Base Class: Wizard
You have cut ties with your deity and dedicated yourself to the arcane arts.
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.
Grim Harvest
At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures 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. You don’t gain this benefit for killing constructs or undead.
Undead Thralls
At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate.
Additionally, with 3 cubic feet of dead vegetation such as dry brush or sticks, you can cast animate dead to turn the vegetation into aw needle blight.
Whenever you create a creature using a necromancy spell, it has additional benefits:
- The creature’s hit point maximum is increased by an amount equal to your wizard level.
- The creature adds your proficiency bonus to its weapon damage rolls.
Unyielding to Death and Plants
Beginning at 10th level, you have resistance to necrotic damage and poison damage, and you have advantage on any saving throw made to resist negative effects from plants. This includes plant creatures and inanimate hazards.
Armor of the Dead
Starting at 14th level, you can use magic to create armor out of any dead matter. As an action, you can choose 3 cubic feet of dead matter that you can see within 30 ft. of you and beckon it to be your armor. While the armor is active, all attack rolls against you target your wizard spell save DC instead of your AC. When hit with an attack, you take no damage but the effect ends.
The type of dead material you use grants certain advantages.
Flesh armor: Your movement doubles as the reanimated flesh attached to you aids your movement. Additionally, you gain advantage on Intimidation checks against any non-undead creature.
Bone armor: As a bonus action, you can make an attack roll to fling bones at your enemies. The range is 30 ft., you add your spellcasting modifier to the attack and damage rolls, and the damage is 1d8 bludgeoning damage.
Plant armor: When surrounded by sufficient vegetation, you gain +10 to Stealth checks. Additionally, any needle blight created by you has advantage on attack rolls and saving throws.
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