Abyssal Scion

Legerdemain (The Transcendent Transmogrifier)
Class: Wizard (Transmogrifier): 12   Proficiency BonusPB: +4
Alignment: Neutral Evil Speed: 30 feet
Hit PointsHP: 118   Hit DiceHD: 12d6 AC: 17
Resistances: Fire, Poison, Bludgeoning
STR: 11 (+0) Save: +0
INT: 20 (+5) Save: +9
Arcana: +13
DEX: 13 (+1) Save: +1
Initiative: +1
WIS: 16 (+3) Save: +7
Insight: +7, Perception: +7
CON: 16 (+3) Save: +3
CHA: 18 (+4) Save: +4
Deception: +8, Intimidation: +8
Other Info
Height: 5' 10'' Weight: 165 lbs Lineage: Cambion (humanoid, fiend) Gender: Male Size: Medium
AppearanceLooks: Pitch black skin, six fingered, yellow eyed, devilishly handsome. Obvious Graz'zt-spawn. Temperament: Curious and unorthodox. Persistent despite being encumbered by idjits. Flaws: You struggle to resist the allure of new magics.
Traits: Just remember your ABD's:
* Always Be Daring
* Always Be Devious
* Always Be Dynamic
Ideals: One day, when you are powerful enough, you won't have to fear your father's power. Until that day, you put in the work. Bonds: You were hidden and groomed by Verin, but only as a pawn in some scheme. Maybe one day you'll get revenge.
Languages: Common, Abyssal Proficiencies: Simple Weapons
Gear
Attuned: Robe of Deep Waters, Staff of Last Resort, Grimoire of Endless Possibilities
Gear: Dimensional Satchel
Lineage
Cambion
  Darkvision. You have Darkvision with a range of 60 feet.
  Resistance. You have Resistance to Fire and Poison damage and Advantage to avoid or end the Poisoned condition.
  Spells. You know the Fire Bolt, Friends, and Thaumaturgy cantrips. As of character level 5 you always have Alter Self prepared, can cast it without spell components, and can also cast it without a spell slot once per Short Rest. You use your choice of Intelligence, Wisdom, or Charisma to cast these spells (chosen when you select this lineage).
Background
Abyssal Prodigy: +2 Intelligence, +1 Dexterity, Deception, Intimidation, Abyssal, Tough.
Feats
Tough: Your maximum Hit Points are increased by 2 per character level.
War Caster: +1 Intelligence. You have Advantage on Concentration saving throws. When a creature provokes an Opportunity Attack from you by leaving your reach you can instead take a Reaction to cast a spell with a casting time of one action that targets only that creature. You can perform Somatic components while holding weapons or a Shield.
Ritual Caster: +1 Charisma. Once per Long Rest you can cast a Ritual spell without a spell slot, using its regular casting time. You always have the following Ritual spells prepared: Comprehend Languages, Detect Magic, Tenser's Floating Disk, Transfer Potency.
Observant: +1 Wisdom. You have Proficiency in Perception. You can take the Search action as a Bonus Action.
Class: Wizard (Transmogrifier)
Class Features: Spellcasting (INT, Spell Save DC: 17), Ritual Adept (Can cast unprepared Ritual spells from spellbook), Arcane Recovery, Scholar (Arcana), ASI: Warcaster (+1 Int), Memorize Spell, ASI: Ritual Caster (+1 Cha), ASI: Observant (+1 Wis)
Cantrips: Mage Hand, Mind Sliver, Minor Illusion, True Strike, Projectile Screen, Lineage [Fire Bolt, Friends, Thaumaturgy]
Spells: Shield, Magic Missle, Misty Step, See Invisible, Knock, Mirror Image, Fly, Blink, Dispel Magic, Haste, Dimension Door, Greater Invisibility, Polymorph, Evard's Black Tentacles, Bigby's Hand, Disintegrate, Transmogrification Memorization [Feather Fall, Expeditious Retreat, Spider Climb, Enhance Ability; /LR], Lineage [Alter Self /SR], Ritual Caster [Comprehend Languages, Detect Magic, Tenser's Floating Disk, Transfer Potency]
Spell Slots: 1: 2: 3: 4: 5: 6:
Subclass Features
Level 3: Transmutation Savant: Choose two Wizard spells from the Transmutation school, each of which must be no higher than level 2, and add them to your spellbook for free. In addition, whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Transmutation school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Level 3: Transmogrification Memorization: Choose a number of Transmutation spells in your spellbook equal to your Proficiency Bonus, that are no higher than level 2, and have a casting time of an Action, a Bonus Action, or a Reaction. The chosen spells are always prepared by you but do not count against your prepared spell limit. You can swap one of the chosen spells for a different eligible spell after finishing a Long Rest.
  You also have a pool of magical power equal to your Proficiency Bonus. You can expend a use of this pool to cast any one of the chosen spells at its lowest level without a spell slot. You regain all uses of this pool when you finish a Long Rest.
Level 6: Effortless Transmogrifications: When you cast a level 1 or level 2 Transmutation that requires Concentration, you can modify it so that it does not require Concentration and instead has a duration of 5d20 rounds (rolled secretly by the DM) for that casting. This improves to include the next higher spell level when you reach Wizard levels 10 (spell level 3), and 14 (spell level 4).
Level 10: Forked Transmogrification: When you cast a Transmutation no higher than level 3 that targets a single willing creature (including Self), you can modify it for that casting to target one additional visible willing creature within 15 feet of the first target. This improves to include the next higher spell level when you reach Wizard level 14 (spell level 4).
Armor and Attacks
Armor: Robe of Deep Waters & Staff of Last Resort: 17 AC
  AC can't be lower than 17
Attacks: Staff of Last Resort w/ True Strike
  2h, 5-feet, +9 to hit, 1d8+5 Bludgeoning / Slashing / Piercing damage, Versatile
  ...w/ True Strike: +2d6 Radiant damage
Mind Sliver 60-feet, DC 17 Int save, 3d6 Psychic damage, on fail target has -1d4 to next save
Firebolt 120-feet, +9 to hit, 3d10 Fire damage
Spellbook
Grimoire of Endless Possibilities This magical tome might theoretically have infinite pages as there is seemingly always more blank pages to write new spells onto, and it enjoys the indestructibility of an artifact. It is hefty and solidly bound, with metal corner caps and reinforcement. The elaborate front cover is adorned with a variety of mystical symbols around a magic circle bearing a prominent five-pointed star.
Cantrips: All Wizard cantrips, plus Projectile Screen and Proximity Alarm
Level 1 Spells: Comprehend Languages [Ritual], Creature Bane, Detect Magic [Ritual], Expeditious Retreat, Feather Fall, Grease, Identify [Ritual], Jump, Longstrider, Mage Armor, Magic Missile, Protection from Good and Evil, Shield, Sleep, Tenser's Floating Disk [Ritual], Transfer Potency [Ritual], Unseen Servant [Ritual]
Level 2 Spells: Enhance Ability, Enlarge/Reduce, Gentle Repose [Ritual], Feral Form, Invisibility, Knock, Levitate, Mirror Image, Misty Step, Primordial Hand, Rime's Binding Ice, See Invisibility, Spider Climb
Level 3 Spells: Blink, Counterspell, Dispel Magic, Haste, Fireball, Fly, Leomund's Tiny Hut [Ritual], Slow, Water Breating [Ritual]
Level 4 Spells: Control Water, Dimension Door, Divination [Ritual], Evard's Black Tentacles, Fabricate, Greater Invisibility, Polymorph, Stone Skin, Summon Elemental
Level 5 Spells: Bigby's Hand, Passwall, Rary's Telepathic Bond [Ritual], Telekinesis, Wall of Force
Level 6 Spells: Contingency, Disintegrate, Drawmij's Instant Summons [Ritual]
Expanded Spells
Projectile Screen: Cantrip Evocation (Artificer, Druid, Sorcerer, Wizard), Action, Self, S, Concentration, up to 1 round. When you cast this spell you must declare the facing of the screen relative to you as forward, left, right, or behind. You create a one-way curved screen of Force in a 90 degree arc around your space centered on the facing you declared. This disk deflects non-magical arrows, bolts, and other ordinary projectiles launched from the other side of the screen, causing them to automatically miss anything behind the arc of protection (including you).
  However, boulders hurled by giants or siege engines and similar large projectiles, and attacks that are able to go over or around the arc of protection, are unaffected. Disintegrate and similar effects destroy the screen instantly.
  Upcast. The arc of protection is 180 degrees at 5th level, and 270 degrees at 11th level. At 17th level you no longer declare a facing as the screen provides a 360 degree globe of protection centered on you, and attacks are no longer able to go over or around the screen.
Proximity Alarm: Cantrip Divination (Artificer, Druid, Wizard), Action, 5-feet, V, S, M (a tiny bell and a piece of fine silver wire), 1 hour. You set a proximity alarm on a location you can see within 5 feet of yourself, or on yourself. Until the spell ends, a mental alarm that only you can sense alerts you whenever a Small or larger creature other than yourself that you cannot see moves into or out of the detection range of the spell, which is a 5-foot radius around its location. The spell doesn't provide any information as to the identity or kind of a detected creature, but you do know their direction of travel when they enter or exit the area.
  This spell ends when its duration elapses, or if you cast it again (whichever comes first). When you cast the spell, you can designate up to ten creatures that won't set off the alarm (such as your fellow party members).
  Upcast. The range of detection improves to a 10-foot radius at 5th level, a 15-foot radius at 11th level, and 20-foot radius at 17th level.
Creature Bane: Level 1 Transmutation (Artificer, Ranger, Warlock, Wizard), Action, Touch, V, S, M (a weapon that you must touch), 1 hour. When you prepare this spell you must choose a creature type, such as Humanoid or Beast. You alter the weapon used as the material component when you cast this spell to gain a +1 bonus to hit creatures of the chosen type, and to inflict 1d6 Force bonus damage to creatures of the selected type on a successful hit, for the duration of this spell. The spell ends early if you cast it again.
  Repeatable. You can prepare this spell multiple times, choosing a different creature type each time. Each preparation is considered to be a seperate spell. For instance, Creature Bane (Dragon) and Creature Bane (Fiend) are considered to be different spells while prepared.
  Upcast. If cast with a level 2 spell slot the duration improves to 4 hours. If cast with a spell slot of level 3-4 the duration improves to 8 hours. If cast with a spell slot of level 5-6 the duration improves to 12 hours. If cast with a spell slot of level 7-8 the duration improves to 24 hours. If cast with a level 9 spell slot the bonus to hit improves to +2, the bonus damage improves to 2d6, and the spell lasts until it is dispelled, or you cast the spell again, or you decide to end it (no action required).
Transfer Potency [Ritual]: Level 1 Evocation (Artificer), 1 minute or Ritual, Touch, M (magic item with 1 or more remaining charges), Instantaneous. You expend 1 or more remaining charges from a magical item you touch while casting the spell, gaining a spell slot of a level equal to the number of charges expended plus 1. You cannot gain a spell slot of a level higher than your highest level spell slot in this way. For items that require attunement, you must be attuned to that item to transfer charges from it. If an item has its last charge transferred by this spell, it triggers any effect that item might have on use of its last charge.
  The spell slot gained in this way vanishes once it is used, or after you finish a Long Rest.
Feral Form: Level 2 Transmutation (Druid, Ranger, Sorcerer, Wizard), Action, Touch, S, M (the fang of a predatory beast), Concentration, up to 1 hour. You transmogrify a Humanoid that you touch (which can be yourself). This spell fails if cast on an Undead or Construct. An unwilling creature can succeed on a Constitution saving throw to be unaffected by the spell. Until the spell ends the affected creature has a feral aspect, with increased lean muscle mass and magically sharpened teeth and claws, and their behavior becomes more instinctive and primal. The creature has Disadvantage on all d20 Tests based on Intelligence and Charisma except Intimidation. If the creature tries to cast a spell, they must first succeed on a Constitution saving throw or the casting fails.
  However, until the spell ends the creature has Advantage on d20 Tests based on Strength, Dexterity, and Wisdom except Medicine. Additionally, their Speed increases by 10 feet, they gain a Climb and Swim speed equal to their Speed, and their leaping distance is doubled (but cannot exceed maximum movement per round). Finally, as a Bonus Action on each of their turns the creature can make an Unarmed Strike that deals 1d6 Slashing damage, using their choice of Strength or Dexterity as the attack characteristic. A creature affected by this spell for 10 minutes or more must succeed on a Constitution saving throw (DC 15) immediately after the spell ends, or suffer one level of Exhaustion.
  Upcast. When you cast this spell using a higher level spell slot, the duration doubles for every 2 levels above 1st level.
Primordial Hand: Level 2 Transmutation (Druid, Ranger, Sorcerer, Warlock, Wizard), Bonus Action, Touch, V, S, Concentration, up to 1 minute. You choose one of your own empty hands or touch an empty hand of one willing creature and choose Acid, Cold, Fire, or Lightning. The selected hand is temporarily transmogrified for the duration of the spell into a form that seethes with elemental energy of the chosen damage type. The creature cannot use the transformed hand to hold or manipulate anything for the duration of the spell. Until the spell ends, if the creature makes an Unarmed Strike using the transmogrified hand, it deals an additional 3d6 damage of the chosen type on a successful hit.
  Additionally, until the spell ends the creature can take a Magic action during their turn to project elemental energy from the transmogrified hand in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
  Upcast. The damage increases by 1d6 for each spell slot level above 2nd.
Rime's Binding Ice: Level 2 Evocation (Sorcerer, Wizard), Action, Self (Cone 30-feet), S, M (vial of meltwater), Instantaneous. A burst of cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is hindered by ice formations for 1 minute, or until it or another creature within reach of it uses an action to break away the ice. A creature hindered by ice has its speed reduced to 0. On a successful save, a creature takes half as much damage and isn't hindered by ice.
  Upcast. When you cast this spell using a spell slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd.