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Wizard
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 2: Necromancy Adept

When you copy a necromancy spell into your spellbook, you require only half the usual time and materials. You have refined your methods of dissecting spells tied to life and death, making their inscriptions easier to transcribe.

Level 2: Life transference

Beginning at 2nd level your necrotic training has enabled you to steal a sliver of a creature's vitality. When you deal damage to a creature with a necromancy spell (including cantrips) a creature of your choice within 60 ft of you gains temporary hit points equal to you proficiency bonus.

Level 6: Undead Thralls

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. Additionally you always have this spell prepared and it doesn't count against the number of wizard spell you can have prepared and you can cast it once per long rest at it's lowest level.

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.

Level 10: Black Sigil of Binding

Beginning at 10th level, when you summon an undead and the spell requires you to recast it to reassert your control, you may choose to brand the undead with your sigil. Branded undead remain under your control until destroyed, but each branded undead counts as two undead toward your control limit from the Undead Thralls feature. You can have a maximum number of undead marked in this way equal to you level in this class.

Level 14: Command Undead

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 9 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free. If it fails this save 3 times it's under you control for 24 hours after which it gets to repeat this save every hour. If the undead has an intelligence of 14 or higher it gets to make this save every hour, it can only be under your control for a maximum number of hours equal to your proficiency bonus. 

 
 

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11/24/2025 2:18:17 AM
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