Base Class: Wizard
In the realm of Valorian, necromancy is a divisive and controversial practice. The sanctioned form, known as White Necromancy, channels life-affirming energies to heal wounds, manipulate life forces for benevolent purposes, and soothe restless spirits, granting them peaceful release. In stark contrast, Black Necromancy is strictly forbidden—its practitioners wield death magic to animate the undead, siphon life force from the living, and pursue forbidden goals such as immortality. This dark art is shunned as evil, a danger to society and the natural order.
Amid these extremes lies Grey Necromancy, a philosophy embraced by wizards who see necromantic magic as inherently neutral. These pragmatic scholars believe it is not the magic itself but the intent of its wielder that determines whether it serves good or evil. They are unafraid to explore the blurred lines between life and death, harnessing the cosmic forces of vitality, decay, and undeath to achieve their ends.
As a wizard of this tradition, you delve into the mysteries of life and death, learning to channel the energy that animates all living things. You gain the power to sap vitality from enemies, use death as a tool for discovery, and transform the remnants of life into magical energy. For you, necromancy is neither good nor evil—it is simply a force, waiting to be mastered.
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 learn to draw on the life force of dying creatures to heal yourself or your allies. Once per turn as a Reaction, when a creature within 30 feet of you that you can see dies, you can choose to have yourself or an ally within 30 feet regain hit points equal to 1d6 + your Intelligence modifier. If the target is at full health, they instead gain the same amount as temporary hit points. This healing or temporary hit point bonus increases to 2d6 at 11th level and 3d6 at 17th level.
You may use this ability a number of times per Long Rest equal to your Intelligence modifier. You cannot use this feature when constructs or undead are killed.
Level 6: Undead Thrall
Your mastery of necromantic magic allows you to summon and empower undead servants with unparalleled control. You always have the Summon Undead, spell prepared, and it does not count against the number of spells you can prepare.
Additionally, when you cast Summon Undead, you can choose to modify the spell so it no longer requires concentration. If you do, the spell’s duration becomes 1 minute, and the Undead Spirit gains temporary hit points equal to your wizard level + your Intelligence modifier when it is summoned.
Level 10: Necrotic Mastery
Your deep understanding of necrotic magic enhances your ability to wield its destructive power. You gain resistance to necrotic damage and your spells ignore resistance to necrotic damage.
Level 14: Deathless Will
Your mastery of death allows you to rise stronger in the face of mortal peril. While at 0 hit points, you remain conscious and fully aware of your surroundings.
When you fail a death saving throw, either during your turn or as a result of taking damage, you can choose to rise. You regain hit points equal to twice your wizard level, stand from prone without expending movement, and become resistant to all damage until the start of your next turn as your body becomes partially incorporeal.
Once you use this feature, you can’t do so again until you finish a Long Rest
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Posted May 28, 2026This is wonderfully devised and fits the character I'm building well.