Wizard
Base Class: Wizard

You have discovered an ancient font of necromantic knowledge, once wielded by the undying archons that presided over a long-forgotten empire. Whether you decide to use your growing power in the dark arts to become an agent of destruction, or a protector of the sacred silence, you are now a gatekeeper that presides over the boundaries between the natural and unnatural realms.

Dark Prodigy

Beginning when you select this school at 2nd level, you can decipher the arcane pattern of all necromancy spells you encounter. You gain the ability to learn necromancy spells from other class spell lists that are of the appropriate level.

Grim Harvest

Starting at 2nd level, the devouring void within you rends the life force from your enemies as they draw closer to their death. Once per turn, you can absorb hit points equal to half of the necrotic damage you inflict with a spell, rounded down. Constructs and undead are immune.

Charon demands payment: once per long rest, the first time you take damage that would render you unconscious, you must make a constitution saving throw with a DC of 10, and, on a success, you syphon 1d10 hit points from your closest ally to remain standing.

Call of the Covenant

At 6th level, you add the animate dead spell to your spellbook if it is not there already. The spell is always prepared and does not require material components.

When you create undead using a spell, you can create one additional creature of the same type and they have the following benefits:

  • Each creature’s hit point maximum is increased by an amount equal to twice your wizard level.
  • Each creature adds your proficiency bonus to it's AC and damage rolls.

 

Inured to Death

At 10th level your innate control over the ebb and flow of vitality within all beings grants you resistance to necrotic damage and your HP maximum can’t be reduced. You ignore enemy resistance to necrotic damage and treat immunity to necrotic damage as resistance.

Additionally, once per turn you can spend a bonus action to convert the damage of a spell of 1st level or higher into necrotic damage. You can do this a number of times equal to your proficiency modifier, per long rest.

Umbral Eclipse

Starting at 14th level, your affinity for necromancy is so great that it eclipses the will of any undead that oppose you, even those created by other casters. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again until your next long rest. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.

 

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