Wizard
Base Class: Wizard

Black wizards tend to be greedy, selfish, and arrogant individuals with truly narcissistic and sociopathic behavior disorders.  As such, they are extremely adept at manipulating others for their own personal benefit.  Black wizards must be either lawful-evil or neutral-evil.  

 Black wizards can grow to extreme power which is due in large part to the fact that they have access to the Sorcerer, Warlock and Wizard spells lists.  

This heightened power comes at a cost, however.   Starting at level 5, each time a black wizard gains a level, one effect from the following Malevolent Effects table takes place (DM rolls 1d20 to determine).  Each effect explains stacked consequences, if any,  for die rolls that are duplicated (e.g. at 5th-level, Mortimer the Black Wizard rolls a 2, causing him to lose sight in his right eye.  At 9th-level, Mortimer once again rolls a 2, however this time he loses the eye altogether).  If a die-roll lands on an outcome that has already been stacked to its maximum then the effect is transferred to the next individual or creature that strikes the black wizard physically (no saving throw for that individual or creature).  Since some effects do not happen immediately, it may be unknown to the black wizard whether something is coming for them and if they will act as a contagion to their next foe.  Note that any detriments also stack.  In Mortimer's example, he has a disadvantage to his Perception checks when he loses sight in his eye, and once he loses his eye altogether, he has disadvantage on Charisma checks in addition to having disadvantage on Perception checks.  

These effects reflect the fact that the black wizard's commitment to evil, while it can provide them with considerable power, tends to make them in-human(oid). 

These effects are permanent short of a wish spell, or in some cases a greater restoration spell (if applicable).    

 

Black Wizard Malevolent

1

Stack 1:  Lose sight in the left eye.  Disadvantage on perception checks. 

Stack 2:  The eye decays and rots away. Disadvantage on Charisma checks unless covered.

Stack 3:  A growth fills the eye socket, spreading a tentacle-like array that spreads over the left side of the face.  

2

Stack 1:  Lose sight in the right eye.  Disadvantage on perception checks.

Stack 2:  The eye decays and rots away. Disadvantage on Charisma checks unless covered.

Stack 3:  A growth fills the eye socket, spreading a tentacle-like array that spreads over the right side of the face.  

3

Stack 1:  Lose hearing in the left ear.  Disadvantage on perception checks.

Stack 2:  Lose the external ear (auricle).  Disadvantage on Charisma checks unless covered.

Stack 3:  A growth fills the ear canal, spreading a tentacle-like array that spreads downward to the left shoulder.  

4

Stack 1:  Lose hearing in the right ear.  Disadvantage on perception checks.

Stack 2:  Lose the external ear (auricle).  Disadvantage on Charisma checks unless covered.

Stack 3:  A growth fills the ear canal, spreading a tentacle-like array that spreads downward to the right shoulder.   Disadvantage on Charisma checks unless covered.

5

Roll on the Indefinite madness table.  Re-roll if the wizard already has been inflicted with the resulting madness. 

6

Stack 1:  External nose decays and rots away.  Disadvantage on Charisma checks unless covered.

Stack 2:  Lips decay and rot away.  Disadvantage on Charisma checks unless covered.  

7

Stack 1:  Lose 1 point of Charisma.

Stack 2:  Lose 2 additional points of Charisma (running total of 3)

Stack 3:  Lose 3 additional points of Charisma (running total of 6)

8

Stack 1:  Can only drink water. Any other type of drink spoils, curdles, or sours in your mouth.  (potions excluded)

Stack 2:  Can only eat broths, porridges, or oatmeal-type food.  Can not eat any meats, cheese, fruits, vegetables, etc.  Any food that touches your lips immediately spoils. 

Stack 3:  Roll 1d10 after each meal.  On a roll of 1, roll on the following table (all of the following effects and diseases are curable)

 

1

Cackle Fever as per DMG 

2

Sewer Plague as per DMG

3

Sight Rot as per DMG

4

Screaming Sickness:  Victim moans and screams in their sleep making it hard for anyone near them to sleep well.  Gains 1 level of exhaustion per day until cured.

5

Caster’s Cough:  A persistent cough that results after casting any spell, a roll of a 1 on a d4 means that you must roll on the Wild Surge Table.

6

Beggar’s Pox:  Weeping sores break out over your face, making you hard to look at.  Disadvantage on Charisma checks, unless you have some form of face covering. 

7

Woodland Mania:  You believe you have gained the ability to speak with animals.  Each “conversation” results in paranoia. 

8

White Fog:  In 1d8 days, your vision slowly erodes into an increasingly opaque white fog obscuring your vision.   You are blind until cured. 

9

You become automatically enraged at the sound of laughter, automatically and without thought attacking those who laugh. 

10

Stack 1:  You develop a limp in your left leg, reducing your movement to ½ normal. 

Stack 2:  Your left leg withers and is no longer usable.  You cannot walk without some form of assistance (e.g. crutch, wheelchair, etc.).  Your movement reduces to ¼ normal

11

Stack 1:  You develop a limp in your right leg, reducing your movement to ½ normal. 

Stack 2:  Your right leg withers and is no longer usable.  You cannot walk without some form of assistance (e.g. crutch, wheelchair, etc.).  Your movement reduces to ¼ normal

12

You develop a random insanity.  Roll 1d20: 

1-6 

Obsession.  You develop an irrational and troubling obsession with a particular object or situation.  You have a disadvantage on ability checks when the object of obsession is in your immediate presence.  If you are confronted directly with the obsession or it reaches you in some way, make a Wisdom saving throwing (DC 20) or become completely enthralled with the object/situation.  Make the saving throw each round thereafter, with a successful roll resulting in you are no longer enthralled, however if confronted again, the process begins again.  Object/situation is DM's choice. 

7-9

Erratic Behavior.  You seem strange and unreliable, developing an unsettling facial tic or violent spasms (DM's choice).  Charisma checks are always at a disadvantage.  In combat, you must make a success Wisdom saving throw (DC 18) before engaging.  On a failure, your body acts unpredictably, with the DM determining all movements and actions, or as described in the confusion spell.  A spell or effect that removes or suppresses enchantments or possession allows you to act normally while you are under the spell, or for 8 hours if the spell is instantaneous.  

10-12

Hallucinations.  You see, or sense in some fashion, something that isn't there.  You find it difficult to tell the difference between reality and the hallucination.  You have a disadvantage on Wisdom (Perception) checks and passive perception is reduced by 5.  A new Wisdom check at the end of each round is allowed to end the effect (DC 20).  A spell or effect that removes or suppresses enchantments or possession allows you to act normally while you are under the spell, or for 8 hours if the spell is instantaneous.  Someone else can use an action to counsel you to negate the hallucinations effect with a successful Wisdom(insight or medicine) check, (DC 20)

13-15

Paranoia. You are convinced that anyone and everyone is an enemy conspirator.  You have a disadvantage on Charisma checks and a -2 penalty on Wisdom saving throws.  You can not willingly accept aid such as from a healing or beneficial spell from another creature without first suppressing the paranoia which requires a successful Wisdom saving throw (DC 20)

16-17

Delusion.  You might believe any number of untrue things such as the belief you are suffering from a debilitating physical ailment or with something unrealistically positive, such as having divine powers or immunity to fire, for example.  DM's choice as to the nature of the delusion.  Upon finishing a long rest, you must succeed a Wisdom check (DC 20) or you feel the full effects of the delusion until the end of the next long rest.  Suffering a delusion of physical condition gives you a -4 penalty to AC and disadvantage on saving throws against a particular sort of attack falsely believed to be harmless.  On a success, the delusion has no effect until the end of the next long rest.  

18

Total Amnesia.  You are prevented from any memory of your name, training, or your past.  You can build new memories, however all memories from before this event are suppressed.  Physical memory remains and benefits to your reputation likewise remain.  You lose all class features, feats, Intelligence, Wisdom, and Charisma-based skill proficiencies until the amnesia is cured.  

19

Personality Fragmentation.  You manifest two or more distinct and different personalities within the same body and mind.  The number of personalities equals 1d4 + 1, with one of those personalities being your current personality.  The DM should develop these personalities in consultation with the player.  The separate personalities have no knowledge of one another.  Each day after a long rest, you must make a Wisdom saving throw (DC 10) to retain your default personality, otherwise you assume one of your other identities (DM's discretion or dice roll).  All "extra" personalities have disadvantage on Wisdom saving throws.  

20

Irrational Hatred.  You are filled with hatred for the world.  At the end of each long rest, make a Charisma saving throw (DC 12).  On a failure, you become Chaotic-Evil until the end of the next long rest.  While affected, you plot and plan the death and destruction of friends and enemies alike.  You are skilled at hiding this hatred, feigning sanity, and resisting treatment.  Anyone trying to diagnose you will be deceived into thinking you're sane if you make a successful Charisma (deception) check.  

 

13

You develop a random obsession or phobia.  

1

Animals

2

Being Alone 

3

Being touched

4

Blood

5

Bodies of Water

6

Buildings

7

Cold

8

Crowds

9

Darkness

10

Dead things 

11

Enclosed Spaces 

12

Fiends

13

Fish

14

Heights

15

Insects

16

Large Things

17

Loud noises

18

Open spaces

19

Plants

20

Sleep

14

You develop an allergy to all food not treated with a rare herb (DM’s choice)

15

You become incurably addicted to one of the following (roll 1d4).  You must feed your addiction every day or suffer 1 level of exhaustion per day until you do. 

1

Alcohol.  Must drink enough to achieve inebriation every day. 

2

Narcotic.  DM’s choice as to the kind and frequency required. 

3

Food.  DM's choice as to the kind and frequency required. 

4

Gambling.   Any gambling activity within sight will automatically draw you in.  You will gamble until you’ve either lost all of your money/barter items or gained 4x the amount you have on your person.

16

Stack 1:  You will lose 1d4 teeth.

Stack 2:  You will lose an additional 1d4 teeth. 

Stack 3:  You will lose the remainder of your teeth. Disadvantage on Charisma checks unless covered.

17

You will not be able to withstand sunlight touching you.  You will suffer 1d4 points of radiant damage per round while in direct sunlight. 

18

You are susceptible to holy water and will take 2d6 radiant damage if you are splashed with holy water. 

19

Daily at sunset, there is a 1 in 8 chance of a Shadow Crossing appearing within your immediate vicinity.  You will always notice this Shadow Crossing and you must always enter the Shadow Crossing, which transports you to the Shadowfell.  Once there, you must remain there for a full 24-hour period (as measured on the Prime Material Plane). 

20

You become a Lich (DM’s discretion whether your character is playable or becomes an NPC). 

 

Benign Transportation

Starting at 6th level, you can use your action to teleport up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, you both teleport, swapping places.

Once you use this feature, you can’t use it again until you finish a long rest or you cast a conjuration spell of 1st level or higher.

The Third Eye

Starting at 10th level, you can use your action to increase your powers of perception. When you do so, choose one of the following benefits, which lasts until you are incapacitated or you take a short or long rest. You can’t use the feature again until you finish a rest.

Darkvision. You gain darkvision out to a range of 60 feet, as described in chapter 8, “Adventuring.”

Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.

Greater Comprehension. You can read any language.

See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within line of sight.

Spell Resistance

Starting at 14th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.

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