Base Class: Wizard
This Version of a Necromancer specialized in casting debilitating Spells and utilizing curses and crowd control effects to aid their party, in combination with heavy hitting spells that make their foes fall apart on the spot.
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.
Necrotic Drag
Beginning at 2nd level, once per turn when you kill one or more creatures with a necromancy spell of 1st level or higher, the Necromancer can choose one creature within 20 feet of a killed creature. Depending on if it is an enemy creature or an allied creature, this feature has a different effect:
- Allied creatures gain temporary hit points equal to 3 times the level of the spell that was used to kill the original creature
- Enemies suffer necrotic damage equal to 3 times the level of the spell that was used to kill the original creature
Additionally, the necromancers touch becomes corrosive. The Inflict Wounds spell counts as known and always prepared for the Necromancer.
Negative Energy Ray
Beginning at 6th Level, the necromancer becomes able to send out rays of pure, negative energy, enervating creatures all around him. The necromancer gains charges equal to 1 + his intelligence modifier. As an action, he can expend a charge and target a creature within 60 feet of him or expend 1 or more additional charges to target an additional creatures (1 additional creature per charge). A creature can only be targeted once by this. The necromancer can then make a ranged spell attack against the creatures AC and choose one effect of the following:
Atrophy. The target suffers 3d6 necrotic damage, and the next time they suffer damage, they suffer an additional 3d6 necrotic damage
Negative Energy Shield. The target gains 3d6 temporary hit points
Cursed. The target becomes cursed. It suffers a 1d6 negative modifier on its next attack roll, saving throw or ability check
The necromancer regains all expended charges after a long rest. Alternatively, when the necromancer casts a necromancy spell of 1st level or higher they regain half the level of that spell rounded down back in charges
Siphon Life
Beginning at 10th level, if a creature cursed by your necromancer class features or by a spell like bestow curse or hex dies, you know how it died and where it died. Additionally, you become wreathed in residual soul matter you siphoned off from the creatures death. You gain one of the following benefits until the next long rest or until another creature cursed by you dies:
Energy drain. You gain proficiency in constitution saving throws
Dark matter. You regain a spell slot equal to the creatures CR divided by 3 rounded down (max 5th level)
Shadow of death. You gain expertise in the Intimidation skill
Lich Loved
Starting at 14th level, you become partially undead because of your overabundant usage and experimentation of necromantic energies. Undead with an intelligence of 12 or lower regard you as one of their own and won't attack you unless provoked otherwise.
Additionally, when you cast a necromancy spell that only targets a single creature, you can target a second creature with it as long as the second creature is within 30 feet of the original creature. You can use this feature a number of times equal to your Intelligence Modifier per short rest.
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