Wizard
Base Class: Wizard

You explore the cosmic forces of life, death, and undeath. As a Necromancer, you learn to manipulate the energy that animates all creatures. As you progress, you learn to use magic to drain the life force from a creature, transforming its vital energy into magical power. Many see Necromancers asvillainous, though not all Necromancers are evil. Nevertheless, the manipulation of life and death is considered taboo in 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: Necromancy Spellbook

Necrotic Resistance. You have Resistance to Necrotic damage.

Grim Harvest. When you cast a Necromancy spell using a spell slot, choose yourself or a creature you can see within 30 feet of yourself to gain a number of Temporary Hit Points equal to the twice the level of the spell slot plus your Intelligence modifier (minimum 1 Temporary Hit Point).

Level 6: Undead Thrall

You always have Summon Undead prepared and it does not require material components, and you can cast it once without expending a spell slot. Once you cast the spell without a spell slot, you must finish a Long Rest before you can cast the spell in this way again.

In addition, when you cast a Necromancy spell that creates or summons an undead creature, increase the spell's effective level by 1.

Level 10: Undead Secrets

You have learned more secrets about the nuances of life and death. When you finish a Long Rest, you can expend a level 4+ 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.

In addition, immediately after you take damage and are Bloodied after taking that damage but not killed outright, you can take a Reaction and teleport to an unoccupied space up to 60 feet from yourself, and each creature within 10 feet of the space you left takes 2d10 Necrotic damage.

Level 14: Death's Master

 Abstruse rituals within your spellbook allow you mastery over forces of death. While holding your spellbook, you gain the following benefits.

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.

Harvest Power. When you use Grim Harvest, the creature that gains Temporary Hit Points gains 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.

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