Base Class: Wizard
Traditionally necromancy is seen as a manipulation of the dead, Bringing the dead back to life, not as they where with independent thought, but as thralls. That is a part of what necromancy can and does accomplish. However, necromancy bends life to the user's will; pushing life beyond it's protentional.
Natural Necromancer
At 2nd level you gain an expended spell list. You also learn Spare the Dying cantrip.
Wizard Level Spells
2nd False Life, Inflict Wounds
3rd Blindness/Deafness, Ray of Enfeeblement
5th Revivify, Life Splinter
7th Blight, Bone Break
9th Contagion, Raise Dead
Death's Grasp
When a creature is made to make a saving against one of your necromancy spells; you can force that target to make the save at disadvantage. For every target of the spell used you have use one charge per target. You can use this ability a number of times equal to your Intelligence Modifier a day. You regain the use of this feature after a long rest of you can sacrifice 1d6 hit points to regain this feature. You can also use this feature on Bending One's Will
Necromantic Flow
At 6th level you can add your Intelligent Modifier to every damage necromancy spell and cantrip. Also, as many times equal to your proficiency bonus a day, you can increase the damage die by one die. You regain the use of this ability after a long rest or you can sacrifice a hit die to use the ability again.
Bending One's Will
At level 10 if a creature is within 60ft. you can use you an action to force that creature to make a Wisdom saving throw using your spellcasting DC. On a fail the target suffers these affects
- The target cant tell a lie for the next minute
- You have advantage on all Charisma ability checks against the creature
- As a bonus action you can deal 1d8 psychic damage to the creature
You must concentrate on this feature as if it was a concentration spell. You can only use this once per day. You regain the use of this feature after a long rest. You maybe also expended a 5th spell slot or higher to use this feature again before a long rest. If you use a spell slot of 6th or greater increase the duration by one minute for each spell level, an extra d8 of damage, and you can target one more creature.
The Art of Life
When you reach level 14 you mind and body have been changed by necromancy
- You health increases by 2 times you wizard level
- You gain proficiency in Constitution saving throws
If you make a Intelligence, Wisdom or Charisma saving throw you can use your reaction to gain an advantage on the save. You can use this feature a number of times equal to your Intelligence Modifier a day. If you are out of uses you can sacrifice 3d8 hit points as a part of the reaction to gain the advantage. You regain the use of this feature after a long rest.
You can spend an action to regain a spell by lower your maximum hit points by 1d10 per spell level recovered. Once you take a long rest your maximum hit points are regained
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