Wizard
Base Class: Wizard

 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 it's body, transforming that vital energy into magical items you can manipulate. Most people see necromancers as menacing, or even villainous, due to the close association to death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies.

Commander of the Dead

At 14th level, you have garnered the magical skill to assert your control over an even larger amount of undead. when calculating for how many undead you can control, add your spellcasting ability score to your proficiency bonus before multiplying. Your Bonded Soul gains the following benefits: +3 to all stats except charisma and intelligence, +4 to intelligence, and +6 to charisma, and the ability to speak one language of the necromancer's choosing. This Soul gains the ability to control up to half of the Necromancer's forces at any given time. You gain an Aura of Loyalty of 15 feet, which gives undead in the aura a +2 to hit, +1 damage, and +1 AC. Any undead that enter this aura with an intelligence lower than 8 must make a charisma saving throw against your spell save DC or fall under your control. More intelligent undead gain advantage against this save.

Necromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.

The Curse of Life and Death

Being cursed in a constant state of life and death leaves you able to access powers most mortals do not possess. you gain an extra two saving throws when your life is in a critical state and an attack that would normally result in an instant kill instead drops you to 1 HP and allows you to move as an reaction for without a chance to be affected by an opportunity attack.

Bonded Soul

At 2nd level, you add the find familiar spell to your spellbook if it is not there already. If you don't already know it, you learn the find familiar spell and can cast it as a ritual.

The spell doesn’t count against your number of spells known. When you cast the spell, you can choose, instead of one of the normal forms, to have your familiar enter your service as the soul bonded to you. If you you choose to do so, your familiar does not have a true physical form. It remains as a spirit with an ability to possess undead, with an Intelligence lower than 8, under your control.

Your familiar minion has abilities and game statistics determined in part by your level. Your minion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, a familiar minion also adds its proficiency bonus to its damage rolls. The familiar minion is immune to effects that would turn or destroy undead, thanks to the strength of their connection to you.

Loyal Undead

At 6th level, you add the Animate Dead spell to your spellbook if it is not there already. 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.

• The creature adds your proficiency bonus to its weapon damage rolls.

Additionally, you can control up to your proficiency bonus multiplied by your caster level of undead without having to reassert dominance over them. You may choose which undead you control through this ability, but if you remove an undead from your control that you have not cast a spell to reassert control over within the last 24 hours, it becomes a wild undead.

Grave-Touched

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. Wild undead see you as one of their own, and will ignore you unless you instigate them.

Undead Lieutenant

Beginning at 10th level, your Bonded Soul gains the ability to influence other creatures you control and they automatically recognize the authority of your familiar minion as if the order came from you (although you can always override any order given).  On each of its turns, your Bonded Soul can use a bonus action to mentally command any of its subordinates, as long as they are within 60 feet of it - it will use this ability whenever it can in pursuance of the objective(s) you set to the besft o it's ability. It can command any or all of them at the same time, issuing the same command to each one. If it (or you) issue no commands (such as if it is incapacitated or out of range), the subordinates only defend themselves against hostile creatures. Once given an order, a creature continues to follow it until its task is complete.  If not already possible, you may imbue your undead minion the ability to speak one language of your choice (unless otherwise improbable... although for all intent and purpose, even a crawling claw may communicate through morse code, sign language, or even charades if necessary).

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