Base Class: Wizard
The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate.
Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.
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 6: Undead Thralls
You always have the Animate Dead (Animate Dead) spell prepared.
All undead creatures you create with a necromancy spell have the following additional benefits:
- The creature's hit point maximum is increased by an amount equal to twice your wizard level.
- The creature adds your proficiency bonus to all its damage rolls.
- Quick Attack. As a Bonus Action, you can command the familiar to take the Attack action.
- Necrotic or Radiant Damage. Whenever the familiar deals Bludgeoning, Piercing, or Slashing damage, you can make it deal Necrotic or Radiant damage instead.
- Your Save DC. If the familiar forces a creature to make a saving throw, it uses your spell save DC.
Resistance. When the familiar takes damage, you can take a Reaction to grant it Resistance against that damage.
Level 10: Spectral Veil
When a creature hits you with an attack roll, you can use your Reaction to summon the spectral form of a deceased creature you’ve previously interacted with. The specter lashes out at the attacker, dealing necrotic damage equal to 2d10 + your Intelligence modifier. The attacker must also succeed on a Wisdom saving throw against your wizard spell save DC or be cursed by the specter.
Curse Effect. Until the end of your next turn, you have advantage on attack rolls against the cursed creature, and it has disadvantage on saving throws against your spells.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a 2nd-level or higher spell slot (no action required).
Level 14: Dominate Undead
You always have the Dominate Person (Dominate Person) spell prepared. Whenever you cast this spell, you can change its school to Necromancy and control undead creatures instead. You can cast the Necromancy version of the spell without expending a spell slot. Once you cast the spell without a spell slot, you must finish a Long Rest before you can cast the spell in that way again.
Level 3: Undead Familiar
You learn the Find Familiar spell and can cast it as a Magic action without expending a spell slot as long as there is a pile of bones available.
When you cast the spell without using a spell slot, your familiar must be in the form of a Skeleton.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Reaction.
When casted this way the spell's school of magic changes to Necromancy.