Wizard
Base Class: Wizard

Marrowmancers are those that are drawn to moulding the dead to life. For whatever reason, your character has chosen to pursue this as an obsession, a specialty, forsaking the typical training of wizards, solely focusing on the school of Necromancy and the art of raising/moulding the dead.

Merrowmantic Mould

At 2nd level, due to your usual interest in Marrowmancy, particularly the practice of raising/moulding the dead, you have specialized your spellcasting to aid your goals and experience the following change to Wizard spellcasting:

Bone recognition

Additionally, at 2nd level, You can passively sense undead/corpses/bones in a 60 ft. radius, as well as the creature type of dead creatures buried beneath the earth. You also learn the Find Familiar spell as a ritual, and can raise a skeletal version of any creature that is not a construct or humanoid with a CR of 0.

Efficient Material

At 6th level, you no longer require full corpses to raise bodies. Instead, you can use half a corpse or half the skeleton. collected from the dead.

Detailed Mould

Additionally, at 6th level, when you raise a creature from the dead or create a Merrow, they gain temporary hit points equal to 2 x your Wizard level.

Slow Rot

At 10th level, your necromantic powers sustain your body. You gain resistance to necrotic damage, your maximum hit point total cannot be lowered by any means. Additionally, your lifespan is slowed; for every 10 years that pass, your body ages only 1 year.

Merrow Sap

At 14th level, you've mastered life and death, and can even mould the bone marrow inside living creatures.

As an action, you may force each non-undead creature within 20 ft of you to make a Constitution saving throw against your spell save DC, taking 6d6 Necrotic damage on a failed save or half as much damage on a successful one. Any creature reduced to zero hit points by failed save is immediately risen under your command.

You may use this ability a number of times equal to your Intelligence modifier per long rest.

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