Wizard
Base Class: Wizard

The School of Phantom Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.

Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

Necromancy Savant

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

Phantom Fusion

At 2nd level, you gain the ability to infuse others with shells of yourself.  You have a number of phantom fusions equal to your INT modifier, all of which recharge on a long rest.  As a bonus action, you may expend one of these charges to send a phantom fusion running towards a willing target creature within range, giving the infused creature a number of temporary hit points equal to your level in the class plus your proficiency bonus.  The range is 30 feet, but increases to 60 feet at 6th level.  The fusion lasts for 1 hour or until the temporary hit points are lost.

While a fusion is active, you can use your action to see through an infused creature's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the creature has. During this time, you are deaf and blind with regard to your own senses.  During this trancelike state, you can communicate telepathically with the infused creature if it is willing.

Finally, when you cast a spell with a range of touch, an infused creature can deliver the spell as if it had cast the spell. The phantom fusion must be within 100 feet of you, and it must willingly use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Phantom Thrall

At 6th level, you add the Phantom Strike spell to your spellbook if it is not there already.  Any time a necromancy spell allows you to create a phantom, you may create an additional phantom that acts as described in the spell's description (i.e. Phantom Strike, False Life).  You gain advantage on all saving throws to maintain your concentration on a necromancy spell.  Your phantom fusions now have a range of 60 feet.

Negative Energy Phantoms

At 10th level, you can use your phantoms to separate the life force of your opponents.  You may expend a use of phantom fusion to send a negative energy phantom to fuse with a hostile creature within range.  This creature must make a Wisdom saving throw against your spell save DC, and upon a failure, its hit point maximum is reduced by the same amount of temporary hit points of one fusion.  If this reduction would kill a creature, it is reduced to 1 hit point instead.  Enemies can still die while infused, just from the act of being infused.  This hit point maximum reduction lasts for 1 hour.  In addition, you may use your action to see and hear through these negative energy fusions in the same way that you would a normal fusion.  Your phantom fusions now recharge on a short or long rest.

Armor of Undeath

Beginning at 14th level, you have spent so much time dealing with phantom forces that you have become inured to some of their worst necrotic effects.  You have resistance to necrotic damage, and your hit point maximum can't be reduced.  Your phantom fusions also grant a bonus of +1 AC to the target friendly creature while the temporary hit points are active, or -1 AC to a hostile creature with a negative energy phantom fusion.

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