Base Class: Wizard
This is a thing
Level 3: Level 3: Corpus Scholar
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: Level 3: Essense Harvest
When you cast a necromancy or poison spell using a spell slot, roll one extra damage die; choose yourself or a creature you can see within 30 feet to gain temporary hit points equal to the spell slot’s level + the number rolled, and if that extra die reduces a creature to 0 hit points, you regain hit points equal to the number rolled.
Level 6: Level 6: Swarming Dead
When you cast a spell that summons one or more creatures, you can summon a spectral undead swarm instead. That creature gains the following benefits:
- Undead. Its type becomes undead and it gains resistance to necrotic damage.
- Swarm. It can occupy other creatures’ spaces. While sharing a space with a creature, it has advantage on melee spell attacks.
- Bolstered. Its hit point maximum increases by your wizard level.
- Overgrowth. When a creature dies within 30 feet of it, you can use your reaction to empower the swarm. It increases in size (up to Huge) and gains temporary hit points equal to your wizard level.
You can use this feature twice per long rest.
Level 10: Level 10: Necrolord
Choose one necromantic path
Endless Night
You can control up to twice your proficiency bonus worth of undead via spells such as animate dead and create undead.
You no longer need to recast those spells to maintain control.
Grim Night
- Once per turn, when you deal damage with a wizard spell of 1st level or higher, you can choose to deal necrotic damage instead.
- You ignore resistance to necrotic damage.
Level 14: Level 14: Soul Reaper
When a creature dies within 60 feet of you, you can capture its essence (no action required). You gain one Soul Fragment, up to a maximum equal to your Intelligence modifier (minimum 1). You lose all unspent Soul Fragments when you finish a long rest.
You can expend one Soul Fragment to use one of the following options:
- Soul Surge. Regain a spent spell slot of 3rd level or lower.
- Siphon Strength. When a creature within 60 feet makes an attack roll, ability check, or saving throw, you can use your reaction to subtract 1d6 from the roll.
- Dark Renewal. As a bonus action, you or an ally within 60 feet regain hit points equal to 3d8 + your Intelligence modifier.
You start the day with 1 Soul Fragment.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/9/2024 2:40:29 AM
|
10
|
3
|
.2
|
Coming Soon
|
|
|
12/9/2024 2:47:36 AM
|
5
|
2
|
--
|
Coming Soon
|
|
|
7/1/2025 3:21:09 AM
|
241
|
113
|
--
|
Coming Soon
|
|
|
7/21/2025 11:30:01 PM
|
244
|
2
|
--
|
Coming Soon
|
Comments