Base Class: Wizard
You will have the option to raise beasts from death, instead of having all of your undead thralls be anthropomorphic.
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.
Natural Harvest
When in a natural location, you may expend one spell slot of any level to kill all tiny or smaller creatures in the area. for each level of creatures you kill (the DM can improvise how many), you gain an amount of temporary hit points that can not be reduced by psychic or necromantic damage.
None 0 Temp HP
Few 4 Temp HP
Numerous 6 Temp HP
Massacre 8 Temp HP
At level every time you gain ability score increases/a feat, the temporary hit point gained increase by two, except for none (always zero).
Beast thralls
Beginning at sixth level, you can both raise humanoids and beasts. When you cast a spell that creates an undead, for example Animate Dead or Create Undead, you can choose a number of the target to be beasts of your choice. The animals must be the same or lower CR to the creatures you would otherwise summon, and the total amount of beasts you can have as undead under one spell is equal to your proficiency bonus. For example, if Jeremiah the sixth level Beast Necromancer cast Animate Dead four times, of those four three could have the beast tag.
The beasts you summon as undead retain ALL of their stats, except for skeleton creatures gaining resistance to piercing and vulnerability to bludgeoning, and zombie creatures gaining vulnerability to radiant damage and the feature Undead Fortitude (see zombie stats).
Bestial Nature
A number of your humanoid thralls to a max of your INT Modifier gain one sense, ability, or other perk from one creature you have as a thrall (this includes actions). For example, If you have +5 INT, and you have an zombie eagle thrall under Animate Undead, than five of your skeletons could have the Keen Sight feature.
Expansive powers
You may resurrect one creature that is of the same CR or lower than the creatures that the spell can create. It operates with the same stat block it had before, with the only change being the need for reasserting control over it.
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