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. The school of Necromancy Imperium delves deeper into this energy to animate. As you progress, you learn to increase your control over this animating energy to create a distinct new breed of undead.

Most people see imperium necromancers as menacing, or even villainous, due to the close association with the undead. Not all necromancers are evil, in fact the undead created by even the newest of students of this tradition has no eternal bloodthirst even when released from the arcane control of the wizard. Most onlookers can't tell their undead apart from others and so many societies consider their practise as taboo.

True Necromancy knows no limits

Beginning when you select this school at 2nd level, you may add Necromancy spells to your spellbook from other classes, allowing you to learn them as if they were Wizard spells.

Necropolis - City of the dead

At 2nd level you gain the ability to create an extradimensional necropolis for your own undead. As a bonus action you can enhance any and all extradimensional spaces you've marked to open up a portal as per the spell demiplane, while opening this portal you can also command all undead within it. An open portal does not prevent line of sight nor line of effect. Only undead you command can enter this demiplane.

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 or controlling another zombie or skeleton, as appropriate.

Whenever you create an undead using a necromancy spell or effect, 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 both its attack rolls & weapon damage rolls.

Divine Hatred

Beginning at 10th level your control of undead grows to a point where the undead you control are more powerful than the average undead. Undeads under your control are no longer affected by channel divinity. They also gain the ability to speak to you telepathically as long as they are within 1 mile of you, or within the necropolis. In addition they treat their intelligence as 10 for cognitive abilities.

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 until you finish a long rest. 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.

At level 20, If the target has an intelligence of 8 or higher it no longer has advantage on the saving throw. And if it has a intelligence of 12 or higher it can no longer repeat the saving throw at the end of every hour, however it will still have advantage on the saving throw.

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