Abyssal Scion

Ordom (The Threnodic Thanomancer)
Class: Wizard (Thanomancer): 11   Proficiency BonusPB: +4
Alignment: Neutral Evil Speed: 30 feet
Hit PointsHP: 108   Hit DiceHD: 11d6 AC: 17
Resistances: Fire, Poison, Bludgeoning
STR: 12 (+1) Save: +1
INT: 20 (+5) Save: +9
Arcana: +13
DEX: 17 (+3) Save: +3
Initiative: +3, Stealth: +7
WIS: 15 (+2) Save: +6
Insight: +6
CON: 18 (+4) Save: +8
CHA: 11 (+0) Save: +0
Deception: +4
Other Info
Height: 5' 10'' Weight: 165 lbs Lineage: Cambion (humanoid, fiend) Gender: Male Size: Medium
AppearanceLooks: Faded blue-black skin, six fingered, yellow eyed, grizzled and grimacing. Obvious Graz'zt-spawn. Temperament: Dour and fatalistic. Makes most pessimists seem absurdly optimisitic. Flaws: No matter what, you can always see a down side to literally anything.
Traits: Just remember your ABA's:
* Always Be Apathetic
* Always Be Aseptic
* Always Be Aloof
Ideals: You met your father once. He seemed unimpressed. You could maybe earn his interest, but why put in the work? Bonds: Verin kept trying to encourage you to higher ambition, but he seems to have given up.
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, and can also cast it without a spell slot once per Long Rest.
Background
Abyssal Prodigy: +2 Intelligence, +1 Constitution, Deception, Stealth, 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.
Resilient: +1 Constitution. You have proficiency with Constitution saving throws.
Class: Wizard (Thanomancer)
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: Resilient (+1 Con)
Cantrips: Mage Hand, Toll the Dead, Minor Illusion, True Strike, Chill Touch, Projectile Screen, Lineage [Fire Bolt, Thaumaturgy]
Spells: Shield, Ray of Sickness, Misty Step, See Invisible, Knock, Mirror Image, Fly, Blink, Dispel Magic, Speak with Dead, Summon Undead, Dimension Door, Greater Invisibility, Bigby's Hand, Cone of Cold, Synaptic Static, Circle of Death, Lineage [Charm Person /LR, Darkness /LR]
Spell Slots: 1: 2: 3: 4: 5: 6:
Subclass Features
Level 3: Necromancy Savant: Choose two Wizard spells from the Necromancy 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 Necromancy school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Level 3: Stolen Vitality: You know the Chill Touch cantrip, it does not count against your number of cantrips known, and you can cast it without spell components. When you cast it, you can choose to lose any Temporary Hit Points you may already have and gain Temporary Hit Points equal to the Necrotic damage taken by the target. While you have any of these Temporary Hit Points you are Immune to Necrotic damage and your Hit Point maximum cannot be reduced.
Level 10: Improved Summoner of the Dead: You always have the Summon Undead spell prepared, it does not count against your limit, and you can cast it without Material components. Additionally, when you cast Summon Undead you can modify it so that it does not require Concentration. If you do, the spell's duration becomes 1 minute for that casting, and when summoned the Undead Spirit has a number of Temporary Hit Points equal to your Wizard level plus your Intelligence modifier. When you cast Summon Undead, it is resolved as if it is being cast using a spell slot one level higher than it actually is. Also, you can cast Summon Undead without a spell slot once per Short Rest.
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 [+2 AC while wielded]
  2h, 5-feet, +9 to hit, 1d8+5 Bludgeoning / Slashing / Piercing damage, Versatile
  ...w/ True Strike: +2d6 Radiant damage
Chill Touch 5-feet, +9 to hit, 3d10 Necrotic damage
  target can't regain HP until end of your next turn
  you gain Temp HP = damage taken plus while you have these Temp HP
  ...you have immunity vs Necrotic and Max HP cannot be reduced
Toll the Dead 60-feet, DC 17 Int save, 3d8 Necrotic damage, damage uses d12 if the target is missing HP
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
Level 1 Spells: Comprehend Languages [Ritual], Detect Magic [Ritual], Expeditious Retreat, False Life, Feather Fall, Fog Cloud, Grease, Ice Knife, Identify [Ritual], Jump, Longstrider, Mage Armor, Magic Missile, Protection from Good and Evil, Ray of Sickness, Shield, Sleep, Tasha's Hideous Laughter, Tenser's Floating Disk [Ritual], Unseen Servant [Ritual], Witch Bolt
Level 2 Spells: Gentle Repose [Ritual], Invisibility, Knock, Levitate, Mirror Image, Misty Step, Ray of Enfeeblement, Rime's Binding Ice, See Invisibility, Shatter, Spider Climb, Suggestion, Web
Level 3 Spells: Animate Dead, Bestow Curse, Blink, Counterspell, Dispel Magic, Fear, Fly, Leomund's Tiny Hut [Ritual], Remove Curse, Slow, Speak with Dead, Summon Undead, Water Breating [Ritual]
Level 4 Spells: Banishment, Blight, Dimension Door, Divination [Ritual], Evard's Black Tentacles, Greater Invisibility
Level 5 Spells: Bigby's Hand, Cone of Cold, Rary's Telepathic Bond [Ritual], Synaptic Static
Level 6 Spells: Circle of Death, Create Undead, Eyebite, Magic Jar
Expanded Spells
Projectile Screen: Cantrip Evocation (Artificer, Druid, Wizard), Bonus 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.
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.