Base Class: Wizard
Necromancy is one of the most dangerous fields of magic, both for caster and target, as it focuses on altering the soul and life of the targets, whether being for their benefit or detriment. A student of Gray Necromancy is one that has decided to take the rigorous training to harness the true uses of necromancy and to reap its rewards, but beware, as even Gray Necromancy is seen as a taboo even among skilled wizards and select other necromancers, being viewed in the similar light of a mad genius trying to control the world. Many Gray Necromancers use their powers to play a major supporting role for their comrades, but can prove self-sufficient should the need arise.
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, and undead that are either animated or come under your control turn to your alignment, however, undead that are turned to your command turn back to lawful evil once they are free.
Of Life and Death
Being a student studying both life and death, you gain access to spells other necromancers do not gain access to. These spells can be added to your spell list upon advancing in level, and they must be of a level you have spell slots for. Another wizard cannot copy these spells into their spellbook. You also learn the spare the dying cantrip, which counts as a wizard cantrip and can affect undead creatures.
The spells available are: Contagion, Cure Wounds, Death Ward, Detect Poison and Disease, Inflict Wounds, Revivify, Speak with Dead, Spirit Guardians, Warding Bond
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 another zombie or skeleton, as appropriate.
Whenever you create an undead using a necromancy spell, 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 its weapon damage rolls.
Additionally, you can control up to your proficiency bonus multiplied by your caster level of undead without having to reassert dominance over them. You may choose which undead you control through this ability, but if you remove an undead from your control that you have not cast a spell to reassert control over within the last 24 hours, it becomes a wild undead.
Grave-Touched
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. Wild undead see you as one of their own, and will ignore you unless you instigate them.
Commander of the Dead
At 14th level, you have garnered the magical skill to assert your control over an even larger amount of undead. when calculating for how many undead you can control, add your spellcasting ability score to your proficiency bonus before multiplying.
you gain the ability to appoint one loyal undead to help command your army. This undead gains the following benefits: +3 to all stats except charisma and intelligence, +4 to intelligence, and +6 to charisma, and the ability to speak one language of the necromancer's choosing. This undead gains the ability to control up to half of the Gray Necromancer's forces at any given time.
You gain an Aura of Loyalty of 15 feet, which gives undead in the aura a +2 to hit,+1 damage, and +1 AC. Any undead that enter this aura with an intelligence lower than 8 must make a charisma saving throw against your spell save DC or fall under your control. more intelligent undead gain advantage against this save.
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