Wizard
Base Class: Wizard

Undead sorcery

Summon

At 2nd level, you gain summoner points which you can use to summon undead creatures to be under your control. To summon an undead creature takes an action, and to send them back to the void takes a bonus action. You gain 1 summoner point per level, and you regain all your summoner points after a long rest. When your summons reach 0 hit points they go back to the great beyond, and your summons disappear after a long rest. Your summons count as sidekicks, and share the same initiative as the player.

 

Summon Options:

Zombie or Skeleton

2 summoner points

 

Deathlock Wight

6 summoner points

 

Bone Knight

10 summoner points

 

Giant Skeleton

14 summoner points

 

Undead Young Red Dragon (same stat block as a young red dragon, but has a undead appearance, and immunity to necrotic damage while having vulnerability to radiant damage.)

20 summoner points

Corpse Explosion

At 6th level, as a bonus action you can make one of your summons explode (bringing it to zero hit points) making everyone within 5 Ft. of the creature do a Constitution saving throw (DC 8 + Intelligence modifier + Proficiency bonus). On a fail, a creature takes damage equal to the amount of hit points the exploded summon had, and on a success half of that.

Skeletal Mage

At 10th level, using a third level spell slot you can summon an undead mage ; doing so requires an action, and the undead has the stat block of a cr 6 mage. When you use this feature using a spell slot of 4th level or higher, it increases the undead mage’s hit points by 8, and its intelligence score by 2 for each slot level above 3rd. These skeleton mages disappear after 1 minute (10 rounds), and share the same initiative as the player. This feature has an amount of charges equal to your Intelligence modifier that reset after a long rest, however, you can only create one mage of this manor if you cast it again the first mage created will be killed and replaced with the second one. Additionally, you can use one of this features charges to give the mage one of the following abilities: all attacks deal an extra 2d6 poison damage, all attacks make an enemy do a Constitution saving throw (spell save DC) or become poisoned for a minute (10 rounds), or all attacks have advantage.

Duplicate

At 14th level, as an action, you can make a duplicate of yourself with the bones of your enemies and your blood. Doing so takes half of your hit points (If under half of your maximum hit points, this ability cannot be used) giving the half to your duplicate. This duplicate is the same as you in every way (any spell slots or abilities used before making this duplicate counts as used for the duplicate as way, however, this means the duplicate also has the same equipment and spells as you), and it shares spell slots, ability charges, and summoner points with you. The duplicate disappears after a long rest, and this feature has one charge that recharges after a long rest.

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