Base Class: Wizard
Undergoing many forbidden and depraved rituals, those who walk the path of the Arch-Necromancer offer themselves fully to the dark energies they manipulate. Rather than merely dabbling in necromancy, the Arch-Necromancer fully embraces and specializes in these forbidden magics. Arch-Necromancer's are capable of animating swarms of undead, colossal minions, and commanding the forces of nightmares themselves to do their bidding.
Level 3: Necromancy Savant
Beginning when you select this school at 3rd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
Level 3: Injured to Death
At 3rd level, your body becomes infused with the very magic of undeath itself, altering your mortal form. As a result of this transformation, you gain the following traits:
- You gain resistance to necrotic damage.
- Your hit point maximum cannot be reduced in any way.
Level 6: Undying Legions
At 6th level, you draw upon your magic to reanimate and summon Undead creatures to fight for you. As an action, you can spend any number of spell-slots to summon a total number of undead equal to half the level of the spell slots expended rounded down. The summoned undead appear within 100 feet of you at a location you can see or directly within 10 feet of you. For example, if you expend spell-slots with a total level of 10, you can summon as many undead with a total CR less than or equal to 10. However, you cannot summon any undead with a challenge rating that exceeds your Necromancer level by more than one. Furthermore, you cannot have a total number of undead created by this feature with a combined CR that exceeds your level by more than one. If you summon more than your maximum total, you must choose which undead you control will be dismissed. The minimum CR level of undead you can summon using this feature equals your necromancer level divided by 4 rounded up. Any creature that you summon do not get to have legendary actions or legendary resistances.
You can mentally command any creature you summon with this feature. The creature takes its turn immediately after yours. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete or a new order is given. Creatures summoned through this feature last until they are killed or they are dismissed as a bonus action. If the summoner dies, the creatures will disappear after 1d3 rounds.
Level 10: Empowered Legions
Beginning at 10th level, your hit point maximum can’t be reduced. In addition, any Undead creatures under your control gain the following 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 damage rolls
Level 14: Master of Death
At 14th level, you have immunity to necrotic. You have learned to infuse your undead with portions of your own mystical energies, empowering them dramatically. Undead you control gain the following benefits:
- They are immune to all effects that would turn or destroy them instantly.
- The damage from its attacks and abilities is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
- The damage from its attacks and abilities ignore necrotic resistances.
Undead Enthrallment
Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
6/9/2026 7:25:34 PM
|
0
|
0
|
--
|
Coming Soon
|
|
|
6/9/2026 7:33:13 PM
|
1
|
0
|
--
|
Coming Soon
|
|
|
6/12/2026 2:08:43 PM
|
0
|
0
|
--
|
Coming Soon
|
Comments