Base Class: Wizard
Although Necromancy is the darkest of the schools of wizardry, it's a studies subject nonetheless. It can be summarized as the control of forces that deteriorate Life and organic matter with the results that varies from the creation of destruction-seeking husks, inflicting debilitating curses or draining life from the living or, with higher expirience, creating the perfect conditions to cheat death. It is rare for a Necromancer to be called hero, considering the stigma of what comes from death is evil, and surely those who give all their energy to these studies will find themself ostracized from society or in danger from the most of religions that see undeath as a defiance of life cycle, but the benefits for combat that this school can provide should not be underestimated.
Necromancy Savant
Starting at level 2, the amount of gold and time to copy a spell of the school of necromancy into your spellbook is halved.
Necrosis Adept
Your studies on life as a magical energy allows you to disgregate it in a direct way.
At 2nd level, you ignore resistance to necrotic damage. Also when calculating necrotic damage for a spell that you cast treat every 1 as a 2 on the damage dies.
Undead Thralls
You learn how to infuse a necrotic-based version of life energy on a dead humanoid, making it obedient to you.
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 another zombie or skeleton, as appropriate.
Whenever you create an undead using a necromancy spell it has additional benefits:
- The creature Hit Points Maximum is increased by an amount equal to your wizard level.
- The creature adds your proficiency bonus to its damage rolls.
Inured to Undeath
Thanks to your studies you learn how to resist forced lifeforce necrosis.
Starting at 10th level, you become resistant to necrotic damage and your hit points maximum can't be reduced.
Curser's Knowledge
You've studied so much the manipulation of life that now even if your curses fails the necrotic energy used for those still weakens the body.
From level 14 everytime you cast a necromancy spell of 1st level or higher that inflict a negative effect (like cause fear, blindness/deafness, bestow curse or eyebite) and the target creature succeeds the saving throw that would have begun the spell on it, the creature has to make, at the end of its turn for 1d2 turns (not cumulable), a Constitution saving throw or be incapacitated for the following turn. If during these 1d2 turns the creature fails a saving throw that would have begun a spell such as the ones described before on it, this effect end.
Previous Versions
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9/19/2020 2:28:04 PM
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Coming Soon
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