Wizard
Base Class: Wizard

Deadmasters 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 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.

Scatter the Undead Chains

When you cast a necromancy spell that summons undead and use a spell slot higher than the original level, it does not require concentration.

Additionally, undead you summon gain the following benefits:

  • The creatures Hit Point maximum increases by 2 points per your wizard level
  • The creature adds your proficiency bonus to its attack rolls

Stark Harvest

Once per turn when you kill creature with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. If this effect would bring you to your Hit Point maximum, the remainder is added as Temporary Hit Points. You don't gain this benefit for killing constructs or undead.

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 dealing with undead and the forces that animate them that you have become inured to some of their worst effects.

Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. 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. 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.

Previous Versions

Name Date Modified Views Adds Version Actions
9/12/2023 9:42:36 PM
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