Wizard
Base Class: Wizard

You explore the cosmic forces of life, death, and undeath. As a Necromancer, you learn to manipulate the energy that animates all creatures.

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.

Undead Hordes

You can channel necromantic energies for one minute and expend a spell slot to create an Undead Horde. The spell slot level dictates the strength of the horde.

You can have a number of hordes active equal to half your proficiency bonus (rounded up). Each horde can be one of three types: Zombified, Skeletal or Ghostly. 

Active hordes are friendly to you and your allies and obey your commands. They vanish if you finish a long rest or if you die.

The Hordes in Combat. In combat, the hordes acts during your turn. You can use an action to command any of your hordes if the horde is within 100 ft. of you (if you control multiple hordes, you can command any of them at the same time). They can move and use their Reaction on its own, but the only action they take is Dodge action unless you take an Action to command one or more of them to take actions in their stat blocks or some other actions. A horde can only have one turn per round. If you have the Incapacitated condition, the hordes act on their own, aren't limited to the Dodge action and are no longer friendly to your allies.

Undead Horde

Large (level 1-3)/Huge (level 4-6)/Gargantuan (level 7-9) Swarm of Medium Undead, Chaotic Evil

AC 8 (Zombified), 13 (Skeletal), 11 (Ghostly)

HP Spell slot level multiplied by 30 (Zombified) or 15 (Skeletal or Ghostly)

Speed 30ft. (Zombified or Skeletal) or Fly 30ft. (Hover; Ghostly)

    Mod Save
STR 10 +0 +0
DEX 10 +0 +0
CON 14 +2 +2
    Mod Save
INT 3 −4 −4
WIS 8 -1 -1
CHA 5 -3 -3

Immunities Poison; Charmed; FrightenedGrappledParalyzedPetrifiedPoisonedProneRestrainedStunned

Senses Darkvision 60 ft.; Passive Perception 9

Languages Understands the languages you know but can't speak

CR None

Traits

Horde. The horde can occupy another creature’s space and vice versa, and the horde can move through any opening large enough for a Medium creature. The horde can’t regain Hit Points or gain Temporary Hit Points.

Undead Fortitude (Zombified Only). The horde subtracts your proficiency bonus from any damage it takes.

Incorporeal (Ghostly Only). The horde has resistance to Bludgeoning, Piercing and Slashing damage. It can also move through other creatures and objects as if they were difficult terrain. If it ends its turn completely inside an object, it is shunted to the nearest unoccupied space and takes 1d10 Force damage for every 5 feet travelled.

Actions

Multiattack. The horde makes a number of attacks based on its size. Large hordes make one attack, Huge hordes make two attacks and Gargantuan hordes make three attacks.

Fetid Grasps (Zombified Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: Bludgeoning damage equal to your Intelligence modifier plus the level of the spell slot used to create the horde. If the target is fully overlapped by the horde, it has grappled condition (escape DC equal to your spell save DC) as the zombies swarm entirely over them.

Bone Bolts (Skeletal Only). Ranged Attack Roll: Bonus equals your spell attack modifier, range 100 ft. Hit: [roll]1d8[/roll] plus your Intelligence modifier and the level of the spell slot used to create the horde as Piercing damage.

Grave Touches (Ghostly Only). Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: [roll]1d4[/roll] plus your Intelligence modifier and the level of the spell slot used to create the horde as Necrotic damage. The target can't regain hit points until the end of the hordes next turn.

Unholy Lieutenant

You always have the summon undead spell prepared. Whenever you cast this spell, you can imbue the spirit with your influence. While the spirit is present, your hordes have advantage on saving throws and commanding the hordes uses your bonus action instead of your action.

Necrotic Aegis

You and any undead under your control gain resistance to Necrotic damage. Additionally, when you take damage you can take a reaction to divert half of the damage to a nearby undead creature under your control within 60ft. of you. Your undead lieutenant gains the same reaction, but can only divert damage to one of your undead hordes within 60ft. of it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way except by using Necrotic Aegis.

Apotheosis

You begin your apotheosis to lichdom. You gain the following benefits:

Undead Endurance. You don’t gain Exhaustion levels from dehydration, malnutrition, or suffocation. In addition, you don’t need to sleep, and magic can’t put you to sleep. You gain resistance to Poison damage and immunity to the Poisoned condition.

Phylactory. You may choose a tiny non-magical object to be your phylactery. The object gains an AC of 20, 50 Hit Points and immunity to all damage except Radiant. When you have a soul trapped by the Soul Cage spell, you can choose to exploit the soul as an action to charge your phylactery for 24 hours. If you die and your phylactery is intact and charged, your body is teleported to a space within 5 ft. of your phylactory, or a new body is created with no items if your original body no longer exists. You are then revived with 1 hit point.

Previous Versions

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