Base Class: Wizard
Necromancer
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.
Necromancers come from a variety of flavors. In some settings they might use their powers for good. While others use their skills to create frightening undead monstrosities has simply In reality, necromancers are a varied set of people with outlooks on their craft different in different campaigns. There is, however, one thing all of them have in common: each necromancer has some form of power over the vital essences that move any living creature - and they seek to use this to their advantage. Whether strayed wizards, aspiring acolytes or even blessed priests of gods of life, necromancers aim to achieve their goals by manipulating the very core of any creature's being.
Necromancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spell book is halved.
Grim Harvest
You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your wizard level × 5.
As an action, choose a creature you can see within 30 feet of you and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Additionally, if you expend at least 5 points of grim harvest to attempt to heal an undead, they gain the following permanent benefits:
- The creature’s hit point maximum is increased by an amount equal to your wizard level.
- The creature adds your proficiency bonus to its weapon damage rolls and half your proficiency bonus to its attack rolls.
Whenever you kill a creature with a spell, other than a undead or construct, restore 1 harvest point or 2 if its a necromancy spell.
The Dark Arts Book One
At 6th level, you add the Revivify, Animate Dead and Inflict Wounds spells to your spell book if they are not there already. The living knowledge of These spells are undead, never fading and never dying. These spells are always prepared and don't count against your known spells. These spells are extra potent for you and have additional benefits and unique ways of casting them. You gain more of these spells at higher levels
| Spells | Description |
| Revivify | When you cast this spell you can expend any amount of harvest points to heal the newly revived target |
| Animate Dead | You can cast this spell as an action and target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Additionally its range increases to 30 ft. |
| Inflict Wounds | When you successfully hit with a creature with a melee weapon attack, you can cast inflict wounds as a bonus action and automatically hit the creature with the spell |
The Dark Arts Book Two
At 10th level, you add the Shadow of Moil, Contagion and Raise Dead spells to your spell book if they are not there already. The living knowledge of These spells are undead, never fading and never dying. These spells are always prepared and don't count against your known spells. These spells are extra potent for you and have additional benefits and unique ways of casting them. You gain more of these spells at higher levels
| Spells | Description |
| Shadow of Moil | The range of both effects increase to 60 ft and nonmagical light can't illuminate the area |
| Contagion | When you successfully hit with a creature with a melee weapon attack you can cast contagion as a bonus action and automatically hit the creature with the spell. |
| Raise Dead | You cast the spell as an action, without verbal or somatic components. The spell will still take an hour to take effect. You don't need to be alive or present during the hour. Afterwards the target suffers no penalty. Additionally, when you cast this spell you can expend any amount of harvest points to heal the newly revived target |
| At level 15 | |
| Eyebite | The duration of this spell increases to 10 minutes. |
| Regenerate | The target regains 5 hit point at the start of each of its turns (50 hit points each minute) instead. |
| Resurrection | When you cast this spell you can spend 100 harvest points to power the spell. When you do so cast the True Resurrection spell as an action instead. The material component is not consumed. |
Immortal Tether
Starting at 14th level undeath wells inside you. You form a tether around your soul that prevents you from aging. As you leave behind the possibility of death from age you are presented a choice: bind the tether to your mortal body, the spirits around you, or use it to ensnare an undead. You can switch your choice on long rest (swap in builder).
Mortal Tether
The tether ties your soul to the mortal plain. You gain resistance necrotic damage and Your maximum hit points can not be reduced. Additionally When you drop to 0 hit points as a result from taking damage, you must make a Constitution saving throw with a DC equal the excess damage dealt, unless the damage is radiant or from a critical hit. On a success, you drops to 1 hit point instead. You automatically succeed on this saving throw if the damage is necrotic.
Spirit Tether
Your soul is tethered to the spirits around you. Life-preserving energy radiates from you in an aura with a 20-foot radius. Each nonhostile creature in the aura has Immunity to effects that kill instantaneously without dealing damage. In addition, nonhostile, living creatures (excluding you) regain 1 hit point when they end their turn in the aura with 0 hit points.
Tether Undead
You can use the tether to bring an undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again or you switch this feature for another.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Previous Versions
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6/25/2022 1:01:27 AM
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52
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13
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1.2
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Coming Soon
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