Wizard
Base Class: Wizard

The School of the Eternal Throne represents the highest expression of necromantic mastery. Its practitioners do not merely animate corpses; they bind the remnants of souls, create powerful undead servants, and turn death itself into a source of magical power. As their mastery grows, they become increasingly difficult to kill and increasingly capable of controlling the battlefield through undead servants and soul-fueled magic.

 

 

Black Grimoire

At 3rd level, you create a Black Grimoire, a spellbook infused with the remnants of souls consumed through your necromantic studies.

While carrying your Black Grimoire, you gain the ability to harvest and manipulate Soul Charges.

Soul Charges. You can hold a maximum number of Soul Charges equal to your Proficiency Bonus + your Intelligence modifier. You regain all expended Soul Charges when you finish a Long Rest.

However, you can regain individual Soul Charges during combat through your Soul Harvest feature.

Your Black Grimoire also serves as your spellbook for your Wizard spells.

Necromancy Savant. Whenever you gain a Wizard level, you can add one Necromancy spell to your spellbook in addition to the normal spells you add at that level. The spell can come from any class’s spell list, provided it is a Necromancy spell and its level is one you can cast.

The time and gold required to copy a Necromancy spell into your spellbook are halved.

 

Soul Harvest

When a creature other than an Undead or Construct dies within 60 feet of you, you can use your Reaction to harvest a fragment of its departing soul.

The creature must have a Challenge Rating of 1/4 or higher.

You gain 1 Soul Charge if the creature’s CR is 1/4–4, 2 Soul Charges if its CR is 5–10, 3 Soul Charges if its CR is 11–16, or 4 Soul Charges if its CR is 17 or higher.

You can’t harvest the same creature more than once.

You can’t exceed your maximum number of Soul Charges.

A creature whose soul has been harvested can’t have its soul harvested again by another creature using this feature.

The DM determines whether a creature possesses a harvestable soul. Constructs and most Undead do not.

Soulbound. When one of your Soulbound undead reduces a qualifying creature to 0 Hit Points, you can harvest the soul even if you aren’t within 60 feet of the creature, provided you are on the same plane of existence.

 

Soul Techniques

SOUL TECHNIQUES

You gain access to the following techniques at level 3.

You can spend Soul Charges to use them.

Soul Surge

Cost: 1 Soul Charge

When you deal damage with a Necromancy spell, you can expend 1 Soul Charge to deal extra Necrotic damage equal to 1d8 + your Intelligence modifier to one creature damaged by the spell.

 

Soul Shackles

Cost: 1 Soul Charge
Trigger: A creature fails a saving throw against your Necromancy spell.

The creature’s Speed becomes 0 until the start of your next turn.

This is one of your primary area-control tools.

 

Soul Shield

Cost: 1 Soul Charge
Reaction

When you take damage, you can expend 1 Soul Charge to reduce the damage by 1d10 + your Intelligence modifier + your Wizard level.

 

Soul Transfusion

Cost: 2 Soul Charges
Reaction

When a Soulbound undead within 60 feet of you would be reduced to 0 Hit Points, it instead drops to 1 Hit Point.

You can use this Reaction only once per turn.

 

Necromantic Arsenal

You can add the following spells to your spellbook when you reach the appropriate Wizard level, even if they aren’t on the Wizard spell list:

3rd: Animate Dead
5th: Sudden Animation
7th: Create Undead Ritual

These spells count as Wizard spells for you.

 

Undying Legions

Your mastery of necromancy allows you to bind portions of harvested souls to your undead servants.

When you create or summon an Undead creature using a spell or feature, you can designate it as Soulbound.

You can have a number of Soulbound undead equal to your Intelligence modifier.

A Soulbound undead gains the following benefits:

Soulbound Vitality. Its Hit Point maximum increases by an amount equal to your Wizard level.

Deathless Loyalty. The creature has Advantage on saving throws against effects that would Turn, Frighten, or Charm it.

Necrotic Armament. Once on each of its turns when it deals damage, it deals extra Necrotic damage equal to your Proficiency Bonus.

Telepathic Command. While the undead is within 120 feet of you, you can communicate telepathically with it.

Shared Soul. When a Soulbound undead reduces a qualifying creature to 0 Hit Points, you can use Soul Harvest through that undead.

Your Soulbound undead act immediately after your turn in combat.

You can issue a command to all Soulbound undead as a Bonus Action. The command can include attacking a creature, moving to a location, guarding an area, or protecting a creature.

If you issue no command, the undead defend themselves.

 

Bone Lord

Your command over the dead approaches that of a true overlord.

Your Soulbound undead gain the following benefits:

Undead Fortitude. The undead has Advantage on Death Saving Throws and Constitution saving throws.

Master’s Power. Your Soulbound undead add your Proficiency Bonus to their Initiative rolls.

Unnatural Coordination. When you cast a spell that affects an area, your Soulbound undead automatically succeed on saving throws against that spell if you choose them to be unaffected.

Deathly Formation. While two or more of your Soulbound undead are within 10 feet of one another, each gains a +1 bonus to AC.

Command the Legion. You can issue your Soulbound undead a command without using an Action or Bonus Action once per day

Death-Chorus Overlord

Your body has become infused with the essence of undeath.

You gain Resistance to Necrotic and Poison damage.

You no longer need to eat, drink, or breathe.

You have Advantage on saving throws against being Frightened, Charmed, or Paralyzed.

Your Soulbound undead are immune to effects that would Turn them.

Additionally, your Necromancy spells ignore Resistance to Necrotic damage.

Soul Devourer. When a hostile creature within 60 feet of you is reduced to 0 Hit Points by one of your Necromancy spells, you regain 1 Soul Charge.

Greater Soulbound. When you create a Soulbound undead, it gains Temporary Hit Points equal to twice your Wizard level.

Death’s Command. Once per Long Rest, you can issue one command to every Undead creature under your control within 120 feet without using an Action. That command is followed for 1 hour or until completed.

 

Super-tier Magic: Fallen Kingdom

Spell Level: 9th
School: Necromancy
Casting Time: 1 Action
Range: 300 feet
Components: V, S, M
Duration: Instantaneous
Classes: Wizard
Concentration: No

Description

You invoke a catastrophic manifestation of death centered on a point you can see within range.

Each creature of your choice within a 60-foot-radius Sphere centered on that point must make a Constitution saving throw.

On a failed save, a creature takes 20d10 Necrotic damage and becomes Frightened of you until the end of your next turn.

On a successful save, it takes half as much damage and isn’t Frightened.

A creature reduced to 0 Hit Points by this spell dies.

When a creature dies from this spell, you can immediately use Soul Harvest on it without expending your Reaction.

Undead Exaltation. After resolving the spell, each Soulbound undead you control within 120 feet gains Temporary Hit Points equal to your Intelligence modifier + your Wizard level.

Once you cast this spell, you can’t cast it again until you finish a Long Rest unless you expend 10 Soul Charges when casting it.

 

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