Base Class: Wizard
Wizards who delve into the dark arts of Necromancy often risk exile or execution to do so. Such magicks are feared by the common folk for its ability to wrought death and destruction, as well as it's ability to manipulate souls of the departed. While many necromancers do use these powers for great evil, some reject this characterizations of their magic, and are careful to only use their powers ethically, and insist undeath is simply another state of being and not inherently an evil state.
Level 3: Necromancy Savant
Choose two Wizard 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 one 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: Empowered Necrosis
You are an expert in manipulating necrotic power, whenever you deal necrotic damage using a Wizard spell, you add your Intelligence modifier to the damage.
Level 6: Conjure Undead
You can use the Magic Action to infuse an area of with a 20 ft radius with necromantic magic animating spirits and dead material in the area. This area remains infused for 1 minute or until you use this ability again or you are Incapacitated or die. You can move this area up to 30 ft as a Bonus Action on your turn. To activate this ability you must expend a spellslot of 1st level or higher, you can choose effects from the list below with a total cost up to the level of the spellslot you expended:
- Feeling of Unease (cost: 1) : creatures of your choice in the area have disadvantage on Wisdom saving throws against being Frightened
- Sickening Smell (cost: 1) : all creatures in the area have disadvantage on Constitution saving throws against being Poisoned
- Grabbing Hands (cost: 2) : skeletal hands emerge from the ground and grab at the feet and ankles of creatures of your choice in the area, causing the area to be difficult terrain to them.
- Ghostly Claws (cost: 2) : ghostly claws manifest in the area that rip at the living, any creature of your choice that ends their turn in the area takes 4d4 psychic damage.
- Terrifying Howls (cost: 3) : horrifying howls of those who died traumatically fill the area, any creature of your choice that enters the area (or the area enters their space) must make a Wisdom saving throw against your Wizard spell DC, on a failure they are Frightened until they leave the area.
- Zombie Swarm (cost: 3) : the souls of the dead manifest and form bodies from earth, soil, flesh, and bones of the ground within the area, and swarm around creatures of your choice. when a creature enters the area(or the area enters their space), they must make a Strength saving throw against your Wizard spell DC or become Restrained by the swarm. While restrained by the swarm, creatures take 4d8 bludgeoning damage at end of each of your turns.
Level 10: Deathless Nature
You infuse yourself with necromantic magic, granting you the following benefits:
- Resistance to poison and necrotic damage.
- Each time you reduce a creature to 0 hit points, you regain hit points equal to your Intelligence modifier.
- Do not need to eat, drink, or breathe.
Phylactery. You can designate one item weighing no more than 1 lb as your phylactery. If you are dead, a creature can take the Magic Action while holding your phylactery to restore your corpse to life with 1 hit point provided your corpse still exists. You gain 1 point of Exhaustion when you are resurrected with your Phylactery.
Level 14: Lichdom
As a bonus action, you can complete your undead transformation and become a Lich.
Flight. You gain a magical fly speed of 60 ft and can hover.
Undead Commander. Any undead that starts their turn within 15 ft of you or enters a space within 15 ft of you, must make a Wisdom saving throw against your spell DC or be charmed by you for 1 minute. While charmed by you, it follows your commands. A charmed creature can repeat the save at the end of each of their turns. On a successful save, the creature is immune to this effect for 24 hours.
Necrotic Aura. At the start of your turn, each creature of your choice within 15 ft of you takes 3d6 necrotic damage. A creature also takes this damage if they hit you with an attack while within 15 ft of you.
The effect lasts for 10 minutes, once you have used this ability you cannot use it again until you finish a long rest.
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