Wizard
Base Class: Wizard

Some Wizards chose to focus on the study of Life as well as death, these special few rise above the masses with the power of their minions and their knowledge of lifes essence and its power. 
The Wizards of this school study long and hard the ways life grows and unfolds. Pushing life to its limits to know how it will act, will it change its ways when pushed to the precipice? Or will it die? Either way that is new knowledge, and the study of the dead never goes amiss either, so no loss for the Wizard of life and death.

Breath of Life

You have the ability, through your long study of life and death to speak to any undead creature, even if you normally wouldn't share a language.

Life's Essence

At 2nd level, you gain the ability to strengthen your magic through the dark art of blood sacrifice, and to reap life essence from the freshly slain.

As a bonus action, inflict 1d6 necrotic damage to yourself, or to a willing or incapacitated living humanoid within 5 feet. This damage can’t be taken on temporary hit points and ignores damage resistance and immunity. The next time you hit with a spell attack and roll for damage before the end of your turn, your spell deals an additional 2d6 necrotic damage.

As a reaction when a creature within 60 feet of you dies, regain 1d6 hit points. If you have dealt damage to it since the beginning of your previous turn, instead regain 2d6 hit points. You can’t use this reaction in response to a construct or undead dying.

Vestiges of New life.

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.

You can choose to cast animate dead as an action in place of its 1-minute casting time. You can do so a number of times equal to your Intelligence modifier (minimum 1), and regain all uses when you finish a long rest.

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.

Further, while you have no undead under your control, when you deal necrotic damage to an undead, you can treat that damage if it were radiant instead.

Robe of Bones

Starting at  10th level, you can create a robe of bones that covers your body and shields you from harm, granting you an AC of 14 (ability modifiers do not apply).
This feature can be used once per long rest. The Robe lasts for 1 hour after which time any collected bones fall from the robe into a pile at the wearers feet.

As a bonus action any time during the spell’s duration, you can command the bones from any adjacent dead body to flow out of that body and become part of your robe. (This has no effect if attempted on a dead body that has no bones, or that has already been harvested in this way.) This increases the AC that the robe grants by 1, up to a maximum of 18. Further, you gain resistance against the next source of damage that deals bludgeoning, piercing, slashing, or necrotic damage each time you draw bones into the robe.

You may continue to draw bones into the robe even when you cannot increase the robe’s AC further. While you wear a robe of bones, you gain advantage on Charisma (Intimidate) checks.

Life's Hunger

Starting at level 14, you learn to summon the hunger of life.

Over two rounds of concentration, roaring winds and shadow spread forth from you to the extent of the spell’s range of 60 feet. The light of the area is reduced to dim light (if it was already darker, there is no change), though you automatically see through this dim light. Creatures that start their turns within the spell’s area cannot leave it except by teleportation; there is no similar barrier to move into the area. All ranged weapon attacks against you or those you designate suffer disadvantage. Each round on your turn you may:

  • Spend a bonus action to force three targets in the spell’s area to roll Strength (Athletics) or Dexterity (Acrobatics) checks against your saving throw DC; your allies may voluntarily fail this saving throw. If a target fails, you may choose to push it 5 feet in any direction, or knock it prone.
  • Spend an action to choose two targets in the spell’s area. Each must roll a Charisma check; the creature that rolls lower suffers 8d10 necrotic damage, having suffered the scourging displeasure of the powers of death. A creature can choose to lose this roll; if both creatures choose to lose the roll, resolve the roll normally.
  • Spend an action to increase the spell’s radius by 10 feet.

If you lose concentration on this spell, you may spend your next action to roll a new Constitution saving throw against the same DC, with disadvantage; if this succeeds, you re-establish control over the spell, and it continues as if you had not lost concentration.

This effect can last up to an hour of duration and requires you maintain concentration on this effect.

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