Wizard
Base Class: Wizard

In the shadowy corners of the arcane world, where the boundaries between life and death blur, the School of Necromancy stands as both a sanctuary of knowledge and a breeding ground for fear. Those who embrace this path delve deep into the dark mysteries of mortality, seeking to unlock the secrets of the soul, control the forces of decay, and wield the power of the undead.

Appearance and Aura
A Seker often radiates an unsettling presence. Draped in flowing robes of deep purple and black, adorned with symbols of mortality and decay, they carry an air of death with them. Their eyes gleam with an unnatural light—either the pale hue of the grave or the vibrant green of toxic magic. Aol of rotting tomes and decaying artifacts typically nestles in their hands, and a small, enchanted skull may serve as a familiar, whispering dark knowledge into their ears.

Philosophy and Motivations
Driven by a desire to uncover the ultimate truths about existence, a Seker grapples with the duality of their power. Some seek necromancy for the sake of knowledge, to understand life’s eternal cycle or to reunite with lost loved ones. Others may be seduced by ambitions of power, envisioning a dominion ruled by their undead legions. Yet others might pursue necromancy out of a desperate need to combat death itself, using dark arts as a means to defy fate.

Powers and Abilities
As a practitioner of the School of Necromancy, these wizards wield spells that evoke fear and command respect. With a mere flick of their wrist, they can drain the life force from their enemies, sending them plummeting into oblivion. They can raise the dead as minions, binding them to their will and transforming their former foes into servitors of dark intent. This connection to death allows them not only to manipulate the fallen but also to absorb their strength, bolstering their own vitality.

The Dichotomy of Life and Death
The Necromancer's journey is fraught with moral ambiguity. How do they reconcile their pursuit of knowledge with the ethical implications of raising the dead? As they tread this perilous path, they invite scrutiny and disdain from those who uphold the sanctity of life. Clerics, paladins, and others devoted to the forces of good often see them as a blight upon the world, stirring up conflict and producing enemies at every turn.

Inspiration and Legacy
Such is the legacy of the School of Necromancy: a tapestry woven from knowledge, sacrifice, and the insatiable quest for power over death. Each Seker becomes a living embodiment of the struggle between light and dark, wielding their ominous abilities against a backdrop of ancient tomes, whispered incantations, and the chilling echo of long-forgotten souls. In a world rife with danger and decay, they stand as harbingers of the inevitable masters of the art that few dare to tread upon.

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: Potent Cantrip

Your damaging cantrips affect even creatures that avoid the brunt of the effect. When you cast a cantrip at a creature and you miss with the attack roll or the target succeeds on a saving throw against the cantrip, the target takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

Level 6: Undead Minion

You can animate one corpse within 60 feet of you as an action, transforming it into an undead creature (such as a skeleton or zombie). The undead serves you until it drops to 0 hit points. You can maintain a number of undead minions equal to your Intelligence modifier (minimum of 1). Creating or maintaining additional undead beyond this limit causes the oldest one you control to disintegrate.

Level 10: Master of Life and Death

At 10th level, your connection to the forces of life and death deepens, augmenting your necromantic power and granting you greater durability on the battlefield. This feature encapsulates not only the control over death but also the mastery of the cycle between life and death, allowing you to weave your own vitality into your necromantic spells. You gain Immunity to necrotic damage and advantage on saving throws against being frightened. Additionally, you can cast the Animate Dead spell without expending a spell slot or material components.

Level 14: Soul Harvest

  1. Soul Drain:
    Whenever you deal damage to a creature with a necromancy spell, you can choose to absorb a portion of its life force. You gain temporary hit points equal to the total damage dealt by the spell. These temporary hit points last for 1 minute and can stack with additional uses of this ability. 

    • Limitations: You can only gain temporary hit points in this way once per turn, but there is no limit to the total number of temporary hit points you can accumulate in a single encounter.
  2. Empowered Spells:
    After successfully using Soul Drain, the next necromancy spell you cast within the next minute deals additional damage equal to your Intelligence modifier. This bonus damage reflects your mastery over life-draining magic and can significantly amplify your offensive capabilities.

     

When you activate Soul Harvest, a visible aura of black mist envelops you, and shadows may flicker around your form. The intensity of your necromancy creates an unsettling atmosphere around you, causing creatures to feel a primal fear in your presence.

Seker Wizard Image

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