Wizard
Base Class: Wizard

So, Necromancy wizard obviously got shafted at some point and deserved much better than what it did so time to fix that. The goal with this build is 1) make necromancy feel like the master of the doors of death that it deserves 2) improve the variety of builds you could make with necromancy and the difference between healing and necromancy 3) undead goddamn armies

Grim Harvest is pretty good for second level but could use some buffs. 

Undead Thralls is alright but could use some more range and power for being a 6th level ability (look at what I gave transmutation). 

Inured to Undeath is ******* weak and not what a Player Class deserves when entering tier 3 play. 

 Command Undead is a good idea for an ability but in practice does very little more than what a cleric or paladin could do since tier 1. 

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.

Soul Harvest

Starting at 2nd level, by reaping life you are able to claim a fraction of those unfortunate creatures souls to regenerate your wounds and fortify your body. At the end of your turn, if you or any undead under your control have killed one or more creatures, you gain hit points equal to your necromancer level. If doing so would grant you more hit points than you can have, you gain temporary hit points equal to the amount of excess hit points received.

Undead Hoards

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 raise an additional number of undead. This number is equal to half your wizard level. You no longer require a corpse or pile of bones to do so; the skeleton or zombie will claw its way up from underground and acts on your next turn. 

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.

Animate Major Undead

Beginning at 10th level, your pursuit of knowledge has led to uncover the secrets to mastering undead of all sizes. You can now raise any corpse that is Huge or smaller of a monstrosity, humanoid, or beast with challenge rating 3 or lower. It keeps its original abilities and attacks, but loses any resistances, immunities, legendary actions, senses it had and gains the immunities and vulnerabilities of its type, skeleton or zombie. You can issue mental commands to the creature as the animate dead spell. You can only control one major undead at a time. This feature functions as the spell animate dead except where otherwise noted. You may use this feature on an existing undead you control to reassert your control over it. You must finish a long rest before you can use this feature again.

Forbidden Power

Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.

Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.


Additionally, you have unlocked the most lethal secrets of necromancy. You can add Necrotic damage equal to your Intelligence modifier to one damage roll of any wizard necromancy spell you cast, including cantrips. In addition, when you roll damage for a wizard spell you cast that deals Necrotic damage, you can reroll ones. You must use the new rolls, even if they are also ones.

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