Wizard
Base Class: Wizard

An undertaker is a Wizard that specializes in raising the dead. Whether it be passing through town and collecting minions from a graveyard or through intense study and specialization, the years of preparing corpses has taught the undertaker how to make their undead a force unequal to others.These minions are imbued with enhanced strength, vigor, and no longer crumble when presented with opposition to their goals. An Undertaker always has an animated companion at their side to carry out tasks and can quickly raise an army when threatened; having no fear of death when protected by it's cold embrace.

Your path as an Undertaker grants you features when you choose it at 2nd level and additional features at 6th, 10th, and 14th level.

 

Note: This is basically a lightly edited version of the 'Undertaker' path that was available in the (presumably deleted) homebrew subclass called Necromancer v2. There were two other paths called Reaper and Keeper but I didn't write down any notes about those paths and can't recreate them as they were.

Anyway, hope you enjoy this subclass and please feel free to provide constructive criticism or thoughts on how to further refine it.

Art by Sergiy Abramov as far as I could figure out. Here at artstation.com/artwork/WZKyG .

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, the time you've spent wielding negative energy has made you capable of reducing its more troublesome effects.

You have resistance to necrotic damage and your hit point maximum cannot be reduced. At 5th level, this feature extends to any undead under your control.

Improved Animate Dead

Beginning at 6th level, the negative energy you use to summon your undead is fortified within them.

Skeletons and zombies you raise have additional hit points and bonuses to their melee attack rolls equal to your proficiency bonus.

In addition, whenever you cast a spell or use a feature or item to raise undead, you may raise one additional skeleton or zombie.

Grim Resolve

Beginning at 10th level, your bond with the dead has strengthened their resolve against that which would destroy them.

Undead you control have advantage on Wisdom saving throws against Turn Undead attempts and add your proficiency bonus to their Armor Class.

In addition, you can no longer be Frightened and may cast Gentle Repose as a ritual spell.

Warden of the Dead

You hold mastery over death and are well-known for your abilities in controlling or influencing the dead.

Beginning at 14th level, you've reached the epitome of raising undead. Your undead creatures are no longer naturally vulnerable* to Piercing, Bludgeoning, or Slashing damage and gain additional hit points equal to your necromancer level.

Additionally, the Undead under your control have that control extended to 48 hours.

Finally, you may cast the spell Resurrection once a day.

*Example: Skeletons are no longer vulnerable to Bludgeoning unless affect by something else that would cause this vulnerability.

Previous Versions

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Necromancer Undertaker Image

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