Base Class: Wizard
Undead sorcery
Summon
At 2nd level, you gain summoner points which you can use to summon undead creatures to be under your control. To summon an undead creature takes an action, and to send them back to the void takes a bonus action. You gain 1 summoner point per level, and you regain all your summoner points after a long rest. When your summons reach 0 hit points they go back to the great beyond, and your summons disappear after a long rest. Your summons count as sidekicks, and share the same initiative as the player.
Summon Options:
Zombie or Skeleton
2 summoner points
Deathlock Wight
6 summoner points
Bone Knight
10 summoner points
Giant Skeleton
14 summoner points
Undead Young Red Dragon (same stat block as a young red dragon, but has a undead appearance, and immunity to necrotic damage while having vulnerability to radiant damage.)
20 summoner points
Corpse Explosion
At 6th level, as a bonus action you can make one of your summons explode (bringing it to zero hit points) making everyone within 5 Ft. of the creature do a Constitution saving throw (DC 8 + Intelligence modifier + Proficiency bonus). On a fail, a creature takes damage equal to the amount of hit points the exploded summon had, and on a success half of that.
Skeletal Mage
At 10th level, using a third level spell slot you can summon an undead mage ; doing so requires an action, and the undead has the stat block of a cr 6 mage. When you use this feature using a spell slot of 4th level or higher, it increases the undead mage’s hit points by 8, and its intelligence score by 2 for each slot level above 3rd. These skeleton mages disappear after 1 minute (10 rounds), and share the same initiative as the player. This feature has an amount of charges equal to your Intelligence modifier that reset after a long rest, however, you can only create one mage of this manor if you cast it again the first mage created will be killed and replaced with the second one. Additionally, you can use one of this features charges to give the mage one of the following abilities: all attacks deal an extra 2d6 poison damage, all attacks make an enemy do a Constitution saving throw (spell save DC) or become poisoned for a minute (10 rounds), or all attacks have advantage.
Duplicate
At 14th level, as an action, you can make a duplicate of yourself with the bones of your enemies and your blood. Doing so takes half of your hit points (If under half of your maximum hit points, this ability cannot be used) giving the half to your duplicate. This duplicate is the same as you in every way (any spell slots or abilities used before making this duplicate counts as used for the duplicate as way, however, this means the duplicate also has the same equipment and spells as you), and it shares spell slots, ability charges, and summoner points with you. The duplicate disappears after a long rest, and this feature has one charge that recharges after a long rest.
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Posted Dec 27, 2024very nice i really like the corps' explode but i think you should get more points at higher levels or switch some monsters like the dragon with something a little stronger and i think that you should be able at the dm discretion to use a spell slot to rise something which has a cr of 2X or lower the spells level