Base Class: Wizard
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 pow er you can manipulate.
The Corvum have improved upon the art of Necromancy, which does help with their reputation as villains. Corvum however are generally misunderstood, and simply use Necromancy as a means to obtain what they want. The School of Corvum Necromancy, however, sees it as just another tool to aid in their people's well being. Those who befriend the Corvum may gain access to their advanced school of Necromancy: The School of Corvum Necromancy, and all the benefits that come with it.
Corvum Necromancy Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an Necromancy spell into your spellbook is halved. You may also add Necromancy spells to your spellbook from other classes, allowing you to learn them as if they were Wizard spells: https://dnd5e.fandom.com/wiki/Category:Necromancy
Grim Harvest
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher (or if the slain creature was under the effect of one of your 1st or higher level spells when it died), you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead. Should the amount of regained hit points surpass your maximum hit points, then you may receive the surplus as non-stacking temporary hit points.
For each (temporary) hit point that you gain through this feature, you gain a Soul point as well, which lasts until you take a short or long rest. You may spend an action and use all your current Soul points to create a Spectral Skeleton Corvum within 10 feet, which may immediately act on your turn. It lasts up to 1 minute, after which you must spend a short or long rest before you may summon it again. It may benefit from Undead Thralls, cannot be affected by Turn/Destroy/Control/Command Undead, and it will gain a telepathic link to you and will always obey your commands.
The Spectral Skeleton uses the skeleton stat block (PHB 310) with the following changes:
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It has a flying speed of 50ft.
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It carries no weapons and instead has beak attack that uses the profile of the short sword attack listed in the stat block.
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The skeleton's HP is changed to twice the number of Soul Points you expended to summon it.
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It gains a bonus to AC and all d20 rolls. This bonus is equal to 1/4 of the Soul Points expended to summon the skeleton, rounded up and with a maximum of twice your proficiency bonus. For every 10 Soul points that you expend to summon it, it will gain an Extra attack with it's beak attack.
Undead Thralls
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.
Whenever you create an undead using a necromancy spell or class effect, 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.
In addition, all your Undead Thralls are under a permanent "Disguise Self" spell. The difference however is that once they engage in combat their disguise evaporates, and they may not benefit from it again until they leave combat. However, when a creature inspects them for a disguise, they may use your your spell save DC against their Intelligence (investigation). Your Undead Thralls will act like normal humanoids, but they can only talk if they have an intelligence of 8 or higher, during which they sound like normal humanoids of the disguised type.
Injured to Undeath
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
Command Undead
Starting at 14th level, you can use magic to bring 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 until you finish a long rest. 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 can repeat the saving throw at the end of every hour until it succeeds and breaks free.
At level 20, If the target has an intelligence of 8 or higher it no longer has advantage on the saving throw. And if it has a intelligence of 12 or higher it can no longer repeat the saving throw at the end of every hour, however it will still have advantage on the saving throw.
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