Wizard
Base Class: Wizard

A Necromancer who uses his knowledge to preserve life.

Scholar of Life and Death

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

After your life altering event you have started learning to use this knowledge to preserve life, not just end it. You may also add cleric spells to your spellbook at regular cost.

Power of Death

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, 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.

Power of Life

At 6th level, you add the death ward spell to your spellbook if it is not there already. When you cast death ward, you can target one additional creature.

Whenever you create an undead using a necromancy spell, 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.

Attunement with Death

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 necromancy and the forces of undeath, that you have become attuned to some of its more harmful effects.

Seize the Marionette

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 is forced to roll a Charisma saving throw versus your spell save DC. If successful, it becomes immune to this feature. If it fails, it becomes friendly to you and follows your orders until you use this feature again.

Intelligent undead are harder to control. If it target has an Intelligence score of 8 or higher, it gains advantage on the save. If it fails the saving throw and has an INT of 12 or higher, it may repeat the saving throw at the end of every hour until it succeeds and breaks free.

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