Wizard
Base Class: Wizard

It is a common misunderstanding that necromancy is an inherently evil school of magic. Though there have been many necromancers throughout history have been evil, such as the Red Wizards of Thay, there is nothing inherently evil about necromancy.

Those who study necromancy use magic to manipulate the forces of life and death to curse targets and control the undead.

Necromancy Savant

Choose two Necromancy spells, each of which must not be higher than level 2, and add them to your spellbook for free.

Whenever you gain access to a new level of spell slots in this class, you can add one Wizard spell from the Necromancy school to your spellbook for free.

Soul Affliction

Your spells target the root of a creature, bypassing their resistances. Your Necromancy spells ignore resistance to necrotic and poison damage. Additionally, if a Necromancy spells you cast requires the target to make a Constitution saving throw, you can force them to make a Wisdom saving throw instead.

Reaper's Harvest

Your attunement to undeath causes you and your minions to reap life energy from your targets. When a  creature dies within 30 feet of you or an undead creature under your control, another creature within that range gains temporary hit points equal to 10 x your wizard level.

Commander of the Dead

You have a greater control over undead creatures. You have advantage on Constitution saving throws to maintain concentration on Necromancy spells.

Additionally, if a Necromancy spell would cause an undead creature to no longer be under your control once the spell ends, the creature instead becomes Incapacitated until it is targeted by another Necromancy spell that grants the caster control of the target.

Death Deity

You have become a master of undeath. You have immunity to Poison and Necrotic damage, and you have advantage on saving throws against spells and affects originating from undead creatures.

Additionally, when an undead creature targets you for an attack, they must make a Wisdom saving throw against your Spell Save DC. On a failed save, the creature is under your control until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this feature on a long rest.

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