Wizard
Base Class: Wizard

The School of 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 a Necromancy spell into your spellbook is halved.

Undead Thrall

Beginning at 2nd level, you can reanimate and control a single undead thrall. Choose a corpse of a Medium or Small Humanoid. You imbue the target with a foul mimicry of life, raising it as an undead creature. The target uses a custom stat block given to you by your DM. 

Hit points : Your thrall starts with 22 hit points at 2nd level, and gains 8 hit points every time you gain a wizard level.

Equipment : Your thrall has proficiency in Light Armor

Multiattack : Beginning at 5th level, your Thrall can attack twice, instead of once, whenever it takes the Attack action on its turn. The number of attacks increases to three when the Thrall reaches 11th level and to four when it reaches 20th level.

Maintaining control : After each long rest, you must use slot spell slots that have a combined level that is equal to half your wizard level (rounded down) to maintain control over your Thrall and keep it in a state of undeath. Your thrall regains all its hit points. If it died during the previous day, this process also reanimates it.
Alternatively, you can create a new Thrall with this same process. If you already have a Thrall from this feature, the first one immediately perishes. 

Commands : 

The thrall obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can mentally command the thrall if it is within 120ft of you where to move or take an action (no action required by you). It can take all the actions indicated in the official content books, including but not limited to shoving, grappling, disarm, dash, help, etc..

You can also issue a general command, such as to guard a particular chamber. Once given an order, the creature continues to follow it until its task is complete.

If you are incapacitated or absent, your thrall acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.

Finally, when you cast a spell with a range of touch, your Thrall can deliver the spell as if it had cast the spell. Your thrall must be within 100 feet of you, and it must 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.

 

Empowered Thrall

At 6th level, you add the animate dead spell to your spell book if it is not there already. If it is, you instead add a Necromancy spell of your choice of 3rd level or lower to your spell book.

Equipment : Your Thrall gains proficiency with heavy armor and martial weapons.

Proficiency : Your Thrall adds your proficiency bonus to its weapon attack and damage rolls. 

Reanimation : If your Thrall has died within the last hour, you can cast animate dead to raise it again and restore all its hit points.

 

Inured to Undeath

Beginning at 10th level, you and your Thrall have resistance to necrotic damage, and your hit point maximum can't be reduced.

You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects. 

Your knowledge of undeath also allows you to destroy undead more easily. When you deal necrotic damage to an undead, it is treated as if the undead had vulnerability to necrotic damage (even if it is normally resistant to it).

Command 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.

Previous Versions

Name Date Modified Views Adds Version Actions
8/28/2021 12:33:30 PM
1
0
--
Coming Soon
8/28/2021 12:44:39 PM
2
0
--
Coming Soon
11/1/2021 12:32:05 PM
13
0
--
Coming Soon
11/1/2021 2:05:00 PM
15
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes