Base Class: Wizard
The School of Occult magic is something very few wizards take the time to study. Eclectic in nature, Occultists utilize the very fabric of the weave to empower their spells or weaken the spells of their opponents.
Level 3: Necromantic Spells
Whenever a wizard of the occult learns a a new higher level spell slot, they may choose 1 more necromancy spell from the wizard spell list to add to their known spells. The spell learned must be either the same level as the learned spell slot or lower.
Level 3: Magic Weaver
As a reaction, whenever you or an ally within 30 ft successfully lands a spell attack, you can add your wizard level to the damage dealt.
Level 6: Necromantic sapping
When you successfully cast a necromancy spell, you can regain 1 spell sot equal to the level of the spell casted or lower.
Level 10: Occult Knowledge
Up to a number of times equal to your INT mod, you may cast a spell with a casting time of an action, as a bonus action instead.
Level 14: Dark Magic
Not only do you now have resistance to necrotic damage if you did not already, you now have the ability, once per long rest, to conjure shadowy tendrils around an enemy within 60 ft of you that you can see. When the target is succesfully bound in these shadowy tendrils, their speed is reduced to 0, and they automatically fail any dexterity checks.
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