Wizard
Base Class: Wizard

Some Necromancers seek a more philosophically altruistic approach to this generally dark school of magic. Elysium Necromancy is the practice of applying a positive twist to traditional necromancy. Scholars of this school see undeath as a chance for good souls to commit final acts of heroism and martydom, for neutral souls to make an impact on the world and for evil souls to redeem themselves after-life. Elysium necromancers take great lengths to distance themselves from evil necromancers, and even scoff at good-alligned creatures who use traditional necromancy. Elysium necromancers see thier school as "restraint" and "pure", using necromancy as intended, whereas using necromancy for evil purposes is the easy and more deplorable way to use the art. These wizards get along with spores druids and may often learn under deities of balance, Archilches and Topaz Dragons.

Restriction of a pure heart: Only non-evil alligned creatures can take this subclass. If a non-evil creature's allignment changes to evil while using this subclass, through magical means or roleplay, the subclass is replaced by the school of necromancy subclass in the PHB

(This is inspired in part by the white necromancer in kobold press' "deep magic" suppliment)

 

White Necromancy

Beginning when you select this school at 2nd level, you prove you are different from the reputation of the opposite school of necromancy. The gold and time you must spend to copy a necromancy spell into your spellbook is halved. You also gain proficiency with the medicine and religion skills if you do not already have them. 

Gift of the Grim

You learn the spare the dying cantrip which does not count against the number of cantrips you know. This spell has a range of 30ft range instead of a range of touch. Additionally when you cast this spell on a creature with 0 hit points you can expend a number of your own hit dice no greater then your proficiency bonus. Roll the dice expended, the target creature regains HP equal to the result.

Justice in Undeath

At 6th level, you add the animate dead spell to your spellbook if it is not there already. Undead reanimated by you regain a semblence of life and inherit pieces of your morality.

Whenever you create an undead using a necromancy spell, it has additional benefits:

  • The creature gains a semblence of life. All undead reanimated by you is under the effects of the speak with dead as long as it is animated. and have a silvery appearance weaved around them which makes them less grotesque to observe. This may make them seem akin to astral forms, silvery guardians or ghostly paladins under your command.
  • The creature’s hit point maximum is increased by an amount equal to your wizard level.

The following features are dependent on your allignment:

  • Good: The undead has a thirst for justice equal to your own. When you cast a spell with a range of touch, undead created by your spells can deliver the spell as if it had cast the spell. The undead must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
  • Neutral: The undead shares your interest in balance and equality. When an undead creature created by your spells hit a creatrue with an attack, the undead can use its reaction to force the creature to make a wisdom saving throw against your spell save DC or be frightened. This can only effect Good and Evil creatures.

Undead creatures animated by you peacefully dissolve into white dust when the duration of the animation spell is over or they are reduced to 0HP.

Gentle Rest

Beginning at 10th level, you can dismiss your undead early to protect the living. You can issue a new command as a bonus action and dismiss any number of undead created by your magic as long as they are on the same plane of existance as you. When dismissed, the undead peacefully turn to white dust and add their residual power to a pool of hit points you can expend as part of the action used to dismiss the undead, or as a bonus action on subsiquent turns, to heal a creature within 30ft of you. Each undead dismissed adds a number of hit points to the pool equal to its number of hit dice when dismissed (min 1.). You can only have a maximum number of HP in this pool no greater then your wizard level + Int mod.

Exaltate the Undead

Starting at 14th level, you can use magic to bring undead under your control from under the control of evil necromancy. As an action, you can target a number of undead within 30ft of you up to your intelligence modifier and force them to make Charisma saving throws against your spell save DC. On a failure undead with intelligence of 11 or lower become creatures under your command as if you animated them by your own animate dead. They gain all the benifits of your Justice in Undeath feature and follow your commands untill harmlessly dissolving into dust after 24 hours. If you target undead with an intelligence of 12 or higher they instead take 10d8 necrotic damage on a failed save and half on a successful save (this damage ignores resistances and immunity).

You can only use this feature once per day and regain it after a long rest.

School Of Elysium Necromancy Image

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