Wizard
Base Class: Wizard

Necromancy is a mysterious art, themes who steps into understanding this dark knowledge opens a path to strength of manipulation of the Life, Death and inbetween. Master of this art can destroy enemies with blasts of negative enegry, manipulate life essence of living creatures to harm them or to heal, and inflict corpses with dark magic to create undead.
Them who wield such a power often will be seen as danger that must be eliminated. But not everyone master of Necromancy is evil. Some sees in this knowledge a power to destroy a greater evil. Others just instrument that can create and destroy like every other, only who wields that instrument matters.

Master of Necromancy

At 2-nd level you start unraveling the secrets of life, death and non-life, which gives you access to the Expanding spelllist.

Level Additional spells
2 Chill touch, Bane, Inflict Wounds, False Life
3 Ray of Enfeeblement, Blindness/Deafness
5 Animate Dead, Life Transference(*XGE)
7 Blight, Death Ward
9 Raise Dead, Enervation (*XGE)
11 Create Undead
13 Finger of Death
15 Clone
17 Power Word Kill

 

Once you have gained access to any of these spells, you can write it down in your spellbook. If you gain access to a spell that is not in the wizard's spell list, it becomes a wizard's spell for you. In addition, you can prepare additional spells from the School of Necromancy equal to your proficiency bonus.

 

Grim Harvest

At 2-nd level you get the power to take away the life essence of creatures with yours spells.
When you cast a first level spell or higher on a creature, you can use a reaction to inflict additional necrotic damage equal to 5+ the level of the spell being cast, or double the level if the spell belonged to the School of Necromancy, and you or one creature you within 60 feet of you receive temporary health points equal to the amount of necrotic damage dealt. If the spell has an area effect, only one creature of your choice in that area of the spell takes additional necrotic damage.
You can use this ability a number of times equal to your proficiency bonus. All uses are restored at the finish of a long rest.

Undead thralls

When you reach 6-th level you can cast the Animate dead spell by Action and the range of this spell increases to 30 feet. In addition every time you create an undead using a Necromancy school spell, it gets additional benefits:

  • The maximum hitpoints of the created undead increases by a value equal to your wizard level.
  • Creatures you create add half of your proficiency bonus (rounded down) to attack rolls and weapon damage.

Unity with un-life

You have spent so much time in contact with the undead and the energy that animates them that you have learned to overcome their most dangerous side effects and become like the undead yourself. At 10-th level you gain next benefits:
- You again resistance to necrotic energy damage, and the maximum of your hit point can no longer reduced.
- You no longer need to eat, drink and sleep to continue your life. To get the benefits of a long rest, you can spend all 8 hours on light activities, for example, reading your spellbook or standing watch.
- When the damage reduce your hitpoints to 0, you can make a Constitution saving throw equal to the damage received. If it's successful, you are left with 1 hitpoint, instead of falling unconscious. You cannot use this skill if your hitpoints are reduced to 0 by radiant damage or critical hit. After a successful saving throw, you cannot use this feature again until you finish a long rest.

Master of Undead

At 14-th level you became master of controlling undead and now can use magic to subdue the wild undead, even if it was created by another wizard. You can cast the Amimate dead spell on undead creatures with the CR not exceeding the level of your wizard. The chosen target must pass a Charisma saving throw against the spell DC of your wizard spells. If it is successful, the target is immune to this effect for 24 hours. If it fails, the target becomes friendly towards you and obeys your commands for the next 24 hours. To maintain control for another 24 hours, you must cast this spell on it again before the end of the 24-hour period.
Intelligent undead are controlled in a similar way much more difficult. If the target has an Intelligence of 8 or higher, it makes a saving throw with an advantage and can repeat the saving throw at the end of each hour until it succeeds. If it fails a saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every minute until it succeeds and is released.
If you cast this spell using a spellslot of the 4th level or higher, you can target two additional creatures for each level of spellslot above the 3rd.

Previous Versions

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