Wizard
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 power you can manipulate.

Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

Creating this subclass to match closer to the the 2024 rules.

Necromancy Savant

Choose two Necromancy spells from the Wizard spell list, each of which must be no higher than level 1, and add them to your spellbook for free.

In addition, whenever you gain access to a new level of spell slots in this class, you can add one Necromancy spell from the Wizard spell list to your spellbook for free.

Grim Harvest

At 3rd level, you add the Find Familiar spell to your spellbook if it is not there already and can cast it as an action. You can cast this spell without expending a spell slot once per long rest. When you cast this spell with the Grim Harvest feature, it is considered from the school of necromancy.

When you cast the spell as a necromancy, you choose an undead creature of CR 1 or less, to a minimum of ⅛.

In addition, any creature you summon with a necromancy spell has a number of Temporary Hit Points equal to your Wizard level plus your Intelligence modifier.

Undead Thralls

At 6th level, you add the Summon Undead spell to your spellbook if it is not there already. When you cast the spell, you can modify it so that it doesn’t require Concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

In addition, when you use the Grim Harvest ability you can summon a number of undead with the combined Challenge Rating equal to your Wizard level divided by 3 (round down).

Inured to Undeath

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. At 10th level, you gain the following benefits:

  • Necrotic Resistance. You have resistance to necrotic damage
  • Life Drain. When you deal damage with a necromancy spell, you gain a number of temporary hit points equal to twice the spell’s level.

Undead Champion

At 14th level, you can use a bonus action to empower one of your summoned undead. You choose one of your summoned undead and it gains the following benefits for 1 minute:

  • The undead grows one size category larger
  • When the undead deals damage, it deals an additional 2d8 necrotic damage

In addition, the undead emanates a 10 foot aura of anti-life. When a hostile creature starts their turn in the aura, they must make a Wisdom saving throw or take 2d8 necrotic damage. On a successful save the creature takes half damage. While in the aura, hostile creatures' speed is halved.

Once you use this feature, you can’t use it again until you finish a Long Rest unless you expend a level 5 spell slot when you use it again.

Comments

Posts Quoted:
Reply
Clear All Quotes