Wizard
Base Class: Wizard

Wizards who weave life magic so summon and bolster themselves, as an alternative to normal Necromancy by using both arcane and divine magic to summon and bolster himself and his summons.

Shun by most places as Bone Weavers surround themselves with undead, and them self partially turning undead, they travel the land to find a place to belong.
Some driven to necromancy others have chosen the path them self, but no matter they train themselves both body and mind, learning to use armor and weapons made mostly of bone, while summoning undead to keep them company, for protection or to do the chores they find trivial.

They study and experiment with undeath, not only on corpses but also on themselves, so they themselves come closer to undeath and the eternal life.

Bone Weavers can often be recognized as they have an undead construct with them put together from multiple skeletons, or by their undead features, it is even said that older and stronger Bone Weavers sacrifice part of their body to become stronger.

Bone Weaver Training

When you adopt this tradition at 2nd level, your Bone Weaver Training and your experiments with magic have paid off in two ways:

  • You gain proficiency with Light and Medium armor.
  • You gain proficiency with the Glaive, Sickle and Schimitar.
  • When you attack with a melee weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
  • The Bone Weaver training lets you choose from an expanded list of spells when you learn a wizard spell. The following spells are added to the wizard spell list for you when you learn a new spell from leveling or writing into your spellbook from a spellscroll. Aura of Vitality, Gentle Repose, Healing Word, Inflict Wound, Sapping Sting, Spare the Dying, Speak With Dead, Spirit Guardians.

Bone Golem

At 2nd level, your necromancy has borne you a faithful companion, a bone golem. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the bone golem stat block. The bone golem is a medium undead creature.

In combat, the bone golem 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 one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your spell focus as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The bone golem returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new bone golem if you have your spell focus with you. If you already have a bone golem from this feature, the first one immediately perishes.

Bone Golem
Medium undead, neutral
Armor Class 15 (Natural Armor)
Hit Points equal the bone golem’s Constitution modifier + your Intelligence modifier + five times your level in this class (The Bone Golem has a number of Hit Dice [d8s] equal to your wizard level)
Speed 30 ft.
STR
16 (+3)
DEX
6 (-2)
CON
18 (+4)
INT
4 (-3)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws CON +6, WIS +2
Skills Athletics +4, Perception +4
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 14
Languages understands the languages you speak
Challenge 0 (10 XP)

Bone Defender. In combat, the Bone golem 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 one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action.

If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your spell focus as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

Undead Fortitude. If damage reduces the bone golem to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the bone golem drops to 1 hit point instead.

Actions

Bone Sword. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + (PB) Necrotic damage.

Regeneration (3/Day). The bone golem, can use the necrotic magic inside itself to regenerate 2d8 + (PB) lost hit points.

Bone Armor (3/Day). The bone golem gets 2 + (PB) temporary Hit Points.

Reactions

Deflect Attack. The bone golem imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

 

Undead Constitution

At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.

you also gain resistance to poison due to your exposure to dead bodies.

Whenever you create an undead using a necromancy spell, excluding your Bone Golem, it has additional 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.

Necrotic Weaving

Beginning at 10th level, you have resistance to necrotic damage, and you learn new ways to channel necrotic energy to harm or heal. When either you deal necrotic damage with a spell or your bone golem hits a target, you can channel magical energy through the strike to create one of the following effects:

  • The target takes an extra 2d6 necrotic damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.

Deathless Mastery

Starting at 14th level, you start to master your necromantic powers.

your left arm is stripped to the bones, becoming a skeletal arm becoming a spellfocus, and you become immune to poison and disease. 

your Necrotic Weave and bone golem become more powerful:

  • The extra damage and the healing of your Necrotic Weave both increase to 4d6.
  • Your bone golem gains a +2 bonus to Armor Class.
  • Whenever your bone golem uses its Deflect Attack, the attacker takes necrotic damage equal to 1d4 + your Intelligence modifier.

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