Base Class: Wizard
A custom reflavoring of the 5e Necromancy subclass to incorporate custom deities
Transition of Day and Night
At 3rd level, your spells are influenced by the twin deities. Whenever you summon or conjure creatures through magic or magic items, the creature's type is influenced by Night (Undead) or Day (Celestial). The creature retains its normal statblock, only its creature type is influenced.
Blessing of the Sun and Moon
Whenever you create or conjure a creature using a spell, it has additional 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.
Inured to Undeath
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with the forces of life and death that you have become inured to some of their worst effects.
Command Undead
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.
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