Permutating Pivot

I*jhan (the Renewer)
Class: Wizard (Thanomancer): 20   Proficiency BonusPB: +6
Alignment: True Neutral Speed: 30 feet
Hit PointsHP: 141   Hit DiceHD: 20d6 AC: 15
Resistances: Psychic, Necrotic, Radiant, Adv vs Charmed & Frightened
STR: 8 (-1) Save: -1
INT: 20 (+5) Save: +11
Arcana: +17, Investigation: +11
DEX: 16 (+3) Save: +3
Initiative: +3, Acrobatics: +9, Stealth: +9
WIS: 20 (+5) Save: +11
Perception: +17
CON: 12 (+1) Save: +7
CHA: 11 (+0) Save: +0
Other Info
Height: 5' 11''    Weight: 175 lbs Lineage: Githyanki (humanoid, aberration) Gender: Male Size: Medium
AppearanceLooks: Hooded, skinny, athletic build. Thick silvery fu manchu and goatee, pale yellow eyes. Always looks grim. Temperament: I*jhan Eck'ac is subtle and selective with his words. A hard judge of character. Outcome matters not intent. Flaws: In the grand calculus of the multiverse, death is merely the beginning of a new journey.
Traits: Emotion is weakness. Results are proof of strength. Ideals: Everything dies eventually, but whatever remains can be put to good use. Bonds: Secretly serve the best interests of Arawn.
Languages: Common, Deep Speech, Gith, Draconic Proficiencies: Simple Weapons, Calligrapher's Supplies
Other Abilities: If moving half or less Speed creatures have Disadv on Perception checks to detect you. Adv on Stealth checks and can Hide as a Reaction when a creature you can see starts or ends their turn.
Gear
Attuned: Pendant of the Wolf, Ring of Arawn, Blackstar Amulet
Gear: Dimensional Satchel
Lineage
Gith [Yanki]
  Psionics. You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait. Starting at 3rd level, you can cast the Jump spell with this trait. Starting at 5th level, you can also cast the Misty Step spell with it. Once you cast Jump or Misty Step with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this lineage). None of these spells require spell components when you cast them.
  Astral Knowledge. You can mystically access a reservoir of experiences of entities connected to the Astral Plane. Whenever you finish a Long Rest, you gain proficiency in one skill of your choice and with one weapon or tool of your choice, as you momentarily project your consciousness into the Astral Plane. These proficiencies last until the end of your next Long Rest.
  Mental Discipline. Your innate psychic defenses grant you advantage on saving throws you make to avoid or end the Charmed and Frightened conditions on yourself.
  Psychic Resilience. You have Resistance to Psychic damage
  Language. You know Gith and its written form Tir'su.
Background
Astral Expatriate: +2 Dexterity, +1 Wisdom, Stealth, Perception, Tough.
Feats
Tough: Your maximum Hit Points are increased by 2 per character level.
Resilient: +1 Constitution. You have proficiency with Constitution saving throws.
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 Intelligence. 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, Identify, Unseen Servant, Alarm.
Skill Expert: +1 Wisdom. You have proficiency with Acrobatics, and Expertise with Perception.
Spell Recall: +1 Wisdom. Whenever you cast a spell with a level 1-4 spell slot, roll 1d4. If the number you roll is the same as the slot's level, the slot isn't expended.
Class: Wizard (Thanomancer)
Class Features: Spellcasting (INT, Spell Save DC: 19), Ritual Adept (Can cast unprepared Ritual spells from spellbook), Arcane Recovery, Scholar (Arcana), Memorize Spell, Spell Mastery (Magic Missile, Invisibility), Signature Spells (Summon Undead, Dispel Magic)
Cantrips: Mind Sliver, Toll the Dead, Thunder Clap, Message, Chill Touch, Light, Lineage [Mage Hand]
Spells: Shield, Ray of Sickness, Mage Armor, False Life, Feather Fall, Mirror Image, Expeditious Retreat, Darkvision, Darkness, Knock, Animate Dead, Haste, Fly, Dimension Door, Hallucinary Terrain, Bigby's Hand, Create Undead, Raise Dead, Globe of Invulnerability, Synaptic Static, Cone of Cold, Finger of Death /LR, Blight, Eyebite, Chain Lightning, Disintegrate, Prismatic Spray, Maze, Time Stop, Spell Mastery [Magic Missile, Invisibility], Signature Spells [Summon Undead /LR, Dispel Magic /LR], Lineage [Jump /LR, Misty Step /LR], Ritual Caster [Comprehend Languages, Detect Magic, Tenser's Floating Disk, Identify, Unseen Servant, Alarm]
Spell Slots: 1: 2: 3: 4: 5: 6: 7: 8: 9:
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: Unnatural Vitality: While you have Temporary Hit Points you are Immune to Necrotic damage and magical sleep, and your Hit Point maximum cannot be reduced. Additionally, 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 may add your Intelligence modifier to the damage roll, and you gain Temporary Hit Points equal to the Necrotic damage taken by the target.
Level 10: Improved Raiser of the Dead: You always have the Animate Dead spell prepared, and it does not count against your prepared spells limit. Additionally, you can cast Animate Dead as a Magic action but if you do so, after 10 minutes each creature that remains animated returns to its previous state as a pile of bones or a corpse. You always have the Raise Dead and Create Undead spells prepared. Raise Dead is a Wizard spell for you, and neither spell counts against your prepared spells limit. You can cast one but not both spells without a spell slot and without Material components once per Long Rest.
Level 10: Undead Bolstering: At the start of each of your turns you may choose an Undead creature within 120 feet of yourself that is under your control or takes orders from you, and then spend and roll one or more of your remaining Hit Dice. The chosen creature gains Temporary Hit Points equal to the total, and can use your Proficiency Bonus instead of their own until they have no Temporary Hit Points remaining, or you finish a Long Rest, or you die, or they die.
Level 14: Death Ray: You always have the Finger of Death spell prepared and it does not count against your limit. You can cast Finger of Death without Verbal components, with a range of 300 feet, and it always deals maximum damage. Additionally, you can cast Finger of Death without a spell slot once per Long Rest.
Armor and Attacks
Armor: Blackstar Amulet 15 AC
Chill Touch 5-feet, +11 to hit, 4d10+5 Necrotic damage
  target can't regain HP until end of your next turn
  you gain Temp HP = damage taken
Toll the Dead 60-feet, DC 19 Wis save, 4d8 Necrotic damage, damage uses d12 if the target is missing HP
Spellbook
The Nothing Special This worn black leather volume has a complex knotwork cover but is otherwise nothing special. The paper is standard grain but rough cut, the binding is sound but not exceptional, the leather cover is sturdy but not exotic. It's just a spellbook. Nothing special to see here. No reason to look further. You're just wasting your time scrutinizing it. Seriously, there's no double talk here, nothing implied or winked at. It's just a standard no frills spellbook. Really really. Honest.
Cantrips: All standard Wizard cantrips
Level 1 Spells: Alarm [Ritual], Cause Fear, Comprehend Languages [Ritual], Detect Magic [Ritual], Expeditious Retreat, False Life, Feather Fall, Mage Armor, Longstrider, Identify [Ritual], Jump, Longstrider, Magic Missile, Protection from Evil and Good, Ray of Sickness, Shield, Tenser's Floating Disk [Ritual], Unseen Servant [Ritual]
Level 2 Spells: Darkness, Darkvision, Invisibility, Knock, Levitate, Mirror Image, Misty Step, Ray of Enfeeblement, Rime's Binding Ice, See Invisibility
Level 3 Spells: Animate Dead, Bestow Curse, Dispel Magic, Fear, Fly, Leomund's Tiny Hut [Ritual], Remove Curse, Speak with Dead, Summon Undead, Water Breating [Ritual]
Level 4 Spells: Banishment, Blight, Dimension Door, Divination [Ritual], Hallucinary Terrain, Phantasmal Killer
Level 5 Spells: Bigby's Hand, Cone of Cold, Contact Other Plane, Contagion, Dominate Person, Rary's Telepathic Bond [Ritual], Synaptic Static
Level 6 Spells: Chain Lightning, Circle of Death, Create Undead, Disintegrate, Eyebite, Globe of Invulnerability, Magic Jar
Level 7 Spells: Etherealness, Finger of Death, Reverse Gravity, Prismatic Spray, Symbol
Level 8 Spells: Antipathy/Sympathy, Clone, Maze, Mind Blank
Level 9 Spells: Astral Projection, Power Word: Kill, Time Stop, Wish
Expanded Spells
Cause Fear [©]

Level 1 Necromancy (Bard, Sorcerer, Warlock, Wizard)

Casting Time: Action

Range: 60-feet

Components: V

Duration: Concentration, up to 1 hour

Source: Xanathar's Guide to Everything

You awaken the sense of mortality in one creature you can see within range. The target must succeed on a Wisdom saving throw or become Frightened of you until the spell ends. The Frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Using a Higher-Level Spell Slot: You can target one additional creature for each spell slot level above 1. The creatures must be within 30 feet of each other when you target them.

Rime's Binding Ice

Level 2 Evocation (Sorcerer, Wizard)

Casting Time: Action

Range: Self (Cone 30-feet)

Components: S, M (vial of meltwater)

Duration: Instantaneous

Source: Fizban's Treasury of Dragons

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.

Using a Higher-Level Spell Slot: 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.