Wizard
Base Class: Wizard

Necromancers study the secrets of life and its relationship to death, and undeath. Necromancers are masters of undead creation and manipulation and use these skills to supply themselves with undead fortitude. Typically seen as taboo magic, necromancers are often ostracized or villainized by other wizards for their study of these secrets. 

Level 3: Necromancy Savant

Choose two Wizard spells from the Necromancy school, each of which must be no higher than level 2, 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: Grim Harvest

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.

Level 6: Undead Thralls

You've mastered the ability to call upon undead thralls and even supply them with a portion of your power. Once per day, you can cast Animate Dead without expending a spell slot. Additionally, when you cast Animate Dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. 

Whenever you create an undead using a necromancy spell, it has additional benefits:

  • The creature's hit point maximum is increased by an amount equal to your wizard level + intelligence modifier. 
  • The creature adds your proficiency bonus to its weapon attack and damage rolls.

Level 10: 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. Additionally, you gain your wizard level + intelligence modifier equivalent of temporary hit points after ending a long rest. 

Level 14: Disrupt Life

As an action, you can release a wave of life sapping energy. Each non-undead creature within 20 feet of the lich must make a constitution saving throw against your spell save DC, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. Any creature killed by this spell rises as a zombie under your control. You can use this ability once per short rest. 

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