Wizard
Base Class: Wizard

The Necromancer is a wizard who channels the dark forces of necromancy to command and empower the dead. With an unwavering focus on the school of necromancy, they develop a unique connection to death itself, raising skeletal or zombified guardians called Deathguard to serve as their loyal protectors. As a Necromancer, you can command these undead minions to carry out your bidding, and as you grow in power, you will not only fortify their bodies but also enhance their combat abilities, making them formidable allies.

At the core of a Necromancer’s powers is the ability to raise and control the dead using the Animate Dead spell, which they can cast without using a spell slot. Through this bond with death, they also gain abilities that allow them to bolster their Deathguard with resilience, healing, and enhanced damage. Their Deathguard grow more durable over time and can attack with increasing ferocity as the Necromancer progresses. At higher levels, the Necromancer can even heal themselves or their undead minions through the necrotic energy they wield, making them an unrelenting force on the battlefield.

A Necromancer does not shy away from using the power of death to protect themselves and their allies. At 14th level, they gain the ability to have their Deathguard take damage on their behalf, further solidifying their role as a master of death and an impenetrable force. Through their dark magic and unwavering connection to the undead, Necromancers are able to turn the very essence of death into a weapon that serves them.

Necromancy Savant

you choose two Wizard spells from the Necromancy school, each of which must be of 2nd level or lower, and add them to your spellbook for free. In addition, 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. The chosen spell must be of a level for which you have spell slots.

Graveborn Resilience

 your connection to the powers of death grants you resilience against necrotic forces and enhances your durability.

  • Necrotic Resilience: You gain resistance to necrotic damage.
  • Draining Touch: When you reduce a creature to 0 hit points with a necromancy spell, you regain hit points equal to half the damage dealt.

 

Deathguard

you gain the ability to raise skeletal or zombie guardians, known as Deathguard, to serve you as loyal protectors.

Animate Deathguard. You gain the Animate Dead spell (or another Necromancy spell of your choice if you already know Animate Dead). You can cast Animate Dead without expending a spell slot or needing material components, summoning the Deathguard under your control. You can summon and control a number of Deathguard equal to your Intelligence modifier (minimum of 1), and they remain under your command indefinitely without needing to recast Animate Dead.

Price of Knowledge. Specializing in necromancy and gaining the knowledge to cast Animate Dead so early comes at a cost: You can no longer cast Animate Dead using spell slots. Additionally, you may only use this feature a number of times equal to your proficiency bonus per long rest. You may expend a spell slot of 3rd level or higher to regain a use of this feature. Use the skeleton or zombie stat block for the Deathguard.

On each of your turns, you can take a Bonus Action to mentally command any Deathguard you have created with this feature, provided the Deathguard is within 60 feet of you. If you control multiple Deathguard, you can command any of them at the same time, issuing the same command to each one. You decide what action the Deathguard will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the Deathguard takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.

Fragile but Resilient. Each Deathguard initially has a base hit point maximum of 1d8 + your Intelligence modifier + 4. They are resistant to all damage types except bludgeoning and radiant damage. as your necromatic powers imbue your Deathguard it increases the resilience of their armor and you can add your proficency Bonus to their AC.

Improved Durability. As you grow in magical power, your Deathguard gain resilience:

  • 10th level. Each Deathguard’s hit points increase to 3d8 + your Intelligence modifier + 4.
  • 14th level. Each Deathguard’s hit points increase to 4d8 + your Intelligence modifier + 4.

Multi-Attack. As your connection to your Deathguard strengthens, they grow more powerful:

  • 6th level. When a Deathguard takes the Attack action, it can make one extra melee weapon attack.
  • 11th level. When a Deathguard takes the Attack action, it can make two extra melee weapon attacks.
  • 20th level. When a Deathguard takes the Attack action, it can make three extra melee weapon attacks.

Bolstered Bones

your connection to your Deathguard deepens, reinforcing their bodies with necrotic energy and sharpening their reactions to your will.

Necrotic Resilience. When a Deathguard you control takes necrotic damage, it instead regains hit points equal to half the damage it would have taken.

Revenant Strike. Once per turn, when a Deathguard you control hits a creature with a melee weapon attack, you may empower the strike with dark energy, causing the target to take an extra 2d6 necrotic damage. The caster (you) or the Deathguard regains hit points equal to the necrotic damage dealt. This healing increases to 3d6 at 14th level.

Grave Ward

your mastery over the Deathguard grows to the point where they can take damage on your behalf.

Grave Ward. Starting at 14th level, when you take damage, you may use your reaction to have one of your Deathguard take the damage instead. You may use this feature a number of times equal to your proficiency bonus per long rest.

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