Wizard
Base Class: Wizard

The Kitab al Azif , or Necronomicon, was written in the early 8th century by Abdul Alhazred. For reasons unknown, he left his life in the city and spent years exploring the most horrifying and indescribable locations in the world. Those who study the Necronomicon learn of Abdul's many travels, and of horrors more terrible than their wildest fears. Many go insane; murdering their families, gouging out their own eyes, or worse. Those able to temporarily stave off insanity learn of many dark powers as they slowly descend into madness.

Bound Tome

Beginning when you select this school at 2nd level, you are compelled to swap the materials of your current spellbook with the skin of various humanoid creatures, and you begin writing in blood instead of ink.

You learn a ritual that creates a magical bond between yourself and your spellbook. You perform the ritual over the course of 1 hour, which can be done during a short rest. Once you have completed the ritual you can dismiss your spellbook, shunting it into an extradimensional space. You can dismiss or summon your spellbook as a Bonus action. The spellbook ceases being bound to you if you die, if you perform the ritual on another spellbook, or if you recast the ritual again intending to break the bond. The spellbook appears somewhere randomly on the same plane of existence as you when the bond breaks.

Summon and Bind

Starting at 2nd level, You add the Find Familiar spell to your spellbook. If you already have this spell, you add a different Wizard spell of your choice. When you cast the spell as a ritual with the added material component of human blood, you can choose one of the normal forms for your familiar or one of the following special forms: Flying Polyp (Imp), Byakhee (Pseudodragon), Lloigor (Quasit), or Star Vampire (Sprite). Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.

Dreams from R'lyeh

Beginning at 6th level, you add the Sleep spell to your spellbook. If you already have this spell, you add a different Wizard spell of your choice. You always have the Sleep spell prepared and it doesn't count against the spells you can prepare each day. When you cast the spell, you follow the normal rules for casting except the dice rolled is increased by 4d8 instead of 2d8 for each slot level above 1st.

The Depths of Madness

Starting at 10th level, your thoughts are such a jumble of horrifying dreams and mad thoughts that your mind can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.

Chthonian Form

Starting at 14th level, your connections to the Great Old Ones cause you to undergo a minor physical transformation. Your appearance takes on an otherworldly version of the following qualities (your choice): eldritch, grotesque, horrifying, or alien.

In addition, a pair of grey-green wings excruciatingly sprout from your back. Your wingspan is between 10 and 20 feet depending on your physical height, and have a permanent flying speed of 30 feet.

Previous Versions

Name Date Modified Views Adds Version Actions
6/5/2018 7:26:03 PM
802
8
--
Coming Soon
8/9/2018 7:06:02 PM
900
17
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes