Wizard
Base Class: Wizard

White necromancers are arcane spell casters who study the mysterious connection between life and death. They do not walk the same evil path as traditional necromancers, or dark necromancers, as white necromancers call them. Instead, white necromancers honor the dead and seek to aid the living. They have a deep and profound understanding of life’s eternal cycle—the necromantic triad—which makes them potent healers as well as powerful spell casters.

Necromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

Divine Convergence

At 2nd level, you gain access to the clerics spell list. If adding a spell from the clerics spell list that is not also a wizards spell, the cost to copy it to your spell book is 2 hours and 50 gp per spell level regardless of the school of magic.

Undead Life

At 6th level, you add the animate dead spell to your spellbook if it is not there already. As a white necromancer the spell is slightly altered. Rather than creating a zombie or a skeleton, the spell is enhanced by divine energy and creates a undying soldier. When you cast animate dead, you can target one additional corpse creating another undying soldier. The undead is sentient and not under your control, but will follow your orders in combat so long as it's under the effects of the animate dead spell.

Whenever you create an undead using a necromancy 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 weapon 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 undead and the forces that animate them that you have become inured to some of their worst effects.

Radiant Aura

Starting at 14th level, you can use magic to emit a protective aura to protect your ally's. Once per day for 1 minute you can choose any creatures within a 30-ft. radius of you to gain extra protection. For the duration, you and any creature you choose is immune to all harmful necromancy spells, spells that cause the target to fall unconscious, and effects that cause a creatures base stats to be reduced. This protective aura does not remove stat reductions that a creature has already taken. All chosen creatures within the aura also gain resistance to necrotic and radiant damage while inside the aura.

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