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
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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. |
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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. |
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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. |
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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. |
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5 |
Roll on the Indefinite madness table. Re-roll if the wizard already has been inflicted with the resulting madness. |
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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. |
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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) |
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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)
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9 |
You become automatically enraged at the sound of laughter, automatically and without thought attacking those who laugh. |
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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 |
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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 |
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12 |
You develop a random insanity. Roll 1d20:
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13 |
You develop a random obsession or phobia.
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14 |
You develop an allergy to all food not treated with a rare herb (DM’s choice) |
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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.
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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. |
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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. |
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18 |
You are susceptible to holy water and will take 2d6 radiant damage if you are splashed with holy water. |
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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). |
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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.
Previous Versions
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8/24/2023 4:23:44 AM
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