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.

Level 3: Necromancy Savant Scholar

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.

Level 3: Life Typhoon

You extend your hand to your enemies, forming an orb of darkness that sucks the life of your foes. You have a pool of Necrotic D6 Dices equal to your Intelligence Modifier. You can take any number of your Necrotic Dices, every enemy that you can see at 20ft of you must succeed a Constitution Saving Throw against your Spell DC or take Necrotic damage equal to the dices expended and half that damage on a save and not taking more damage of this feat after that. On their next turns after that, they have to repeat that Saving Throw to end this feat effect, taking the same amount of Necrotic damage from this feat until they succeed. If any enemy affect by this feat dies, it becomes an undead servant with 1 hit point that serves the caster for 1 minute before falling dead definitively, this servant obey any command from the caster, but the cannot attack neither regain hit point.

You regain one D6 after a Short rest and all expended D6 after finish a Long rest.

Level 6: Raise Undead

You can infuse a dead body with Necrotic energy, sparing the dead itself to call the soul to serve you. You can choose a number of dead humanoid bodies that you can see equal to your proficiency bonus: those humanoid bodies become undeads with hit points equal to two times your Wizard Level (AC 14, STG +1, DEX -2, CON +1, INT -5, WIS -5, CHA -5), they turns starts after yours, they serve you and follow any command that you gave them (No action require), they can attack but it always unarmed and deals 1D4 + your proficiency bonus of Necrotic Damage. Those undeads last for 10 minutes or until their hit points become 0, after that, they fall dead again and cannot be revivify by any means again for 10 hours.

You can use this feat once per Long Rest.

Level 10: Potent Necrosis

Your "Raise Undead" Undeads AC now is 16 and they do 1D6 + your proficiency bonus of Necrotic damage on their unarmed attacks.

Additionally, when you deal damage with a spell of the Necromancy School, you can add your Intelligence Modifier to the spell attack throw and damage throw.

Level 14: Lich initiate

Mastery over the dark arts has reached its pinnacle, and you have unlocked the forbidden secrets of lichdom. Gain the following:

  • Undead Nature: You are now considered an undead creature. As such, you are immune to disease, cannot be poisoned, and no longer require food or water. You do not age, and you cannot be magically aged.
  • Extended Life: Your body no longer requires rest. While you still require long rests to regain spell slots, you do not need to sleep and can remain active indefinitely without the need for sleep.
  • Touch of Death: You can cast Finger of Death without expending a spell slot once per day.
  • Undead Resistance: You have resistance to necrotic, and poison damage.

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