). While you are in bloodlust, you gain the following benefits.

  • You gain temporary hit points equal to twice your Wizard level plus your Intelligence modifier. Whenever healing would put you over your maximum hit points, you can choose to funnel life force into temporary hit points instead.
  • You are resistant to necrotic damage, piercing, slashing, and bludgeoning damage from nonmagical attacks.
  • Your walking speed increases by 10ft, and your movement does not provoke attacks of opportunity.
  • When you attack with an unarmed strike, you can choose to grapple the target instead of dealing damage. You can make a bite attack against a grappled target as a bonus action. Additionally, you have advantage on Strength (Athletics) checks.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Only one of which can be a bite.

Take From The Weak

Beginning at 10th level, once per turn when you reduce a creature to 0 hit points with a weapon attack, you regain hit points equal to half the creatures hit dice, rounded down. Additionally, your next melee attack is empowered with that creatures life force, dealing an extra 3d8 necrotic damage and pushing the creature 20ft back, causing it to fall prone. Huge and Gargantuan creatures cannot be displaced by this feature.

Behind You

Beginning at 14th level, you can avoid attacks by appearing behind your victims with devastating effect. As a reaction to being hit by a weapon attack, you can teleport to an enemy up to 30ft away. The triggering attack misses, and you can make a bite attack with advantage as a part of the same reaction. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses after a short or long rest.

Additionally, when you die you regain a new body in 24 hours if your heart is intact, gaining the benefits of a long rest. The new body appears within 5 feet of the your heart.

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