Wizard
Base Class: Wizard

A Necromancer neither benign nor malevolent simply neutral. One that can raise undead hordes or give calm undeath to those that are willing. And able to modify the bodies of the living with undead features. All undead raised by a grey necromancer are true neutral.

Grey necromancers give up the powers of the dangerous evocation class for enhanced powers in necromancy

Additionally, upon taking this subclass, you cannot cast evocation spells

Corpse Sculptor

Starting at 2nd level, you gain proficiency with light armor and gain a suit of undead armor—a magic item that only you can wear. While you are wearing it, it grants you resistance to necrotic damage.

The armor is light armor and provides an AC of 13 + your Dexterity modifier. It weighs nothing.

You can create a new suit of it at the end of a long rest by touching a nonmagical suit of light armor, which magically transforms it. Doing so removes the magic from your previous undead armor, turning it into nonmagical light armor.

When you gain this class feature, choose 1 materials below. You can add one additional material armor at levels 6, 10, and 14.

Exoskeleton

Your armor is composed of bone, with a rib cage breastplate. You gain an additional +2 to AC

Ghoul Skin

s an action you can release an aura of foul rotting miasma. All creatures within 10 feet of you, or which start their turn within 10 feet of you must make a Constitution saving throw or become Poisoned for 1 minute. A creature that successfully saves cannot be affected by this feature for 24 hours. Creatures which do not need to breath are immune. You may end the aura at any time.

Maggot Cerements

Your body and armor becomes coated in waxy wraps filled with undead maggots that burrow from it, seeking the dead. When a living non-humanoid dies within 30ft of you-you can use your reaction to raised them as a zombie under your control, if a humanoid dies within 30ft of you roll a percentile dice to determine what they are raised as: 1 - wraith , 2 - ghost , 3 - ghast  , 4 - ghoul , 5 - shadow, 6-10 zombie, 11-20 nothing

You may keep a number of undead of your choosing permanently under your control up to half your wizard level (rounded down). any undead not included in the number of permanent undead die after 24 hours, you can reassert your control of these undead before the 24 hour ends by using up a spell slot of 3rd level or above as if recasting the reanimate dead spell.

Mummy Wraps

You are covered in funeral wraps of the mummy. Once per day as a free action, you can expose the dark energies from under the wraps, shaking the will of even the strongest foe. All opponents who can see the Gray Necromancer within 30 ft must make a Constitution saving throw save for be paralyzed for 1d4 rounds. A creature that saves is immune for 24 hours. a creature can reroll their save at the end of their turns to escape the paralysis, they then become immune for the next 24 hours. You gain an extra use per day at 10th level and another at 14th level. 

Shadow Veil

The armor is barely visible, and it makes your flesh seem dark and translucent. While using this armor you gain a bonus to stealth equal to your Int mod and advantage on stealth checks while in dim or dark environments.

specter shroud

A smoky mist coats your body that billows and evaporates off of your body. Undead you control within 15 feet of you gain a +1 to AC and advantage on DEX saving throws.

Vampire Hide

You wear pale-colored leather which takes on a rather living hue when soaked in blood. You gain 1d4 temporary hit points whenever you damage an enemy, You learn the spell Vampiric Touch if you did not know it already, and may cast it once without expending a spell slot. You regain this ability after you finish a Short Rest.

 

Zombie Hide

This thick layer of rotting flesh is tough and durable. At the end of each Short or Long rest, you gain Temporary Hit Points equal to your Intelligence Modifier + your Wizard level.

acolyte of undeath

At level 6 you can spend 1 minute to inscribe a rune on a willing creature (or an item on them) , 1 minute after the creature dies they rise back as a zombie under your control, losing any class features they had in life while keeping their mental stats, personality and memories intact. any skill, tool, weapons or armor proficiency's they had in life they retain in their new state of undeath. Creatures brought back this way can never truly die and when killed come back to life after a long rest.

you can have a number of these intelligent undead under your control equal to your proficiency bonus.

 

 

Dimensional Dungeon

At 10th level you gain an extra-dimensional dungeon that you design the interior is dim and gloomy the atmosphere and air are as you see fit the space is bare and with no furnishings and small building or rooms can be made living creatures gain no benefits for sleeping in the dungeon. The dungeon always comes with a stone mine under the main parts that can be used to fashion things in the dungeon and is always a stone of your choice however if the stone is attempted to be taken out it dissolves into dark mist. Undead in the dungeon don't fade away and remain under your control if they were upon entering and reset their command timer upon leaving. You can mark off areas where you can open a Portal to the outside you can also make permanent portals to that link your dungeon to the outside world. If you have no portal open you can open one to the last place you opened a portal. Temporary portals require 1 action to conjure and last for one round unless you concentrate on holding it open longer (like concentrating on a spell and can't do both at once) while a permanent portal takes an 1 hour to create

Master of Undeath

At 14th level you learn a ritual that allows you to upgrade the undead forms of your immortal undead minions. Your Permanent Zombies are now Mummies, your permanent Skeletons are now Wights. They still retain their intelligence, personalities and memory, but their stats are now those of the new creatures.