Wizard
Base Class: Wizard

Master of death and undeath. Whether you control a hord of undead creatures, or minipulate the line with life and death, necrotic mastery is your area of expertise. 

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.

Life Transference

Starting at 2nd level, you gain a pool of hit die equal to your intelligence modifier. Up to intelligence modifier times per long rest, you can as an action spend any number of hit die from this pool to add as temporary hit points to a creature you touch. Once per turn when you kill a creature, you can add one of these hit die to your pool.

Undead Thralls

Starting at 6th level, you add the animate dead spell to your spellbook if it is not there already. If it is, choose another 3rd-level spell of the School of Necromancy and add it to your spellbook. When you cast animate dead, you target one additional corpse or pile of bones, creating another skeleton or zombie, as appropriate.

Whenever you create an undead using a necromancy spell, it has the following additional features.

  • The creature’s hit point maximum is increased by an amount equal to your wizard level.
  • The creature adds half your proficiency bonus to its AC and its attack rolls, and adds your proficiency bonus to its weapon damage rolls.

Necrotic Manifestation

Beginning at 10th level, your hit point maximum can't be reduced. As a bonus action, inflict 1d6 necrotic damage to yourself. The next time you hit with an attack or a spell that deals damage, you spell deals an additional 2d6 necrotic damage. If you would kill a creature while using this feature, you gain hp equal to the bonus necrotic damage dealt or an additional 1d6 if you used a spell from the School of Necromancy.

Master of the 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.

The Animate Dead and Create Undead spells do not count towards your prepared spells. Additionaly, the Animate Dead spell gains the ability to be cast ritualy or can be cast as an action instead of 1 min.

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