Base Class: Wizard
Necromancy possesses a bad reputation among the schools of magic; one that is certainly not undeserved. Study of necromancy is what created the horrible scourge known as the undead, after all. However, at its core, necromancy is merely the energies of life and death--things that aren't fundamentally evil. Some necromancers dedicate themselves to the study of life energy: how to prolong, and even create life. Some follow this path out of a desire to heal others, while others seek to extend their own lives. Either way, these wizards seek to conquer death.
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.
Lifegiver
At 2nd level, your experience with manipulating life force allows you to enhance the health of others. You may add the False Life spell to your spellbook if it is not there already, and you can cast it on other creatures that you touch. Its duration has also increased to 8 hours.
Overflowing Energy
At 6th level, your ability to steal the life of others has greatly improved. Whenever you cast a spell that treats half the damage dealt as healing to yourself (such as Vampiric Touch) your healing is now equal to the full damage, and you can have it heal another creature within 60 feet of you, instead of yourself.
Alive Again
At 10th level, you have finally discovered the miracle of resurrection. You may add the Raise Dead spell to your spellbook, and for you it counts as a wizard spell. Your arcane version of the spell has a special perk: it can forcibly resurrect even those who wish to remain dead. If attempting to resurrect an unwilling target, they must succeed on a Charisma saving throw against your DC. If they succeed, they are immune to the spell's effects for the next 24 hours.
Endless Existance
Finally, you have made it. By 14th level, your mastery of life allows you to create perfect copies of natural, living beings, allowing you and anyone you choose to live an infinite number of times, never once fearing death. When you cast the Clone spell (which you do not know yet) the clone takes only 7 days to reach maturity.
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Posted Aug 21, 2018I like this a lot, i think the Endless Existence is a bit out of place when it comes to the level you get it. It should be a higher level ability but because of the wizards schools it has to be 14. And waiting a level just seems out of place. I like the idea of it, but maybe going along the lines of...creating a homunclous, or maybe being able to transfer the life force of a dead/dying creature to power up your attacks with 'life energy' or something.
I like the rest abilities a lot though. I had the same issue with necromancer haha.
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Posted May 9, 2018Hey there! I started out making this subclass with the goal of making a "healing wizard", and quickly realized something relating to necromancy was the best way to go about things, considering the whole "manipulating life" aspect. The PHB Necromancer only really enhances the undead spells of necromancy, leaving out all the wacky damaging (and just effect) spells the school has. I wanted to grant this school effective in-combat healing abilities, while still remaining true to the "unnatural" themes surrounding all the necromancy schools. Feedback is certainly appreciated, especially on the level 14 feature. I don't think a 1 level wait is too bad, but no other feature in any book grants an ability that...just doesn't work when you get it. I really love the flavor of super-fast clones, so I'm hesitant to remove it, but maybe this issue is too glaring to be fun. I'm not sure, really.