Wizard
Base Class: Wizard

The Necromancer is a master of bone and death. Wherever corpses are is where a Necromancer thrives, and his bond with the dead is hard to break, if not impossible, without killing him. A Necromancer's primary feature is that they can raise the dead again. Not as a mindless thrall, or even as a fully functioning creature, but as a completely obedient skeleton. 

Even a Necromancer's other spells are affected by their study of undeath; even those which should be pure arcane force instead represent the amount of time and effort involved in mastering death itself. 

Necromancers are often pale as snow, not from any disease or affliction, or even a rebound effect caused by the powers they harness, but simply because they spend so much time in crypts that they rarely if ever see the sun. 

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.

Disciple of Undeath

Your study of necromancy begins to affect your standard spells. At 2nd level, you learn the Cantrip Manipulate Corpse. This does not go against the number of cantrips you can know. Furthermore, your wizard spells begin to change to fit your specialty. The spell Shield conjures a wall of bone to protect you from an attack, Mage Armor conjures a maelstrom of bone to increase your defense, and Magic Missile sends spears of bone at your foes. They also become Necromancy spells for you but otherwise function the same mechanically. 

Skeletal Army

you can spend 10 minutes to create a skeletal warrior from a humanoid corpse. The skeleton uses the standard skeleton stat block, but it does not have weapons when it is born. They cannot communicate other than through simple gestures. You can have a number of skeletons equal to half your Wizard level, rounded down. If you summon a new skeleton while at your limit, the oldest skeleton crumbles to dust. 

In combat they roll their own initiative, but as a group, so they move on the same count as each other. When they are reduced to 0 hit points, they crumble into dust. They can take actions as normal. 

Skeletal Mage

you can imbue a skeleton minion with a small amount of arcane power. When you have the maximum number of skeletal warriors, you can use an action to turn one of them into a Skeletal Mage, with the stat block of a regular skeleton but with a few benefits. A skeletal mage has an Intelligence of 16, and knows two cantrips and two first level spells of your choice. They have 2 first level spell slots and share your Arcane Recovery feature. They use Intelligence as their spellcasting modifier and the spells they know must be ones you know or have in your spellbook. 

You can have one skeletal mage at a time, and it does count against your number of skeletal minions you can have summoned. 

Skeletal Mastery

Your mastery over the balance between the forces of life and death has made your skeletons deadly efficient. Your skeletons lose their vulnerability to bludgeoning damage and gain the feature Undead Horde, described at the end of the description. Additionally, your Summon Skeleton feature becomes an action, and you can cast it through your skeletons using their reaction. You can have 2 Skeletal Mages at a time. 

Undead Horde. When a skeleton makes an attack roll against a creature, and there is another skeleton within 5 feet of them, they gain advantage on the attack as long as neither of them have taken damage since the start of the round. 

Master of Undeath

you can inscribe a rune on a willing creature (or an item on them) and when they die after 1 minute they rise back as a skeleton keeping their mental stats and class benefits but having a reduced Dex and Str (by -3) and half of their former HP creatures revived this way still have full control of themselves but regard the reviver as a master of sorts and feels a debt. Creatures brought back this way can never truly die and when killed come back to life in 1d4 days if the one that revived them is still alive.

Additionally, upon taking this subclass, you cannot cast an evocation spell of above its base level (ie Fireball can only be cast at level 3)

Undead Armor

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

When you gain this class feature, choose 3 materials below. You can add one additional mate material armor at levels 7, 12, and 17.

Exoskeleton: Your armor is composed of bone, with a rib cage breastplate. You gain an additional +2 to AC

Ghoul Skin: Your armor appears to be gaunt human leather which stinks of the grave. As a standard action, you can release a foul rotting odor 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.

Ghost Shroud: The armor appears to be ghostly and transparent. Roll a percentile die if you roll half your level or lower the attack misses.

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. You gain an extra use per day at 6th level and another at 10th level. 

Shadow Veil: The armor is barely visible, and it makes your flesh seem dark and translucent. While using this armor you gain a bonus to stealth equal to your Int mod and advantage on stealth checks while in dim or dark environments.

Vampire Hide: You wear pale-colored leather which takes on a rather living hue when soaked in blood. You gain 1d4 temporary hit points whenever you damage an enemy with a spell and cast vampiric touch as a free action once per round whenever you come into contact with a living creature.

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.

Specter Shroud: A smoky mist coats your body that billows and evaporates off of your body. Undead you control or creatures with undead grafts within 15 feet of you gain a +1 to AC and advantage on DEX saving throws. When a living nonhumanoid dies within 30ft of you they are raised as a zombie under your control, if a humanoid dies within 30ft of you roll a percentile dice to determine what they are raised as: 1 - Lich, 2 - Vampire, 3 - demilich, 4 - revenant, 5 - wraith, 6 - Deathlock, 7 - Ghost, 8 - Banshee, 9 - wight, 10-28 zombie, 28-46 skeleton, 46-64 shadow, 64-82 ghoul, 82-100 - nothing

Exoskeleton

 Your armor is composed of bone, with a rib cage breastplate. You gain an additional +2 to AC

Ghost Shroud

The armor appears to be ghostly and transparent. Roll a percentile die if you roll half your level or lower the attack misses.

Ghoul Skin

Your armor appears to be gaunt human leather which stinks of the grave. As a standard action, you can release a foul rotting odor 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.

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. You gain an extra use per day at 6th level and another at 10th level. 

Shadow Veil

The armor is barely visible, and it makes your flesh seem dark and translucent. While using this armor you gain a bonus to stealth equal to your Int mod and advantage on stealth checks while in dim or dark environments.

Specter Shroud

A smoky mist coats your body that billows and evaporates off of your body. Undead you control or creatures with undead grafts within 15 feet of you gain a +1 to AC and advantage on DEX saving throws. When a living nonhumanoid dies within 30ft of you they are raised as a zombie under your control, if a humanoid dies within 30ft of you roll a percentile dice to determine what they are raised as: 1 - Lich, 2 - Vampire, 3 - demilich, 4 - revenant, 5 - wraith, 6 - Deathlock, 7 - Ghost, 8 - Banshee, 9 - wight, 10-28 zombie, 28-46 skeleton, 46-64 shadow, 64-82 ghoul, 82-100 - nothing

Vampire Hide

You wear pale-colored leather which takes on a rather living hue when soaked in blood. You gain 1d4 temporary hit points whenever you damage an enemy with a spell and cast vampiric touch as a free action once per round whenever you come into contact with a living creature.

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.

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.

Bone Limbs: Need bones of the appropriate limb and a varying cost emerald

              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. 75 gp emerald

              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. 175 gp emerald

Zombie Limbs: Stitches and cut limbs (can be from the recipient if its a different creature) and a varying cost garnet

             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) 150 gp garnet

             Arms:  Gain a +1 to either Dex or Str take a -1 to the other. Gains this way ignore stat caps. 200 gp garnet

Ghost Grafts:  Dirt from atop a grave and blood and a varying cost moonstone

             Arms: This arm becomes unable to hold more than 10lbs of weight and incurs -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. 250 gp moonstone

              Legs: No benefits or downsides for 1 but if you have 2 you can only jump 1ft up or down and lose 5ft of movement but once every minute you can teleport 10ft as a free action. 300 gp moonstone

              Eyes: You gain a -2 to perception checks but gain darkvision for 15ft (or an additional 15 ft) (per eye) and truesight for 10ft (this operation changes both eyes) 200 gp moonstone

              Tounge: You can permanently cast speak with dead and gain advantage when trying to command undead but gain a -1 to Cha 150 gp moonstone

Banshee throat: Blood of a singer and a 500 gp aquamarine

               This operation remakes the targets voice box with the features of a banshee and allows the player to use the wail ability with a 10 DC and does not affect any creature with an undead graft the recipient take a -3 penalty to persuasion rolls and cannot change their voice away from a raspier version of their voice 

Ghast Claws:  Maggot that has consumed humanoid flesh, chopped off hand of the target creature, 400 gp opal

               An operation that morphs the hand into a ghoul claw that gives you a 2d4 + STR or DEX (whichever you use to attack) slashing damage and the creature (unless undead, construct, or has a graft) must make a DC 10 con save or be paralyzed. With this graft, you have disadvantage with ranged weapons.

 

Lich's heart: Blood of a celestial and a 2500 cost Black Diamond

                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 after 1 minute and act as if they were raised by the resurrection spell. However, Creatures that undergo this procedure can still die by hunger, thirst, disease, or poison. They take a -2 to their con. The process can be reverted via Regenerate(which expels the gem used), Greater restoration, or a wish spell. The demiphylactery can be destroyed by being shattered before the body reconstitutes

Banshee throat

 This operation remakes the targets voice box with the features of a banshee and allows the player to use the wail ability with a 10 DC and does not affect any creature with an undead graft the recipient take a -3 penalty to persuasion rolls and cannot change their voice away from a raspier version of their voice 

Requires: Blood of a singer and a 500 gp aquamarine

Bone 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. 175 gp emerald

Bone 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. 75 gp emerald

 

Ghast Claws

Ghast Claws:  Maggot that has consumed humanoid flesh, chopped off hand of the target creature, 400 gp opal

               An operation that morphs the hand into a ghoul claw that gives you a 2d4 + STR or DEX (whichever you use to attack) slashing damage and the creature (unless undead, construct, or has a graft) must make a DC 10 con save or be paralyzed. With this graft, you have disadvantage with ranged weapons.

 

Ghost Arms

This arm becomes unable to hold more than 10lbs of weight and incurs -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. 250 gp moonstone

Ghost Eyes

You gain a -2 to perception checks but gain dark vision for 15ft (or an additional 15 ft) (per eye) and true sight for 10ft (this operation changes both eyes) 200 gp moonstone

Ghost Legs

No benefits or downsides for 1 but if you have 2 you can only jump 1ft up or down and lose 5ft of movement but once every minute you can teleport 10ft as a free action. 300 gp moonstone

Ghost Tongue

You can permanently cast speak with dead and gain advantage when trying to command undead but gain a -1 to Cha 150 gp moonstone

Lich's heart

  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 after 1 minute and act as if they were raised by the resurrection spell. However, Creatures that undergo this procedure can still die by hunger, thirst, disease, or poison. They take a -2 to their con. The process can be reverted via Regenerate(which expells the gem used), Greater restoration, or a wish spell. The demiphylactery can be destroyed by being shattered before the body reconstitutes

Blood of a celestial and a 2500 cost Black Diamond

Zombie Arms

Gain a +1 to either Dex or Str take a -1 to the other. Gains this way ignore stat caps. 200 gp garnet

Zombie 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) 150 gp garnet

Enhanced Undead

When you raise a creature to undeath you now choose what it is resurrected as (unless it has no flesh the is always a skeleton or has specific rituals or causes ie. Vampires, Liches, Bodaks, etc.) and the creature no longer has to be a humanoid. However, it must have a CR less than half of the players. If there is no specific Zombie/Skeleton version of the creature reduce its health by half, remove any magical abilities the creature had, and reduce mental stats to 4 if they were higher, STR by 2 and DEX by 3.

Pacify Masses

Once per day, you can select a spot and in a 30ft radius, all undead become friendly towards you and your allies for 24 hours undead with an Int above 9 make an Int save against your spell DC those with above an 11 auto succeed

 

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