Base Class: Wizard
an attempt at retooling and reflavoring the school to be more useful and maybe a bit better. using some dmg info and some homebrew rules
Grim harvest
at 2nd level, you have learned to harvest and utilize the spirit of a dying creature. as a reaction when a creature dies, that you can see, you or a creature you can see within 30 feet of you gains temporary hp equal to the creatures number of hit die plus your wizard level
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
Undead thralls
Starting at 6th level, you add the animate dead spell to your spellbook if it is not there already. If it is, choose another 3rd-level spell of the School of Necromancy and add it to your spellbook. When you cast animate dead, you target one additional corpse or pile of bones, creating another skeleton or zombie, as appropriate.
You can choose to cast animate dead as an action in place of its 1-minute casting time. You can do so a number of times equal to your Intelligence modifier (minimum 1), and regain all uses when you finish a long rest.
Whenever you create an undead using a necromancy spell, it has the following additional features.
- The creature’s hit point maximum is increased by an amount equal to your wizard level.
- The creature adds half your proficiency bonus, rounded down, to its AC and its attack rolls, and adds your proficiency bonus to its weapon damage rolls.
Further, while you have no undead under your control, when you deal necrotic damage to an undead, you can treat that damage if it were radiant instead.
Inured to those above and below
At 10th level, you have resistance to necrotic and radiant damage, and your hit point maximum can't be reduced
Command the 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 you can see within 60ft of you. that creature must make a CHA saving throw against your 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 INT of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an INT of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free
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