Arcane Tradition: The Ritualist

Image Used: From the Dust Reborn by Cygames for Shadowverse

A wizard subclass for the world's greatest roleplaying game

Created by u/Malborntheratking

Arcane Tradition: The Ritualist

A Seclusive order of wizards who dedicate themselves to performing ghastly rituals using forbidden magic. These rituals allow them to summon powerful undead. These rituals are costly, and it's no secret that these wizards tend to resort to darker methods to get the components necessary for their rituals.

Quickened Ritual

2nd level Ritualist feature
Your studies in the arcane arts allow you to prepare rituals more quickly. Whenever you cast a spell as a ritual, you can use this feature for its casting time to be 1 minute longer, instead of 10 minutes. At 14th level, you can instead cast the spell as an action whenever you cast it as a ritual. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses whenever you finish a long rest.

Black Magic Ritual

2nd level Ritualist feature
You are capable of performing a ritual that allows you to conjure a powerful undead servant. The ritual requires 8 uninterrupted hours, where you must maintain concentration and perform intricate necromantic rites.


Once the ritual is complete, you conjure a number of Undead Minions equal to your proficiency bonus, in unoccupied spaces within 30 feet of you. The minions use the Undead Minion stat block, which is found at the end of this document and use your proficiency bonus (PB) in several places. A minion remains until it is reduced to 0 hit points, until you use this feature again, or until you die. Anything the minion is wearing or carrying is left behind when the minion vanishes.


The minions are allied to you and your companions. In combat, the minions share your initiative count, but they take their turns immediately after yours. They can move and use their reactions on their own, but the only action they take on their turn is the Dodge action unless you take a bonus action on your turn to command them to take another action (each capable of taking different actions according to your commands). That action can be one on their stat block or some other action. If you are incapacitated, the minions can take any action of their choice, not just Dodge.


During the ritual, you can choose to spend a slot of 1st level or higher. If you choose to spend a spell slot during the ritual, the minions gain a bonus equal to the level of the spell slot spent in several places, as shown in the Undead Minion Stat Block. You cannot regain this spent spell slot so long as the minions remains.

Image Used: Whole-Spirited Necromancer by Cygames for Shadowverse

Created by u/Malborntheratking

Called by the Grave

6th level Ritualist feature
Attacks made from Undead creatures under your command count as magical for the purposes of overcoming resistance and immunities. In addition, you add the animate dead spell to your spellbook if it is not there already. Otherwise, you can add another 3rd-level or lower necromancy spell from any spell list to your spellbook. You can cast animate dead as a ritual, but if you cast the spell this way, you can only target 1 corpse with it. Once you cast this spell this way, you must finish a long rest before you can do so again. At 14th level, if you cast animate dead as a ritual, you can target 2 corpses as normal.

Negative Ward

10th level Ritualist feature
You are capable of using the necromantic energy of your undead minions to ward off harm from yourself and your companions. When you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to choose an Undead under your command within 30 feet of you. The undead becomes the target of the attack, using the same roll. This magic can transfer the attack's effects regardless of the attack's range. If the Undead is reduced to 0 hit points, you take any of the remaining damage. You can use this feature a number of times equal to your proficiency bonus. You regain expended uses whenever you finish a long rest.

Advanced Ritual Art

14th level Ritualist feature
Whenever you perform your Black Magic Ritual, you can choose to enhance it with costly materials, allowing you to conjure an Undead Champion, a powerful undead creature. To enhance the ritual, you must provide 500 gp worth of costly components, which the ritual consumes. At the end of the Ritual, an Undead Champion appears in an unoccupied space of your choice within 30 feet of you, instead of the Undead Minions.


The champion is friendly to you and your companions, and it obeys your commands. The champion uses the Undead Champion stat block, which is found at the end of this document and uses your proficiency bonus (PB) in several places. At the end of the ritual, choose the creature's form: Knight, Sage, or Assailant. The champion resembles an undead creature with the chosen form, which determines certain traits in its stat block.


In combat, the champion shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the champion can take any action of its choice, not just Dodge.


The champion remains until it is reduced to 0 hit points, until you perform your Black Magic Ritual, or until you die. Anything the champion was wearing or carrying is left behind when the champion vanishes.


During the ritual, you can choose to spend a slot of 1st level or higher. If you choose to spend a spell slot during the ritual, the champion gains a bonus equal to the level of the spell slot spent in several places, as shown in the Undead Champion Stat Block. You cannot regain this spent spell slot so long as the champion remains.

Image Used: Regenerate Spirit by Cygames for Shadowverse

Created by u/Malborntheratking


Undead Minion

medium undead, unaligned


Armor Class 10 + PB + 1 for a 1st-level spell slot + 1 for each spell level higher than 1st (Natural Armor)

Hit Points 5 + two times your wizard level + 3 for a 1st-level spell slot + 3 for each spell level higher than 1st (the minion has a number of Hit Dice [d8s] equal to your wizard level)

Speed 30ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 15 (+2) 14 (+2) 8 (-1) 10 (+0)

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 9

Languages understands the languages you speak

Challenge Proficiency Bonus (PB) equals your bonus


Damage Absorption. If the minion would take necrotic damage, it instead regains hit points equal to the amount of necrotic damage it would've taken.

Will of the Master. You can add your PB to any ability check or saving throw that the minion makes.

Actions

Draining Touch. Melee Weapon Attack: your spell attack modifier to hit + 1 for a 1st-level spell slot + 1 for each spell level higher than 1st, reach 5ft., one target. Hit: 1d6 + 3 bludgeoning + PB + 1 for a 1st-level spell slot + 1 necrotic damage for each spell level higher than 1st damage.

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Author: u/MalbornTheRatKing

Image Used: Minthe, Steward of Souls, by Cygames for Shadowverse

Created by u/Malborntheratking



Undead Champion

medium undead, unaligned


Armor Class 12 + PB + 1 for a 1st-level spell slot + 1 for each spell level higher than 1st (Natural Armor)

Hit Points 5 + five times your wizard level + 5 for a 1st-level spell slot + 5 for each spell level higher than 1st (the champion has a number of Hit Dice [d8s] equal to your wizard level)

Speed 30ft.; fly 60 ft. (Sage only; hover)


STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 21 (+5) 20 (+5) 14 (+2) 16 (+3)

Damage Immunities poison

Condition Immunities charmed, exhaustion, frightened, poisoned

Senses darkvision 120 ft., passive Perception 9

Languages understands the languages you speak

Challenge Proficiency Bonus (PB) equals your bonus


Damage Absorption. If the champion would take necrotic damage, it instead regains hit points equal to the amount of necrotic damage it would've taken.

Devil Sight. Magical darkness doesn't impede the champion's darkvision.

Will of the Master. You can add your PB to any ability check or saving throw that the champion makes.

One with Shadows (Assailant Only). While in dim-light or darkness, the champion can become invisible as a bonus action. The invisibility lasts until the champion is no longer in dim-light or darkness, makes an attack, forces a creature to make a saving throw, targets a creature with a spell or effect, or dismisses it as a bonus action.

Marshal Undead (Knight Only). Unless the champion is incapacitated, it and undead creatures under your command within 60 feet of it have advantage on saving throws against features that turn undead.

Actions

Multiattack. The champion makes two attacks + 1 for each spell level higher than 6th.

Dread Blade. (Knigth Only) Melee Weapon Attack: your spell attack modifier + 1 for a 1st-level spell slot + 1 for each spell level higher than 1st to hit, reach 5ft., one target. Hit: 2d6 + 5 bludgeoning + PB + 1d8 for a 1st-level spell slot + 1d8 necrotic for each spell level higher than 1st damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened until the end of the target's next turn.

Necrotic Bolt (Sage Only). Ranged Spell Attack: your spell attack modifier + 1 for a 1st-level spell slot + 1 for each spell level higher than 1st to hit, range 150 ft., one target. Hit: 2d10 + 5 + + PB + 1d8 for a 1st-level spell slot + 1d8 necrotic for each spell level higher than 1st damage.

Life Steal Dagger (Assailant Only). Melee Weapon Attack: your spell attack modifier + 1 for a 1st-level spell slot + 1 for each spell level higher than 1st to hit, reach 5ft., one target. Hit: 2d4 + 5 bludgeoning + PB + 1d8 for a 1st-level spell slot + 1d8 necrotic for each spell level higher than 1st damage, and the creature must succeed on a Constitution saving throw against your spell save DC or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Necrotic Orb (PB/Day) (Sage Only). The champion hurls a magical ball of necrotic energy that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw against your spell save DC. A creature takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

Image Used: Undead Outbreak by Cygames for Shadowverse

Created by u/Malborntheratking