Wizard
Base Class: Wizard

Those who study ethical necromancy try to de-stigmatize the necromantic arts in the public eye. By focusing on the manipulation of life energies rather than the creation of undead, they can keep themselves and their allies alive longer.

Necromancy Savant

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.

Waxing 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, you or an ally within 10 feet of the creature regain HP 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.

Waning Essence

At 6th level, creatures you affect with necromancy spells are drained of their life essence. When you affect a creature with a necromancy spell, you can force that creature to make a Constitution saving throw equal to your spell save DC. If it fails, the creature's Hit Point Maximum is reduced by 2 x the spell's level. This does not effect constructs.

You can use this feature a number of times equal to your Intelligence modifier. Once you do so, you cannot use this feature again until you finish a long rest.

Inured to Negative Energy

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 studying the forces of life and death that you have become inured to some of their worst effects.

Absorb Undead

Starting at 14th level, you can use magic to absorb the forces that animate undead. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Wisdom saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it dies, and you or an ally within 10 feet of the creature gains Temporary Hit Points equal to it's remaining Hit Points.

Intelligent undead are harder to destroy in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw, and it takes 10d10 force damage instead of instantly dying. If it fails the saving throw and has an Intelligence of 12 or higher, it only takes 5d10 damage.

Previous Versions

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7/9/2023 11:08:15 PM
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