Wizard
Base Class: Wizard

A peculiar mix of necromancy and conjuration, this school of magic is exceptionally rare and only taught to one individual every 50 years.

Servant Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy necromancy or conjuration spells into your spellbook is halved.

Summon Soldiers

Beginning at 2nd level, you can summon a number of soldiers equal to your Wizard level + your Int. modifier to fight for you. You can use an action to summon as many or as few as you want, they all act on your initiative, and they last for 1 hour, until you dismiss them as a bonus action, or until they are destroyed. Regardless of the creature your soldiers mimic, each soldier has an AC and HP of 10, and gains none of the creatures special abilities, such as Pack Tactics.

Improved Soldiers

Starting at 6th level, the soldiers you summon become stronger. They each now have an AC and HP of 15, regardless of the creature they are mimicking. Additionally, they can now perform mundane tasks, such as cooking food, and carrying objects. They can also carry and use items you give to them, however, if the soldier is destroyed or dismissed, any item(s) it was carrying drop in the space it was occupying.

Empowered Soldiers

Beginning at 10th level, you can use your action and attempt to steal the shadow of a slain enemy. You must be within 30ft. of the enemy and it must have been dead no longer than one minute. You may then attempt to steal this target's shadow. You must make three Intelligence checks with DC 15, 20, and 25. Should you succeed on all three, you steal its shadow, and can summon a soldier with all its HP and abilities. Should you fail even one of these checks, however, it's AC will be 18 and its HP will be 30.

You may use this ability a number of times equal to half your Intelligence modifier (rounded up) per long rest.

Soldiers' Sacrifice

Starting at 14th level, you can use your action to dismiss a number of your soldiers and gain certain benefits.

If you dismiss 2-5 soldiers, you gain a +2 to +5 bonus to spell attacks and damage depending on how many you dismiss. (1 minute)

If you dismiss 6-10 soldiers, you can choose to increase your AC by 1 (6 soldiers), 2 (8 soldiers), or 3 (10 soldiers), or your spell save DC by 1, 2, or 3 (same as AC). (1 minute)

If you dismiss 11-15 soldiers, your regain hit points equal to 5 times the number of soldiers dismissed. (Immediate)

If you dismiss 16-20 soldiers, you gain advantage on all saving throws (1 minute) and regain one spell slot equal to half of the soldiers dismissed. (Immediate)

If you dismiss 20 or more soldiers, you gain temporary HP equal to 10 times the number of soldiers dismissed that you can split as you wish among up to six creatures within 30 ft. of you. (Immediate)

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