Wizard
Base Class: Wizard

death comes for us all

grave whispers

Starting at 1st level, you can hear the voice of the dead, which can be helpful when you need to gather knowledge about something. Whenever you are within 30 feet of a corpse, you can hear its living voice, and can interact with it as if it was alive. This is not the actual deceased creature, but only the echoes of its former existence.

In addition, whenever you finish a long rest, you can choose one skill, tool proficiency or language. You learn the chosen skill, tool or language until you finish a long rest, by drawing from the knowledge from the death, which lasts until you start your next long rest. You can gather two skill, tool or language proficiency at 9th level, three at 13th and four at 15th level.

 

death impliment

Starting at 1st level, you craft tokens, totems and fetishes used in your necromancy practice, that contains the power of the death itself. gaining the other at 3rd level 

bone mail

You craft a undead symbiont who takes the form of an armor made out of bones. The bone mail is considered a suit of heavy armor you are proficient with. The bone mail can't be unwillingly removed from you.

Your AC equals 12 + your Intelligence modifier + your Constitution modifier while wearing the bone mail. Whenever you start your turn wearing the bone mail, you gain temporary hit points equal to your Pure Necromancer level.

Your arms are covered by an exo-skeletal graft, that can be used to make attacks. If you lose or don't have any limb, such as a leg or an arm, the bone mail grows an undead graft, a skeletal limb to replace it. The graft is a simple melee weapon, that causes 1d6 bludgeoning or slashing damage on a hit and have the light property. You can use your Intelligence modifier, instead of Strength, to make attacks and damage rolls with the graft.

At 5th level, you can attack twice, instead of once, whenever you attack with your graft.

undead servant

starting at 1st level You have an undead slave that loyally follows and serves you. The servant is an undead with a CR of 1/4. It takes its turn on your own initiative, before or after you. You can mentally command the servant if you are within 120 feet of it, not requiring an action.

You choose what action it will take and if it will move. If your undead is reduced to 0 hit points, it is destroyed, and you must finish a long rest before summoning it again. Your undead is smarter than its normal counterparts, and its Intelligence, Wisdom and Charisma equals 8 + your proficiency bonus.

The Undead's AC equals your Necromancy Save DC, and it has a number of hit points equal to 10 + 7 x your Pure Necromancer level. The undead creature is proficient with simple and martial weapons and can speak any languages you understand. You can't have more than one servant at the same time.

Starting at 5th level, you gain one additional Undead Servant.

necrotic bolt

Starting at 2nd level, you can replace an attack made as part of the Attack action to channel pure necrotic energy to hurl a necrotic bolt on a creature you can see within 120 feet. Make a ranged spell attack against the creature. On a hit, you deal 2d10 necrotic damage.

 

 

mortuary secret

at 1st level, you unlock a powerful secret from the other side. You start by knowing one such secret at 1st level, gaining more as you gain levels in this class.

Using the secrets require your connection with the necromancy and channel your power, so only you can use them. Whenever you gain a new death implement, you can replace one you currently have for a new one.

If your secret requires a saving throw, you calculate it as follows:

Death Implement Save DC = 8 + your proficiency bonus + your Intelligence modifier.

basic necromancy

You learn one cantrip from the necromancy school. When you cast the learned cantrip, you add your Intelligence modifier to the damage rolls with it, if you don't already.

destroy life

You hurl a beam of necrotic energy on a creature within 60 feet. Make a ranged spell attack. On a hit, you deal 100 points of necrotic damage. The creature can be restored to life only by means of a True Resurrection or a Wish spell.

You can use this ability twice, and regain your uses after finishing a long rest.

ghostly walk

You can assume a phantasmagorical form as an action. While in this form, you have a flying speed of 60 feet, you can hover, and attack rolls have disadvantage x2 against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. This form lasts until the end of this turn.

 

tomb of bones

Prerequisite: 5th level, Bone Mail

As a reaction when you take damage, you can entomb yourself in bones, which turn to dust at the end of your next turn. You gain 10 temporary hit points per pure necromancer level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to radiant damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the bones are turned to dust.

grim reaper necromancy practice

Often mistaken by death itself, grim reapers are necromancers specialized in the use of the soul for power and knowledge. They drain the soul of deceased creatures for nefarious reasons, and make use of bladed weapons such as swords and scythes as tools for their craft.

 

advansed blade of reaping

At 6th level, you become more proficient in stealing souls using your blade of soul stealing. Whenever you reduce a creature to 0 hit points using the blade, you can steal its soul without using a reaction or spending uses of your Soul Stealing feature.

Additionally, whenever you hit a creature with your Blade of Soul stealing, you can any number of soul points to deal additional necrotic damage equal to 1d6 per point spent.

 

 when you finish a long rest, you can bond yourself with a melee weapon attack that lacks the heavy or two-handed property. You can have only one Blade of Soul Stealing at any given time.

You become proficient with the weapon, if you aren't already, and can add your Intelligence modifier, instead of Strength or Dexterity, for attacks and damage rolls.

In addition, you can use an action to make a melee weapon attack with this weapon. On a hit, roll your Charged Bolt additional damage and add to the damage of this attack.

Finally, whenever you take the Attack action with the blade of soul stealing, you can attack twice, instead of once.

eyes of fate

Starting at 3rd level, you can steal the soul of a creature deceased nearby. Whenever a creature within 60 feet is reduced to 0 hit points, you can suck its soul as a reaction. When you do so, you gain temporary hit points equal to your Pure Necromancer level + your Intelligence modifier.

In addition, you gain 1 soul point each time you use this ability. You can use soul point to fuel some soul stealer abilities, described below. A soul point not spent vanishes after you finish a long rest, as the soul is released to keep its journey.

You can use this ability a number of times equal to your proficiency bonus, and regain your uses after completing a short or a long rest.

 

soual steeling

Starting at 3rd level, you can steal the soul of a creature deceased nearby. Whenever a creature within 60 feet is reduced to 0 hit points, you can suck its soul as a reaction. When you do so, you gain temporary hit points equal to your Pure Necromancer level + your Intelligence modifier.

In addition, you gain 1 soul point each time you use this ability. You can use soul point to fuel some soul stealer abilities, described below. A soul point not spent vanishes after you finish a long rest, as the soul is released to keep its journey.

 

 

soul reaping scythe

your weapon that reaps souls that you are bondid with through body and soul.  when you attack with this wepon you are bonded to you attack twice instead of once

soulmancy

At 3rd level, you uncover the power of the soulmancy, the ability to use living souls as a source of power. You learn the following soulmancy abilities:

spectral blade

Starting at 10th level, you can cause your weapon to phase, ignoring the targets defenses and ripping its soul directly. Whenever you make an attack with your Blade of Soul Stealing, you can spend up to 3 soul points, adding +2 to the attack roll per point spent. On a hit, you deal necrotic damage instead of the normal damage.

 

unholy being

week against radiant damage 

Pure Necromancer Image

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