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.
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: Grim Harvest
Secrets of necromantic magic in your spellbook grant you additional powers. Once per turn, when you damage a creature using a Necromancy spell of 1st level or higher, choose yourself or a creature you can see within 30 feet to gain a number of Temporary Hit Points equal to the spell slot level plus your Intelligence modifier (minimum 1 Temporary Hit Point). You don't gain this benefit for damaging constructs or undead.
Level 6: Undead Thralls
You always have Animate Dead prepared and can cast it once without expending a spell slot.
When you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton as appropriate.
Level 6: Grave Resilience
When you use Arcane Recovery, your Exhaustion level, if any, decreases by 1.
Level 6: Grave Power
Whenever you create an undead using a necromancy spell, it has additional benefits:
• The creature’s Hit Point maximum is increased by an amount equal to your Wizard level.
• The creature adds your proficiency bonus to its weapon damage rolls.
Level 10: Inured to Undeath
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 10: Necrotic Burst
After you take damage and are Bloodied but not killed outright, you can take a Reaction, and each creature within a 10-foot Emanation centered on you takes 2d10 Necrotic damage. You can use this feature a number of times equal to your Intelligence modifier (minimum 1)
Level 10: Undead Secrets
When you finish a Long Rest, you can expend a 4th-level or higher spell slot to protect yourself from death. Until you finish a Long Rest, the next time you would drop to 0 Hit Points, your Hit Points instead change to a number equal to ten times the spell slot expended.
Level 14: Death’s Master
As a Magic Action, choose any number of Undead you have created or summoned with a Necromancy spell that are within 30 feet. You may destroy those Undead to regain a number of Hit Points equal to 5 Hit Points per Undead destroyed in this manner.
Level 14: Bolster Undead
As a Bonus Action, choose any number of Undead you have created or summoned with a Necromancy spell that are within 60 feet of yourself. Those Undead each gain Temporary Hit Points equal to your Wizard level. Once an Undead gains Temporary Hit Points from this feature, it can’t gain them in this way again for the next 24 hours.
Level 14: Harvest Power
When you use Grim Harvest, the creature that gains Temporary Hit Points gains one of the following benefits of your choice, which lasts until the end of the target’s next turn:
• The target has Advantage on attack rolls.
• The target has Advantage on the next saving throw it makes.
Level 14: Overwhelming Necrosis
Damage from your Wizard spells and Wizard features ignores Resistance to Necrotic damage.
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