Wizard
Base Class: Wizard

The Necromancer 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.

Diabolic Tutoring

Whenever you gain a wizard level, you can replace one spell you know with another spell of the same level. The new spell must be an abjuration or a necromancy spell from the sorcerer, warlock, or wizard spell list.

Savant of the Grave

Your meagre powers allow for some control over the undead, in the form of a familiar. You learn the Find Familiar spell; it's always prepared and doesn't count towards your spells known. When casting Find Familiar, you can choose for the creature type to be undead in addition to fiend or fey.

Once per long rest, when you would take damage and your undead familiar is within 30ft; you can use your reaction to sacrifice your familiar. It's body explodes into dust, reducing the damage you take equal to 1d10+Wizard Level.

Grave Walker

Your ways in the dark magic allow you to fuel your undead creations with additional potency. Whenever you cast a spell that summons or creates a single undead, that undead gains the following benefits:

  • It gains additional Hit points equal to twice your wizard level
  • It's armor class increases by half your proficiency bonus (rounded down).
  • It's attack and damage rolls gain a bonus equal to your intelligence modifier, and its damage counts as magical when determining resistances and immunities.

Dark Exchange

You learn to sacrifice your minions in exchange for dark power. As a bonus action, you can target an undead under your control and within 60ft of you. The Undead is sacrificed, and you gain the following effects depending on it's CR rating.(If a creature is CR2, you would receive the first and second effect; If the creature is CR 6 or above, you receive all three effects.).

  • CR 0-1: The Sacrificed creature explodes, dealing 2d8 necrotic damage to all within 15ft. Any undead hit by this effect regain hit points equal to the damage rolled.
  • CR 2-5: You gain temporary hit points in the form of bone Armor. Gain a number of temporary hit points equal to the sacrificed creatures remaining hit points. Whilst you have this temporary hit points, you have resistance to necrotic and piercing damage. Note: The maximum temporary hit points you can receive from this feature is five times your wizard level.
  • CR 6+: You absorb the residue of the Dark magic, empowering your next attack. The next time you would deal damage with an attack or a spell, you gain a bonus to one of the damage rolls equal to your wizard level, and the damage of the spell or attack is converted to necrotic.

Any undead sacrificed this way leaves no trace, and cannot therefore be resurrected again.

Grim Revelation

You can use magic to bring forth your undead general; a mighty being of formidable Power. You can spend 1 hour concentrating on a dead body, casting the incantations and sacrificing 1'000gp worth of materials to bring the creature back to life under your control. A creature brought forth this way cannot be a celestial, and It's Max CR rating can be no greater than 15. When summoned, the creature's typing becomes Undead in additional to its normal typing, and obeys your every command. In combat it takes its own initiative, and obeys your commands as a free action.

If the creature had any legendary resistances, legendary actions, Lair actions or mythic actions, those are lost. Once this creature drops to 0hp its body is consumed by the dark magic, leaving no trace and therefore cannot be resurrected again. Normal healing will not affect this creature, nor will Short resting. When long resting, the creature regains hit points equal to twice your Wizard level. Any magical effect or feature that would alter this creatures shape has no effect.

As an action, you can sacrifice an undead you control to this creature; the undead sacrificed leaves no remains, and the creature created by this effect regains hit points equal to your wizard level. 

 

Note: You can only have one creature created by this effect. The moment you attempt to use this effect on a second creature, the first one crumbles to nothing, and cannot be resurrected again. 

Previous Versions

Name Date Modified Views Adds Version Actions
2/27/2025 12:03:43 AM
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