Wizard
Base Class: Wizard

The School of Undying Fire explores the cosmic forces fire and death. 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 burn the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.

Most people see these wizards as menacing, or even villainous, due to the close association with death and their penchant for burning things. Not all are evil, but the forces they manipulate are considered taboo by many societies.

Ghost Light

Beginning when you select this school at 2nd level, necromancy spells you cast begin to flicker with eerie blue ghostly flames. When you cast a necrotic spell, you can change it's damage type to fire.

Corpse Explosion

At 2nd level, you gain the ability to detonate a nearby corpse that you can see. You can use a bonus action to target a corpse of medium or smaller that you can see within 60 feet of you, causing it to explode. All creatures within 5 feet of the corpse must succeed on a Dexterity saving throw againt your wizard spell save dc or take 1d6 of necrotic or fire damage, this destroys the corpse. Increase the radius by 5 feet and add 1d6 for each size larger than small. You can use this feature a maximum number times equal to your Intelligence modifier (minimum of one). You regain all expended uses of it when you finish a long rest.

At higher levels you can target larger corpses to explode. You can target large corpses at 6th level, huge corpses at 10th level, gargantuan corpses at 14th level.

Ignited Spirit

At 6th level, you add the animate dead and fireball spells to your spellbook if they are not there already. Whenever you create an undead using a necromancy spell,  you can ignite the undead you raised in blue ghostly flames. Granting it additional benefits:

  • Resistance to necrotic and fire damage.
  • When the creature hits with a melee weapon attack, you can roll a d6 and add it to the damage roll as fire damage. The creature then takes an equal amount of damage.
  • The creature adds your proficiency bonus to its weapon damage and attack rolls.

Burning Resentment

Beginning at 10th level, you have spent so much time immersed in the practical study of necromancy and fire that you have become resistant and you have also learned to animate larger and more terrifying creatures. You choose resistance to necrotic or fire damage. When you cast a necromancy spell, you can now target up to large corpses. If the target could become a mount for example a horse, it becomes a warhorse skeleton. Large undead that you control have additional benefits:

  • The creature’s hit point maximum is increased by 10.
  • The creature adds 1d6 Bludgeoning damage to it's melee damage rolls.
Resistance to fire

You have resistance to fire damage.

Resistance to necrotic

You have resistance to necrotic damage.

Blazing Desire

Starting at 14th level, you can use magic to burn away the remnant will of undead, forcing them to submit to your control . 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.

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 takes 1d20 fire damage at the end of every hour until it dies.

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