Wizard
Base Class: Wizard

The School of the Veil studies the unseen boundary between life and death, where souls linger and reality thins. Wizards who follow this tradition do not rely on decay or corruption, but instead manipulate the essence that remains after death—binding spirits, extracting knowledge, and exerting control over the forces that exist beyond the mortal world.

Veil practitioners act as intermediaries between realms, drawing power from the transition between life and death. Their magic allows them to weaken the living, commune with the departed, and compel obedience from bound souls.

In a world shaped by conflict and hidden forces, those who walk the Veil are both feared and respected, wielding power that touches the very nature of existence itself.

Level 3: Veil Initiate

You have begun to study the tether between soul and body, learning to bind lingering essence to your will.

When you cast a necromancy spell of 1st level or higher, you gain temporary hit points equal to twice the spell’s level.

Additionally, when a Small or Medium humanoid dies within 30 feet of you, you can use your reaction to bind a fragment of its soul. Until the end of your next turn, you can cast a cantrip as a bonus action on your turn.

You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Level 3: Veiled Spellcraft

Your studies of the Veil grant you deeper access to magic that manipulates life, death, and the soul.

You always have the following spells prepared, and they do not count against the number of spells you can prepare:

- Ray of Enfeeblement
- Animate Dead
- Speak with Dead

These spells count as wizard spells for you.

Level 6: Soul Puppet

You can exert direct control over the dead through bound spiritual essence.

When you cast Animate Dead, the creatures you create gain additional benefits:
- Their weapon attacks deal extra necrotic damage equal to your Intelligence modifier (minimum of 1).
- They gain a bonus to their hit point maximum equal to your wizard level.

Additionally, you can mentally command any undead you control as a bonus action instead of an action.

Level 10: Veil of the Departed

You exist partially between the realms of life and death, making you difficult to harm.

You gain resistance to necrotic damage, and you have advantage on saving throws against being frightened.

Additionally, when a creature you can see within 30 feet drops to 0 hit points, you can use your reaction to draw on its fading essence, gaining temporary hit points equal to your wizard level.

Once you use this reaction, you cannot do so again until you finish a short or long rest.

Level 14: Master of the Bound Soul

You have mastered the art of binding and commanding souls beyond death.

When you cast Animate Dead, you can target one additional corpse or pile of bones beyond the spell’s normal limit.

Additionally, as an action, you can attempt to seize control of an undead creature you can see within 60 feet. The target must make a Charisma saving throw against your spell save DC. On a failed save, you gain control of the creature for 1 minute, as though it were created by your Animate Dead spell.

Once you use this feature, you cannot use it again until you finish a long rest.

School Of The Veil Image