Wizard
Base Class: Wizard

Skilled in the art of life and death, necromancers specialize in granting partial life to the remains of creatures. Focusing their study on death itself they have learned not only how to return the dead to a limited form of life, but to also return true life to the dead...a practice normally reserved for Clerics.

Necromantic 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. Additionally you have access to some necromancy spells practiced by clerics, these spells become wizard spells for you and can be added to your spellbook upon reaching certain levels. Spare the Dying-2, Revivify-5, Speak with Dead-5, Raise Dead-9, Resurrection-13, True Resurrection-17.

Harvester of Sorrows

At 2nd level, you gain the ability to reap life energy from creatures that die in your presence. Once per turn when a creature dies within 60 ft. of you, you can cause yourself and a creature of your choice within 60 ft. of you to regain hp equal to half of your wizard level.

Necromancer's Consitution

Your knowledge of death has granted you the ability to resist death's call. Your hit point maximum increases by one for every level in this class.

Undead Minions

You practice in the art of raising the dead makes it easier to call forth undead minions. Animate Dead and Create Undead don't count towards number of spells you can prepare, additionally you do not need a pile of bones or a corpse to raise an undead minion. Additionally your experience allows the summoning of stronger creatures when you raise them. Undead created by your spells have the following benefits: the creature adds your wizard level to its max health, the creature adds your proficiency bonus to its damage rolls.

Necrotic Exposure

Beginning at 10th level, you 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.

Undead Commander

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 any undead that you can see within 30 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 for 24 hours. 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.

You can use this feature a number of times equal to your intelligence modifier with all uses regained on a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
11/30/2021 7:49:12 PM
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