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."
Necromancy is the science of the cosmic forces of life, death, and undeath. While some necromancers may choose to focus on the manipulation of life energy towards the purpose of reanimation, other necromancers follow a different path: focusing on the arcane study of life instead. Both positive and negative energies are required in the cycle of life and death, and students of the School of Medical Necromancy utilize these energies to the benefit of restoring the living rather than controlling the dead.
Anatomical Savant
Your savant understanding of humanoid anatomy has enabled you to use magic to precisely pinpoint and correct maladies and afflictions in others. When you select this school at 2nd level your spell list expands to include the following spells. Additionally, you gain proficiency in medicine if you do not already have it. Your proficiency bonus is doubled for any ability check you make that uses that ability.
Medical Necromancy Expanded Spells
| SPELL LEVEL | SPELLS |
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1st |
cure wounds, detect poison and disease, inflict wounds, purify food and drink |
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2nd |
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3rd |
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4th |
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5th |
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6th |
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9th |
Necrotic Healing
At 2nd level, you gain the ability to redirect the life energy from creatures you harm to heal you and your allies. As a bonus action when you deal damage to a creature with a necromancy spell, you or an ally of your choosing within 100 feet regains hit points equal to the spell level expended + your wizard level. Cantrips count as spell level 0 for the purposes of this ability.
Between Life and Death
At 2nd level, you learn the Spare the Dying cantrip, which counts as a wizard cantrip for you. When you stabilize a dying creature this way, you may spend a wizard spell slot to give the creature hit points equal to the wizard spell slot level expended. You can only do this once per long rest.
Destroy Undead
At 6th level you can attempt to undo the magic binding the undead. As an action, choose a number of undead up to or equal to your Intelligence modifier (minimum 1) within 30 feet from you. Each creature must make a Wisdom saving throw. If a creature fails, is is instantly destroyed if its challenge rating is at or below a certain threshold. This ability recharges once per short or long rest.
The maximum CR of each undead that you can target with this ability increases as you gain levels:
| Player Level | Undead CR |
| 6 | 1/2 or lower |
| 9 | 1 or lower |
| 12 | 2 or lower |
| 15 | 3 or lower |
| 18 | 4 or lower |
Inured to Undeath
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 around death and dealing with the undead and the forces that animate them that you have become inured to some of their worst effects.
Clinical Resurrection
Starting at 13th level, you have mastered the manipulation of life and death, and can bend their energies to your will. You gain access to a modified version of the spell Resurrection.
Additionally, once per long rest, you can cast Clinical Resurrection without the spell being prepared and without expending material components. However, you gain 1 level of Exhaustion as a result of the enormous mental and magical effort required to preform the spell unaided and unprepared.
Clinical Resurrection
- Casting Time: 10 minutes - 9 days+
- Range: Touch
- Target: A dead creature that has been dead for no more than a century and that didn't die of old age
- Components: V S M (A diamond worth at least 1,000 gp, which the spell consumes OR one point of exhaustion)
- Duration: Instantaneous
- Classes: Medical Necromancer
- You touch a dead humanoid that has been deceased for no more than a century, and that didn’t die of old age. Regardless of willingness, the target eventually fully returns to life with all its hit points.
The complexity of this spell varies greatly depending on the level of decomposition the body of the deceased has undergone, since it requires the manual regeneration of deceased tissue. Time elapsed since death and/or the state of the corpse determines what stage of resurrection is required.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting the spell, they afflict the target on its return to life. The spell cannot restore any nonessential missing body parts unless the individual's missing body part is at hand. This spell can target Undead humanoids. - RESURRECTION STAGE 1: Immediately Postmortem (1-8 hours after death)
The body is for the most part fresh inside and out, or has been magically preserved within this postmortem timeframe via gentle repose. In this stage resurrection is inconsequential. Over the course of 1 hour the target gradually returns to life with all its hit points as all mortal wounds are closed and repaired.
Coming back from the dead is an ordeal. The target takes a −2 penalty to all attack rolls, saving throws, and ability checks until they take long rest. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. - RESURRECTION STAGE 2: Fresh (9-24 hours after death)
The body is not quite fresh, showing discoloration and slight bloat associated with minor internal decomposition, or has been magically preserved in this state. Resurrection is straightforward. In Stage 2, the casting time increases to 3 hours, and the target suffers an increased penalty to −3.
The 3 hour casting process is strenuous, and until you finish a short rest you rest you have disadvantage on all ability checks and saving throws. - RESURRECTION STAGE 3: Late Postmortem (24-72 hours after death)
The body is slightly bloated and has undergone internal decomposition of some major organs, making resurrection more complicated. An imperfectly preserved body via magical means or a well preserved body via non-magical means will likely be in this stage of decomposition. Casting time increases to 5 hours.
At this point, coming back from the dead is physically demanding, and the target is left with 3 levels of exhaustion. The target must be kept warm, rest and recuperate, sequentially losing all exhaustion levels after 3 long rests.
The 5 hour casting process is tiring, and until you finish a long rest you rest you have disadvantage on all attack rolls, ability checks, and saving throws. - RESURRECTION STAGE 4: Mild Bloat (3-4 days after death)
The body has undergone significant internal decomposition and is bloated, making resurrection challenging. A poorly preserved body via magical means or a imperfectly preserved body via non-magical means will likely be in this stage of decomposition.
Over the course of 6 hours the target gradually returns to life as all non-mortal wounds are slowly closed and repaired.
Coming back from the dead from such a state is an intense ordeal, and the resurrection process takes several days to fully restore the deceased. After the 6 hour mark, mortal wounds are mostly but not completely healed, and the target is left with 4 levels of exhaustion.
The casting process at this stage is exhausting, and until you finish a long rest you rest you have disadvantage on all attack rolls, ability checks, and saving throws, and your speed is halved. - RESURRECTION STAGE 5: Full Bloat (5-10 days after death)
The incredibly bloated body has internally liquefied, making resurrection both difficult and taxing.
From stage 4, the casting process increases to 7 hours, the target suffers one more level of exhaustion (totaling in 5 levels), and in addition to other penalties, you are unable to cast spells until completing a long rest. - RESURRECTION STAGE 6: Decay (25-50 days after death)
The corpse has lost much of its form via secretion of body liquids and loss of tissue, making resurrection via regenerative processes immensely difficult.
The casting process at this point is so demanding that you must pace yourself. Across 2 sessions, over the course of 2 days, (which do not have to be contiguous) the target gradually returns to life as all wounds are slowly closed and repaired.
At this point coming back from the dead from such a state is an immensely taxing ordeal, both physically and emotionally, and the resurrection process takes well over a week to fully restore the deceased.
Following the first session, the target suffers a status condition known as a half-life: they are considered Undead, have disadvantage on all all attack rolls, ability checks, and saving throws, their speed is reduced to 10 feet, they cannot speak or cast spells and their maximum HP is set to 1. After the second session, the target loses this status condition and all effects, but is still left significantly weakened with 5 levels of exhaustion. The target must be kept warm, rest and recuperate, sequentially losing all exhaustion levels after 5 long rests.
You must devote enormous amount of time and energy to casting this spell when there is so little left for you to work with. Following the first session, until you finish a long rest you have disadvantage on all attack rolls, ability checks, and saving throws, and your speed is halved. You cannot continue onto the second session or cast any other spells until you finish a long rest. After the second session, you suffer 2 points of exhaustion and cannot cast any spells until you complete a short rest. - RESURRECTION STAGE 7: Dry Bones (50+ days after death)
The corpse has become a skeleton. Bones, teeth, hair and dried skin might be present, but may not be in a identifiable humanoid configuration. Resurrecting a corpse from this stage requires the full use of every shred of anatomical, biological, and arcane knowledge you have.
At this point, the spell is a multi-step process that can stretch over the course of a few weeks to a month. The first session takes at least 1 week to complete, spent reconfiguring the remains (however fragmented) into a humanoid shape, then utilizing extraordinarily complex and taxing temporal necromancy to reverse the process of decomposition to a point where you have enough biological material to piece together a genetic blueprint of the individual you are attempting to revive. The second and third steps proceed from Resurrection Stage 6.
The resurrection process can be hastened to 5 days total at the cost of two additional points of exhaustion received after each session. Failing to pace yourself accordingly, Resurrection Stage 7 can result in your death.
Previous Versions
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6/11/2022 4:37:13 AM
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Posted Jun 11, 2022This subclass is heavily inspired by my personal interest in medicine and forensics, wanting to bring a bit more (potentially grotesque) realism into death and necromancy. The breakdown of decay in Clinical Resurrection is based on my forensic anthropology education on the subject matter supplemented by research.
Additionally, my comment from the first version:
Took inspiration from lots of different 'white necromancy' homebrews, some of which are:
Hallowed Necromancer on the danddwiki for Necrotic Healing
u/Scintillating_Void on Reddit for Between Life and Death
u/jjzwi on Reddit (and obviously clerics) for Destroy Undead
This subclass was designed for a specific character (who is both a doctor and a necromancer) in one of our campaigns, and only for him - as in no one else in that universe can ever have access to this subclass, otherwise it would be a bit unfair to clerics! However, I'm uploading this in case anyone else wants to take inspiration for it or use it in their campaigns, if they're looking for a truly clerical necromancer.