Wizard
Base Class: Wizard

A specialist wizard who calls himself a necromancer or a cleric with the Death domain has significant power over undead and the forces of negative energy, but a True Necromancer is their master. A practitioner of forbidden arts, the True Necromancer roots about in graveyards, searching out mouldering components for their obscene spells. They call upon restless, tormented spirits of the dead, seeking their arcane secrets. Some may think they are evil, seeking control over the world. But they simply wish for more understanding of their dark obsession and this may lead them to act in unsavoury ways or perform morally questionable tasks.

 

 

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.

Quirks

 


 

At your option, you can pick from or roll on the Dread Necromancer Quirks table to create a quirk for your character.

1d8 Quirks

  1. Domesticated animals are afraid of you and react badly to you.
  2. You are always icy cold to the touch.
  3. You are always icy cold to the touch.
  4. You barely bleed, even when badly injured.
  5. Your heart beats once per minute. This event sometimes surprises you.
  6. You have trouble remembering that living creatures and corpses should be treated differently.
  7. You blinked. Once. Last week.
  8. Your eyes have turned completely white or black.

Grim Harvest

At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

Corpse Sculptor

At 6th level, you gain Undead Armor

As a bonus action, the Gray Necromancer can summon (or dismiss) undead armour onto their body. The armour is composed of anything from bone to flesh to even ghost whisps, offering different effects. The base armour has +4 AC. It counts as light armour or medium armour whenever beneficial. It can be enhanced as if it were actual armour by enhancing your body itself. You cannot wear other armours or benefit from mage armour nor unarmored benefits.

When you gain this class feature, choose a material below. You can change the material of your armour each time you level up.

  1. Exoskeleton: Your armour is composed of bone, with a rib cage breastplate. You gain an additional +2 to AC
  2. Ghoul Skin: Your armour appears to be gaunt human leather which stinks of the grave. As a standard action, you can release a foul rotting odour which forces a con save (spell save DC) to all creatures in 10 ft. Those that fail the save are poisoned for 1 minute. A creature that successfully saves cannot be affected again by the same pale master's stench for 24 hours.  Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. You can toggle the aura at will.
  3. Ghost Shroud: The armour appears to be ghostly and transparent. Roll a percentile die if you roll half your level or lower the attack misses.
  4. Mummy Wraps: You are covered in funeral wraps of the mummy. Once per day as a free action, you can expose the dark energies from under the wraps, shaking the will of even the strongest foe. All opponents who can see the Gray Necromancer out to 30 ft must make a Con save (DC 10 + Cha modifier) for be paralyzed for 1d4 rounds. A creature that saves is immune for 24 hours. He gains an extra use per day at 6th level and another at 10th level. 
  5. Shadow Veil: The armour is barely visible, and it makes your flesh seem dark and translucent. While using this armour you gain a bonus to stealth equal to your Int mod and advantage on stealth checks while in dim or dark environments.
  6. Vampire Hide: You wear pale-coloured leather which takes on a rather living hue when soaked in blood. You gain 1d4 temporary hit points whenever you damage an enemy and cast vampiric touch whenever you come into contact with a living creature.
  7. Zombie Hide: This thick layer of rotting flesh is tough and durable. You gain Temp hit points equal to your half your Int mod x your lvl.

At 9th Lvl, you gain Undead Grafting

You can exchange a part of yourself or one willing creature for an undead body part ranging from Skeletal to nearly human but off. These parts reduce the max HP of the recipient by 1/4 of their max but recover upon a long rest.  A creature can only have 2 different grafts.

  1. Bone Limbs: Need bones of the appropriate limb
    1. Legs:  Lose 5ft of movement but gain resistance to falling damage and immunity to ground-based damage (ie. spiked thorns) only applies if both legs are replaced
    2. Arms:  Lose either 1 Str or Dex but gains a +1 to the DC or a +2 to hit with any touch spell cast through the arm. Additionally, a cantrip may be stored in the arm and cast as a touch spell even if it was ranged. Cantrips stored this way gains bonus damage equal to your int mod as necrotic damage and may be stored for up to 1 day. 
  2.  Zombie Limbs: Stitches and cut limbs (can be from the recipient if its a different creature)
    1. Legs:  Lose 5 Hp per leg but gain an additional 5ft of movement per leg if both legs are replaced like this gain a -4 to dex saves involving AOE spells (ie fireball)
    2. Arms:  Gain a +1 to either Dex or Str take a -1 to the other. Gains this way ignore stat caps
  3. Ghost Grafts:  Dirt from atop a grave and blood
    1. Arms: This arm becomes unable to hold more than 10lbs of weight and incurs a -2 penalties with attacks from it (to hit and damage) and cannot hold a shield. However, the hand can go through solids if willed and take objects weighing less than 1lb through.
    2. Legs: No benefits or downsides for 1 but if you have 2 you can only jump 1ft and lose 5ft of movement but once every minute you can teleport 10ft as a free action.
    3. Eyes: You gain a -4 to perception checks but gain darkvision for 15ft (or an additional 15 ft) and truesight for 10ft (this operation changes both eyes)
    4. Tounge: You can permanently cast speak with dead and gain advantage when trying to command undead but gain a -1 to Cha
  4. Lich's heart: Blood of a celestial and a 2000 cost gem
    1. A forbidden ritual that replaces the heart of a creature with a demi-phylactery while this demi-phylactery is in the place of the creature's heart they no longer age and upon being slain the creature reconstitutes around their heart and act as if they were raised by the raise dead spell. However, Creatures that undergo this procedure can still die by hunger, thirst, disease, or poison. They also take a -2 to their con. The process can be reverted via Regenerate(which expells the gem used), Greater restoration, or a wish spell.

 

Limbo

Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects and it's reflected on your body and mind. Undead with intelligence equal to or less than 8 ignore you unless provoked.

Mastery of Undeath

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 8 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.

Pocket Dungeon

You found an ancient text speaking of the creation of pocket dimensions and learned how to transform a bag of holding into your own personal dungeon.

*Requires 16th lvl and a bag of holding*

Using ancient magic you destroy the bag of holding but create your own pocket dimension. It is 2500 ft^2 with a 400ft^2 private chamber

Roll 1D4 to create the base structure of your dungeon:

  1. A solid rock cavern with no exits + 2 natural features
  2. A keep floating in nothingness + 2 keep features
  3. A foul-smelling laboratory with the previous occupants desetered things + 2 laboratory features
  4. A dank swampland with stone buildings surrounded by an unpassable wall of thorns + 2 dark natural features

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