Base Class: Wizard
Level 3: Necromantic Savant
Choose two Wizards spells from the Necromancy school, each of which must be no higher than level 2, 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 a Wizard spell from the Necromancy school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Potent Necromancy: When you deal necrotic damage with a Wizard spell, you can add your proficiency bonus to one damage roll.
Grim Harvest: The energies of death fuel your magic. Once per turn when you kill a creature with a Wizard spell, you regain hit points equal to twice the spell’s level (three times its level if it's a Necromancy spell). This does not work on constructs or undead.
Level 6: Undead Thralls
At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse of pile of bones, creating another or skeleton, as appropriate.
When you create an undead using a Necromancy spell, it gains bonus hit points equal to your Wizard level and adds your Intelligence modifier to its weapon damage rolls.'
Level 10: Undead Master
Your necromantic power enhances your undead servants:
You can cast Animate Dead or Create Undead without material components.
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 undead and the forces that animate them that you have become inured to some of their worst effects.
Level 14: Master of the Grave
Your mastery of undeath reaches its pinnacle:
Soul Reap: Once per long rest, when a creature within 60 feet of you dies, you can use your reaction to siphon its essence. You regain a spell slot equal to half the creature's CR (rounded down, max 5th level).
Command Undead: 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 an undead you see within 60 feet of you. That creature must make a Charisma saving throw against your Wizards spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Level 3: Necromantic Savant
Choose two Wizards spells from the Necromancy school, each of which must be no higher than level 2, 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 a Wizard spell from the Necromancy school to your spellbook for free. The chosen spell must be of a level for which you have spell slots.
Level 3: Potent necromancy
Your own soul can empower your necrotics spells. When you deal necrotic damage with a Wizard spell, you can add your proficiency bonus to one damage roll.
Level 3: Grim Harvest
The energies of death fuel your magic. Once per turn when you kill a creature with a Wizard spell, you regain hit points equal to twice the spell’s level (three times its level if it's a Necromancy spell). This does not work on constructs or undead.
Level 6: Undead Thralls
Your undead are empowered by your magic. At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. When you cast Animate Dead, you can target one additional corpse of pile of bones, creating another or skeleton, as appropriate.
Level 6: Undead thralls
You can increase the power of your undead. When you create an undead using a Necromancy spell, it gains bonus hit points equal to your Wizard level and adds your Intelligence modifier to its weapon damage rolls.
Undead Master
Your necromantic power enhances your undead servants:
You can cast Animate Dead or Create Undead without material components.
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 undead and the forces that animate them that you have become inured to some of their worst effects.
Soul Reap
Your mastery of undeath reaches its pinnacle. Once per long rest, when a creature within 60 feet of you dies, you can use your reaction to siphon its essence. You regain a spell slot equal to half the creature's CR (rounded down, max 5th level).
Command Undead
You can use magic to bring undead under your control, even those created by other wizards. As an action you can choose an undead you see within 60 feet of you. That creature must make a Charisma saving throw against your Wizards spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
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